diff options
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 8039 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 894 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_instance_gles2.cpp | 3 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_instance_gles2.h | 1 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 1032 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.h | 20 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 621 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 306 |
8 files changed, 5037 insertions, 5879 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 94c5ecdec1..5deb78977a 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -29,34 +29,33 @@ #ifdef GLES2_ENABLED #include "rasterizer_gles2.h" -#include "os/os.h" +#include "gl_context/context_gl.h" #include "global_config.h" -#include <stdio.h> -#include "servers/visual/shader_language.h" +#include "os/os.h" #include "servers/visual/particle_system_sw.h" -#include "gl_context/context_gl.h" -#include <string.h> +#include "servers/visual/shader_language.h" +#include <stdio.h> #include <stdlib.h> +#include <string.h> #ifdef GLEW_ENABLED -#define _GL_HALF_FLOAT_OES 0x140B +#define _GL_HALF_FLOAT_OES 0x140B #else -#define _GL_HALF_FLOAT_OES 0x8D61 +#define _GL_HALF_FLOAT_OES 0x8D61 #endif -#define _GL_RGBA16F_EXT 0x881A -#define _GL_RGB16F_EXT 0x881B -#define _GL_RG16F_EXT 0x822F -#define _GL_R16F_EXT 0x822D +#define _GL_RGBA16F_EXT 0x881A +#define _GL_RGB16F_EXT 0x881B +#define _GL_RG16F_EXT 0x822F +#define _GL_R16F_EXT 0x822D #define _GL_R32F_EXT 0x822E +#define _GL_RED_EXT 0x1903 +#define _GL_RG_EXT 0x8227 +#define _GL_R8_EXT 0x8229 +#define _GL_RG8_EXT 0x822B -#define _GL_RED_EXT 0x1903 -#define _GL_RG_EXT 0x8227 -#define _GL_R8_EXT 0x8229 -#define _GL_RG8_EXT 0x822B - -#define _DEPTH_COMPONENT24_OES 0x81A6 +#define _DEPTH_COMPONENT24_OES 0x81A6 #ifdef GLEW_ENABLED #define _glClearDepth glClearDepth @@ -64,25 +63,25 @@ #define _glClearDepth glClearDepthf #endif - #define _GL_SRGB_EXT 0x8C40 #define _GL_SRGB_ALPHA_EXT 0x8C42 -#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE -#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF //#define DEBUG_OPENGL #ifdef DEBUG_OPENGL -#define DEBUG_TEST_ERROR(m_section)\ -{\ - print_line("AT: "+String(m_section)); glFlush();\ - uint32_t err = glGetError();\ - if (err) {\ - print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\ - }\ -} +#define DEBUG_TEST_ERROR(m_section) \ + { \ + print_line("AT: " + String(m_section)); \ + glFlush(); \ + uint32_t err = glGetError(); \ + if (err) { \ + print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \ + } \ + } #else @@ -90,97 +89,87 @@ #endif -static RasterizerGLES2* _singleton = NULL; +static RasterizerGLES2 *_singleton = NULL; #ifdef GLES_NO_CLIENT_ARRAYS -static float GlobalVertexBuffer[MAX_POLYGON_VERTICES * 8] = {0}; +static float GlobalVertexBuffer[MAX_POLYGON_VERTICES * 8] = { 0 }; #endif -static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN}; +static const GLenum prim_type[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; -_FORCE_INLINE_ static void _set_color_attrib(const Color& p_color) { +_FORCE_INLINE_ static void _set_color_attrib(const Color &p_color) { - GLfloat c[4]= { p_color.r, p_color.g, p_color.b, p_color.a }; - glVertexAttrib4fv( VS::ARRAY_COLOR, c ); + GLfloat c[4] = { p_color.r, p_color.g, p_color.b, p_color.a }; + glVertexAttrib4fv(VS::ARRAY_COLOR, c); } - - static _FORCE_INLINE_ uint16_t make_half_float(float f) { - union { - float fv; - uint32_t ui; - } ci; - ci.fv=f; - - unsigned int x = ci.ui; - unsigned int sign = (unsigned short)(x >> 31); - unsigned int mantissa; - unsigned int exp; - uint16_t hf; - - // get mantissa - mantissa = x & ((1 << 23) - 1); - // get exponent bits - exp = x & (0xFF << 23); - if (exp >= 0x47800000) - { - // check if the original single precision float number is a NaN - if (mantissa && (exp == (0xFF << 23))) - { - // we have a single precision NaN - mantissa = (1 << 23) - 1; - } - else - { - // 16-bit half-float representation stores number as Inf - mantissa = 0; + union { + float fv; + uint32_t ui; + } ci; + ci.fv = f; + + unsigned int x = ci.ui; + unsigned int sign = (unsigned short)(x >> 31); + unsigned int mantissa; + unsigned int exp; + uint16_t hf; + + // get mantissa + mantissa = x & ((1 << 23) - 1); + // get exponent bits + exp = x & (0xFF << 23); + if (exp >= 0x47800000) { + // check if the original single precision float number is a NaN + if (mantissa && (exp == (0xFF << 23))) { + // we have a single precision NaN + mantissa = (1 << 23) - 1; + } else { + // 16-bit half-float representation stores number as Inf + mantissa = 0; + } + hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) | + (uint16_t)(mantissa >> 13); } - hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) | - (uint16_t)(mantissa >> 13); - } - // check if exponent is <= -15 - else if (exp <= 0x38000000) - { + // check if exponent is <= -15 + else if (exp <= 0x38000000) { - /*// store a denorm half-float value or zero + /*// store a denorm half-float value or zero exp = (0x38000000 - exp) >> 23; mantissa >>= (14 + exp); hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa); */ - hf=0; //denormals do not work for 3D, convert to zero - } - else - { - hf = (((uint16_t)sign) << 15) | - (uint16_t)((exp - 0x38000000) >> 13) | - (uint16_t)(mantissa >> 13); - } + hf = 0; //denormals do not work for 3D, convert to zero + } else { + hf = (((uint16_t)sign) << 15) | + (uint16_t)((exp - 0x38000000) >> 13) | + (uint16_t)(mantissa >> 13); + } - return hf; + return hf; } -void RasterizerGLES2::_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,int p_instanced) { +void RasterizerGLES2::_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, int p_instanced) { ERR_FAIL_COND(!p_vertices); - ERR_FAIL_COND(p_points <1 || p_points>4); + ERR_FAIL_COND(p_points < 1 || p_points > 4); - bool quad=false; + bool quad = false; GLenum type; - switch(p_points) { + switch (p_points) { - case 1: type=GL_POINTS; break; - case 2: type=GL_LINES; break; - case 4: quad=true; p_points=3; - case 3: type=GL_TRIANGLES; break; + case 1: type = GL_POINTS; break; + case 2: type = GL_LINES; break; + case 4: quad = true; p_points = 3; + case 3: type = GL_TRIANGLES; break; }; - - glBindBuffer(GL_ARRAY_BUFFER,0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); GLfloat vert_array[18]; GLfloat normal_array[18]; @@ -189,40 +178,38 @@ void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, c GLfloat uv_array[18]; glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer( VS::ARRAY_VERTEX, 3 ,GL_FLOAT, false, 0, vert_array ); + glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, vert_array); - for (int i=0;i<p_points;i++) { + for (int i = 0; i < p_points; i++) { - vert_array[i*3+0]=p_vertices[i].x; - vert_array[i*3+1]=p_vertices[i].y; - vert_array[i*3+2]=p_vertices[i].z; + vert_array[i * 3 + 0] = p_vertices[i].x; + vert_array[i * 3 + 1] = p_vertices[i].y; + vert_array[i * 3 + 2] = p_vertices[i].z; if (quad) { - int idx=2+i; - if (idx==4) - idx=0; - vert_array[9+i*3+0]=p_vertices[idx].x; - vert_array[9+i*3+1]=p_vertices[idx].y; - vert_array[9+i*3+2]=p_vertices[idx].z; - + int idx = 2 + i; + if (idx == 4) + idx = 0; + vert_array[9 + i * 3 + 0] = p_vertices[idx].x; + vert_array[9 + i * 3 + 1] = p_vertices[idx].y; + vert_array[9 + i * 3 + 2] = p_vertices[idx].z; } } if (p_normals) { glEnableVertexAttribArray(VS::ARRAY_NORMAL); - glVertexAttribPointer( VS::ARRAY_NORMAL, 3 ,GL_FLOAT, false, 0, normal_array ); - for (int i=0;i<p_points;i++) { + glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, 0, normal_array); + for (int i = 0; i < p_points; i++) { - normal_array[i*3+0]=p_normals[i].x; - normal_array[i*3+1]=p_normals[i].y; - normal_array[i*3+2]=p_normals[i].z; + normal_array[i * 3 + 0] = p_normals[i].x; + normal_array[i * 3 + 1] = p_normals[i].y; + normal_array[i * 3 + 2] = p_normals[i].z; if (quad) { - int idx=2+i; - if (idx==4) - idx=0; - normal_array[9+i*3+0]=p_normals[idx].x; - normal_array[9+i*3+1]=p_normals[idx].y; - normal_array[9+i*3+2]=p_normals[idx].z; - + int idx = 2 + i; + if (idx == 4) + idx = 0; + normal_array[9 + i * 3 + 0] = p_normals[idx].x; + normal_array[9 + i * 3 + 1] = p_normals[idx].y; + normal_array[9 + i * 3 + 2] = p_normals[idx].z; } } } else { @@ -231,22 +218,21 @@ void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, c if (p_colors) { glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, 0, color_array ); - for (int i=0;i<p_points;i++) { + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, 0, color_array); + for (int i = 0; i < p_points; i++) { - color_array[i*4+0]=p_colors[i].r; - color_array[i*4+1]=p_colors[i].g; - color_array[i*4+2]=p_colors[i].b; - color_array[i*4+3]=p_colors[i].a; + color_array[i * 4 + 0] = p_colors[i].r; + color_array[i * 4 + 1] = p_colors[i].g; + color_array[i * 4 + 2] = p_colors[i].b; + color_array[i * 4 + 3] = p_colors[i].a; if (quad) { - int idx=2+i; - if (idx==4) - idx=0; - color_array[12+i*4+0]=p_colors[idx].r; - color_array[12+i*4+1]=p_colors[idx].g; - color_array[12+i*4+2]=p_colors[idx].b; - color_array[12+i*4+3]=p_colors[idx].a; - + int idx = 2 + i; + if (idx == 4) + idx = 0; + color_array[12 + i * 4 + 0] = p_colors[idx].r; + color_array[12 + i * 4 + 1] = p_colors[idx].g; + color_array[12 + i * 4 + 2] = p_colors[idx].b; + color_array[12 + i * 4 + 3] = p_colors[idx].a; } } } else { @@ -255,22 +241,21 @@ void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, c if (p_tangents) { glEnableVertexAttribArray(VS::ARRAY_TANGENT); - glVertexAttribPointer( VS::ARRAY_TANGENT, 4 ,GL_FLOAT, false, 0, tangent_array ); - for (int i=0;i<p_points;i++) { + glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, 0, tangent_array); + for (int i = 0; i < p_points; i++) { - tangent_array[i*4+0]=p_tangents[i].normal.x; - tangent_array[i*4+1]=p_tangents[i].normal.y; - tangent_array[i*4+2]=p_tangents[i].normal.z; - tangent_array[i*4+3]=p_tangents[i].d; + tangent_array[i * 4 + 0] = p_tangents[i].normal.x; + tangent_array[i * 4 + 1] = p_tangents[i].normal.y; + tangent_array[i * 4 + 2] = p_tangents[i].normal.z; + tangent_array[i * 4 + 3] = p_tangents[i].d; if (quad) { - int idx=2+i; - if (idx==4) - idx=0; - tangent_array[12+i*4+0]=p_tangents[idx].normal.x; - tangent_array[12+i*4+1]=p_tangents[idx].normal.y; - tangent_array[12+i*4+2]=p_tangents[idx].normal.z; - tangent_array[12+i*4+3]=p_tangents[idx].d; - + int idx = 2 + i; + if (idx == 4) + idx = 0; + tangent_array[12 + i * 4 + 0] = p_tangents[idx].normal.x; + tangent_array[12 + i * 4 + 1] = p_tangents[idx].normal.y; + tangent_array[12 + i * 4 + 2] = p_tangents[idx].normal.z; + tangent_array[12 + i * 4 + 3] = p_tangents[idx].d; } } } else { @@ -280,20 +265,19 @@ void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, c if (p_uvs) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer( VS::ARRAY_TEX_UV, 3 ,GL_FLOAT, false, 0, uv_array ); - for (int i=0;i<p_points;i++) { + glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, false, 0, uv_array); + for (int i = 0; i < p_points; i++) { - uv_array[i*3+0]=p_uvs[i].x; - uv_array[i*3+1]=p_uvs[i].y; - uv_array[i*3+2]=p_uvs[i].z; + uv_array[i * 3 + 0] = p_uvs[i].x; + uv_array[i * 3 + 1] = p_uvs[i].y; + uv_array[i * 3 + 2] = p_uvs[i].z; if (quad) { - int idx=2+i; - if (idx==4) - idx=0; - uv_array[9+i*3+0]=p_uvs[idx].x; - uv_array[9+i*3+1]=p_uvs[idx].y; - uv_array[9+i*3+2]=p_uvs[idx].z; - + int idx = 2 + i; + if (idx == 4) + idx = 0; + uv_array[9 + i * 3 + 0] = p_uvs[idx].x; + uv_array[9 + i * 3 + 1] = p_uvs[idx].y; + uv_array[9 + i * 3 + 2] = p_uvs[idx].z; } } @@ -307,32 +291,28 @@ void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, c else */ - glDrawArrays(type,0,quad?6:p_points); - + glDrawArrays(type, 0, quad ? 6 : p_points); }; - /* TEXTURE API */ -#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 -#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 -#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 -#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 - -#define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 -#define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 -#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 -#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 +#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 +#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 +#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 +#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 +#define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 +#define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 +#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 +#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 -#define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 -#define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 -#define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 -#define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 - +#define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 +#define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 +#define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 +#define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 #define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB #define _EXT_COMPRESSED_RED_RGTC1 0x8DBB @@ -342,71 +322,65 @@ void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, c #define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC #define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD #define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE -#define _EXT_ETC1_RGB8_OES 0x8D64 - - - -#define _EXT_SLUMINANCE_NV 0x8C46 -#define _EXT_SLUMINANCE_ALPHA_NV 0x8C44 -#define _EXT_SRGB8_NV 0x8C41 -#define _EXT_SLUMINANCE8_NV 0x8C47 -#define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45 - +#define _EXT_ETC1_RGB8_OES 0x8D64 -#define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C -#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D -#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E -#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F +#define _EXT_SLUMINANCE_NV 0x8C46 +#define _EXT_SLUMINANCE_ALPHA_NV 0x8C44 +#define _EXT_SRGB8_NV 0x8C41 +#define _EXT_SLUMINANCE8_NV 0x8C47 +#define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45 +#define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C +#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D +#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E +#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F - -#define _EXT_ATC_RGB_AMD 0x8C92 -#define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 -#define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE - +#define _EXT_ATC_RGB_AMD 0x8C92 +#define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 +#define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE /* TEXTURE API */ -Image RasterizerGLES2::_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 RasterizerGLES2::_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) { - r_has_alpha_cache=false; - r_compressed=false; - r_gl_format=0; - Image image=p_image; + r_has_alpha_cache = false; + r_compressed = false; + r_gl_format = 0; + Image image = p_image; - switch(p_format) { + switch (p_format) { case Image::FORMAT_L8: { - r_gl_components=1; - r_gl_format=GL_LUMINANCE; - r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_NV:GL_LUMINANCE; + r_gl_components = 1; + r_gl_format = GL_LUMINANCE; + r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_SLUMINANCE_NV : GL_LUMINANCE; } break; case Image::FORMAT_INTENSITY: { if (!image.empty()) image.convert(Image::FORMAT_RGBA8); - r_gl_components=4; - r_gl_format=GL_RGBA; - r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_ALPHA_EXT:GL_RGBA; - r_has_alpha_cache=true; + r_gl_components = 4; + r_gl_format = GL_RGBA; + r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _GL_SRGB_ALPHA_EXT : GL_RGBA; + r_has_alpha_cache = true; } break; case Image::FORMAT_LA8: { //image.convert(Image::FORMAT_RGBA8); - r_gl_components=2; - r_gl_format=GL_LUMINANCE_ALPHA; - r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_ALPHA_NV:GL_LUMINANCE_ALPHA; - r_has_alpha_cache=true; + r_gl_components = 2; + r_gl_format = GL_LUMINANCE_ALPHA; + r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_SLUMINANCE_ALPHA_NV : GL_LUMINANCE_ALPHA; + r_has_alpha_cache = true; } break; case Image::FORMAT_INDEXED: { if (!image.empty()) image.convert(Image::FORMAT_RGB8); - r_gl_components=3; - r_gl_format=GL_RGB; - r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_EXT:GL_RGB; + r_gl_components = 3; + r_gl_format = GL_RGB; + r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _GL_SRGB_EXT : GL_RGB; } break; @@ -414,153 +388,153 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For if (!image.empty()) image.convert(Image::FORMAT_RGBA8); - r_gl_components=4; + r_gl_components = 4; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_format=GL_RGBA; - r_gl_internal_format=_GL_SRGB_ALPHA_EXT; + r_gl_format = GL_RGBA; + r_gl_internal_format = _GL_SRGB_ALPHA_EXT; } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; } - r_has_alpha_cache=true; + r_has_alpha_cache = true; } break; case Image::FORMAT_RGB8: { - r_gl_components=3; + r_gl_components = 3; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_internal_format=_GL_SRGB_EXT; - r_gl_format=GL_RGB; + r_gl_internal_format = _GL_SRGB_EXT; + r_gl_format = GL_RGB; } else { - r_gl_internal_format=GL_RGB; + r_gl_internal_format = GL_RGB; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGB; + r_gl_internal_format = GL_RGB; } } break; case Image::FORMAT_RGBA8: { - r_gl_components=4; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + r_gl_components = 4; + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_internal_format=_GL_SRGB_ALPHA_EXT; - r_gl_format=GL_RGBA; + r_gl_internal_format = _GL_SRGB_ALPHA_EXT; + r_gl_format = GL_RGBA; //r_gl_internal_format=GL_RGBA; } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; } - r_has_alpha_cache=true; + r_has_alpha_cache = true; } break; case Image::FORMAT_DXT1: { - if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + if (!s3tc_supported || (!s3tc_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) { image.decompress(); } - r_gl_components=4; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + r_gl_components = 4; + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_format=GL_RGBA; - r_gl_internal_format=_GL_SRGB_ALPHA_EXT; + r_gl_format = GL_RGBA; + r_gl_internal_format = _GL_SRGB_ALPHA_EXT; } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; } - r_has_alpha_cache=true; + r_has_alpha_cache = true; } else { - r_gl_components=1; //doesn't matter much - r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT; - r_compressed=true; + r_gl_components = 1; //doesn't matter much + r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT; + r_compressed = true; }; } break; case Image::FORMAT_DXT3: { - if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + if (!s3tc_supported || (!s3tc_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) { image.decompress(); } - r_gl_components=4; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + r_gl_components = 4; + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_format=GL_RGBA; - r_gl_internal_format=_GL_SRGB_ALPHA_EXT; + r_gl_format = GL_RGBA; + r_gl_internal_format = _GL_SRGB_ALPHA_EXT; } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; } - r_has_alpha_cache=true; + r_has_alpha_cache = true; } else { - r_gl_components=1; //doesn't matter much - r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT; + r_gl_components = 1; //doesn't matter much + r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT; - r_has_alpha_cache=true; - r_compressed=true; + r_has_alpha_cache = true; + r_compressed = true; }; } break; case Image::FORMAT_DXT5: { - if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + if (!s3tc_supported || (!s3tc_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) { image.decompress(); } - r_gl_components=4; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + r_gl_components = 4; + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_format=GL_RGBA; - r_gl_internal_format=_GL_SRGB_ALPHA_EXT; + r_gl_format = GL_RGBA; + r_gl_internal_format = _GL_SRGB_ALPHA_EXT; } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; } - r_has_alpha_cache=true; + r_has_alpha_cache = true; } else { - r_gl_components=1; //doesn't matter much - r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; - r_has_alpha_cache=true; - r_compressed=true; + r_gl_components = 1; //doesn't matter much + r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; + r_has_alpha_cache = true; + r_compressed = true; }; } break; @@ -571,212 +545,207 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For if (!image.empty()) { image.decompress(); } - r_gl_components=4; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + r_gl_components = 4; + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_format=GL_RGBA; - r_gl_internal_format=_GL_SRGB_ALPHA_EXT; + r_gl_format = GL_RGBA; + r_gl_internal_format = _GL_SRGB_ALPHA_EXT; } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; } - r_has_alpha_cache=true; + r_has_alpha_cache = true; } else { - r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT; - r_gl_components=1; //doesn't matter much - r_compressed=true; + r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_LATC1_EXT; + r_gl_components = 1; //doesn't matter much + r_compressed = true; }; } break; case Image::FORMAT_ATI2: { - if (!latc_supported ) { + if (!latc_supported) { if (!image.empty()) { image.decompress(); } - r_gl_components=4; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + r_gl_components = 4; + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_format=GL_RGBA; - r_gl_internal_format=_GL_SRGB_ALPHA_EXT; + r_gl_format = GL_RGBA; + r_gl_internal_format = _GL_SRGB_ALPHA_EXT; } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; } - r_has_alpha_cache=true; + r_has_alpha_cache = true; } else { - r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT; - r_gl_components=1; //doesn't matter much - r_compressed=true; + r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT; + r_gl_components = 1; //doesn't matter much + r_compressed = true; }; } break; case Image::FORMAT_PVRTC2: { - if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + if (!pvr_supported || (!pvr_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) { image.decompress(); } - r_gl_components=4; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + r_gl_components = 4; + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_format=GL_RGBA; - r_gl_internal_format=_GL_SRGB_ALPHA_EXT; + r_gl_format = GL_RGBA; + r_gl_internal_format = _GL_SRGB_ALPHA_EXT; } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; } - r_has_alpha_cache=true; - + r_has_alpha_cache = true; } else { - r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG; - r_gl_components=1; //doesn't matter much - r_compressed=true; - + r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + r_gl_components = 1; //doesn't matter much + r_compressed = true; } } break; case Image::FORMAT_PVRTC2A: { - if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + if (!pvr_supported || (!pvr_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) image.decompress(); - r_gl_components=4; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + r_gl_components = 4; + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_format=GL_RGBA; - r_gl_internal_format=_GL_SRGB_ALPHA_EXT; + r_gl_format = GL_RGBA; + r_gl_internal_format = _GL_SRGB_ALPHA_EXT; } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; } - r_has_alpha_cache=true; - + r_has_alpha_cache = true; } else { - r_gl_internal_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; - r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; - r_gl_components=1; //doesn't matter much - r_compressed=true; - + r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + r_gl_components = 1; //doesn't matter much + r_compressed = true; } } break; case Image::FORMAT_PVRTC4: { - if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + if (!pvr_supported || (!pvr_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) image.decompress(); - r_gl_components=4; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + r_gl_components = 4; + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_format=GL_RGBA; - r_gl_internal_format=_GL_SRGB_ALPHA_EXT; + r_gl_format = GL_RGBA; + r_gl_internal_format = _GL_SRGB_ALPHA_EXT; } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; } - r_has_alpha_cache=true; + r_has_alpha_cache = true; } else { - r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; - r_gl_components=1; //doesn't matter much - r_compressed=true; + r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + r_gl_components = 1; //doesn't matter much + r_compressed = true; } } break; case Image::FORMAT_PVRTC4A: { - if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + if (!pvr_supported || (!pvr_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) image.decompress(); - r_gl_components=4; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + r_gl_components = 4; + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_format=GL_RGBA; - r_gl_internal_format=_GL_SRGB_ALPHA_EXT; + r_gl_format = GL_RGBA; + r_gl_internal_format = _GL_SRGB_ALPHA_EXT; } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGBA; + r_gl_internal_format = GL_RGBA; } - r_has_alpha_cache=true; + r_has_alpha_cache = true; } else { - r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; - r_gl_components=1; //doesn't matter much - r_compressed=true; + r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + r_gl_components = 1; //doesn't matter much + r_compressed = true; } } break; case Image::FORMAT_ETC: { - if (!etc_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + if (!etc_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (!image.empty()) { image.decompress(); } - r_gl_components=3; - if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + r_gl_components = 3; + if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { - r_gl_format=GL_RGB; - r_gl_internal_format=_GL_SRGB_EXT; + r_gl_format = GL_RGB; + r_gl_internal_format = _GL_SRGB_EXT; } else { - r_gl_internal_format=GL_RGB; + r_gl_internal_format = GL_RGB; if (!image.empty()) image.srgb_to_linear(); } } else { - r_gl_internal_format=GL_RGB; + r_gl_internal_format = GL_RGB; } - r_gl_internal_format=GL_RGB; - + r_gl_internal_format = GL_RGB; } else { - r_gl_internal_format=_EXT_ETC1_RGB8_OES; - r_gl_components=1; //doesn't matter much - r_compressed=true; + r_gl_internal_format = _EXT_ETC1_RGB8_OES; + r_gl_components = 1; //doesn't matter much + r_compressed = true; } } break; @@ -787,15 +756,14 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For if (!image.empty()) { image.decompress(); } - r_gl_components=3; - r_gl_internal_format=GL_RGB; - + r_gl_components = 3; + r_gl_internal_format = GL_RGB; } else { - r_gl_internal_format=_EXT_ATC_RGB_AMD; - r_gl_components=1; //doesn't matter much - r_compressed=true; + r_gl_internal_format = _EXT_ATC_RGB_AMD; + r_gl_components = 1; //doesn't matter much + r_compressed = true; } } break; @@ -806,15 +774,14 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For if (!image.empty()) { image.decompress(); } - r_gl_components=4; - r_gl_internal_format=GL_RGBA; - + r_gl_components = 4; + r_gl_internal_format = GL_RGBA; } else { - r_gl_internal_format=_EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD; - r_gl_components=1; //doesn't matter much - r_compressed=true; + r_gl_internal_format = _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD; + r_gl_components = 1; //doesn't matter much + r_compressed = true; } } break; @@ -825,15 +792,14 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For if (!image.empty()) { image.decompress(); } - r_gl_components=4; - r_gl_internal_format=GL_RGBA; - + r_gl_components = 4; + r_gl_internal_format = GL_RGBA; } else { - r_gl_internal_format=_EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD; - r_gl_components=1; //doesn't matter much - r_compressed=true; + r_gl_internal_format = _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD; + r_gl_components = 1; //doesn't matter much + r_compressed = true; } } break; @@ -842,8 +808,8 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For if (!image.empty()) image.convert(Image::FORMAT_RGB8); - r_gl_internal_format=GL_RGB; - r_gl_components=3; + r_gl_internal_format = GL_RGB; + r_gl_components = 3; } break; @@ -853,14 +819,14 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For } } - if (r_gl_format==0) { - r_gl_format=r_gl_internal_format; + if (r_gl_format == 0) { + r_gl_format = r_gl_internal_format; } return image; } -static const GLenum _cube_side_enum[6]={ +static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_X, @@ -874,16 +840,15 @@ static const GLenum _cube_side_enum[6]={ RID RasterizerGLES2::texture_create() { Texture *texture = memnew(Texture); - ERR_FAIL_COND_V(!texture,RID()); + ERR_FAIL_COND_V(!texture, RID()); glGenTextures(1, &texture->tex_id); - texture->active=false; - texture->total_data_size=0; - - return texture_owner.make_rid( texture ); + texture->active = false; + texture->total_data_size = 0; + return texture_owner.make_rid(texture); } -void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) { +void RasterizerGLES2::texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags) { bool has_alpha_cache; int components; @@ -891,26 +856,24 @@ void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,I GLenum internal_format; bool compressed; - int po2_width = nearest_power_of_2(p_width); - int po2_height = nearest_power_of_2(p_height); + int po2_width = nearest_power_of_2(p_width); + int po2_height = nearest_power_of_2(p_height); - if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) { - p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video + if (p_flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) { + p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video } - - Texture *texture = texture_owner.get( p_texture ); + Texture *texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); - texture->width=p_width; - texture->height=p_height; - texture->format=p_format; - texture->flags=p_flags; + texture->width = p_width; + texture->height = p_height; + texture->format = p_format; + texture->flags = p_flags; texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D; - _get_gl_image_and_format(Image(),texture->format,texture->flags,format,internal_format,components,has_alpha_cache,compressed); - - bool scale_textures = !compressed && !(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && (!npo2_textures_available || p_flags&VS::TEXTURE_FLAG_MIPMAPS); + _get_gl_image_and_format(Image(), texture->format, texture->flags, format, internal_format, components, has_alpha_cache, compressed); + bool scale_textures = !compressed && !(p_flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) && (!npo2_textures_available || p_flags & VS::TEXTURE_FLAG_MIPMAPS); if (scale_textures) { texture->alloc_width = po2_width; @@ -922,45 +885,40 @@ void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,I texture->alloc_height = texture->height; }; - if (!(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && shrink_textures_x2) { - texture->alloc_height = MAX(1,texture->alloc_height/2); - texture->alloc_width = MAX(1,texture->alloc_width/2); + if (!(p_flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) && shrink_textures_x2) { + texture->alloc_height = MAX(1, texture->alloc_height / 2); + texture->alloc_width = MAX(1, texture->alloc_width / 2); } - - texture->gl_components_cache=components; - texture->gl_format_cache=format; - texture->gl_internal_format_cache=internal_format; - texture->format_has_alpha=has_alpha_cache; - texture->compressed=compressed; - texture->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds - texture->data_size=0; - texture->mipmaps=0; - + texture->gl_components_cache = components; + texture->gl_format_cache = format; + texture->gl_internal_format_cache = internal_format; + texture->format_has_alpha = has_alpha_cache; + texture->compressed = compressed; + texture->has_alpha = false; //by default it doesn't have alpha unless something with alpha is blitteds + texture->data_size = 0; + texture->mipmaps = 0; glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); - - - - if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) { + if (p_flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) { //prealloc if video - glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE,NULL); + glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE, NULL); } - texture->active=true; + texture->active = true; } -void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) { +void RasterizerGLES2::texture_set_data(RID p_texture, const Image &p_image, VS::CubeMapSide p_cube_side) { - Texture * texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); ERR_FAIL_COND(!texture->active); ERR_FAIL_COND(texture->render_target); - ERR_FAIL_COND(texture->format != p_image.get_format() ); - ERR_FAIL_COND( p_image.empty() ); + ERR_FAIL_COND(texture->format != p_image.get_format()); + ERR_FAIL_COND(p_image.empty()); int components; GLenum format; @@ -968,85 +926,77 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu bool alpha; bool compressed; - if (keep_copies && !(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && !(use_reload_hooks && texture->reloader)) { - texture->image[p_cube_side]=p_image; + if (keep_copies && !(texture->flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) && !(use_reload_hooks && texture->reloader)) { + texture->image[p_cube_side] = p_image; } - Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,internal_format,components,alpha,compressed); + Image img = _get_gl_image_and_format(p_image, p_image.get_format(), texture->flags, format, internal_format, components, alpha, compressed); if (texture->alloc_width != img.get_width() || texture->alloc_height != img.get_height()) { - - if (texture->alloc_width == img.get_width()/2 && texture->alloc_height == img.get_height()/2) { + if (texture->alloc_width == img.get_width() / 2 && texture->alloc_height == img.get_height() / 2) { img.shrink_x2(); } else if (img.get_format() <= Image::FORMAT_INDEXED_ALPHA) { img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR); - } }; - - - if (!(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && img.detect_alpha()==Image::ALPHA_BLEND) { - texture->has_alpha=true; + if (!(texture->flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) && img.detect_alpha() == Image::ALPHA_BLEND) { + texture->has_alpha = true; } + GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_cube_side] : GL_TEXTURE_2D; - - GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D; - - texture->data_size=img.get_data().size(); + texture->data_size = img.get_data().size(); PoolVector<uint8_t>::Read read = img.get_data().read(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); - texture->ignore_mipmaps = compressed && img.get_mipmaps()==0; + texture->ignore_mipmaps = compressed && img.get_mipmaps() == 0; - if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) - glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR); + if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR); else { - if (texture->flags&VS::TEXTURE_FLAG_FILTER) { - glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } else { - glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } - if (texture->flags&VS::TEXTURE_FLAG_FILTER) { + if (texture->flags & VS::TEXTURE_FLAG_FILTER) { - glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering + glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering } else { - glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering + glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering } - bool force_clamp_to_edge = !(texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width); + bool force_clamp_to_edge = !(texture->flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height) != texture->alloc_height || nearest_power_of_2(texture->alloc_width) != texture->alloc_width); - if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { + if (!force_clamp_to_edge && (texture->flags & VS::TEXTURE_FLAG_REPEAT || texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { - if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){ - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); - } - else{ - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); + } else { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } } else { //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); - glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } if (use_anisotropic_filter) { - if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { + if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level); } else { @@ -1054,74 +1004,66 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu } } - int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps()>0) ? img.get_mipmaps() +1 : 1; + int mipmaps = (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps() > 0) ? img.get_mipmaps() + 1 : 1; + int w = img.get_width(); + int h = img.get_height(); - int w=img.get_width(); - int h=img.get_height(); + int tsize = 0; + for (int i = 0; i < mipmaps; i++) { - int tsize=0; - for(int i=0;i<mipmaps;i++) { - - int size,ofs; - img.get_mipmap_offset_and_size(i,ofs,size); + int size, ofs; + img.get_mipmap_offset_and_size(i, ofs, size); //print_line("mipmap: "+itos(i)+" size: "+itos(size)+" w: "+itos(mm_w)+", h: "+itos(mm_h)); if (texture->compressed) { glPixelStorei(GL_UNPACK_ALIGNMENT, 4); - glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] ); + glCompressedTexImage2D(blit_target, i, format, w, h, 0, size, &read[ofs]); } else { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - if (texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) { - glTexSubImage2D( blit_target, i, 0,0,w, h,format,GL_UNSIGNED_BYTE,&read[ofs] ); + if (texture->flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) { + glTexSubImage2D(blit_target, i, 0, 0, w, h, format, GL_UNSIGNED_BYTE, &read[ofs]); } else { - glTexImage2D(blit_target, i, internal_format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]); + glTexImage2D(blit_target, i, internal_format, w, h, 0, format, GL_UNSIGNED_BYTE, &read[ofs]); } - } - tsize+=size; - - w = MAX(1,w>>1); - h = MAX(1,h>>1); + tsize += size; + w = MAX(1, w >> 1); + h = MAX(1, h >> 1); } - _rinfo.texture_mem-=texture->total_data_size; - texture->total_data_size=tsize; - _rinfo.texture_mem+=texture->total_data_size; + _rinfo.texture_mem -= texture->total_data_size; + texture->total_data_size = tsize; + _rinfo.texture_mem += texture->total_data_size; //printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem); - - if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1 && !texture->ignore_mipmaps) { + if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && mipmaps == 1 && !texture->ignore_mipmaps) { //generate mipmaps if they were requested and the image does not contain them glGenerateMipmap(texture->target); } - texture->mipmaps=mipmaps; + texture->mipmaps = mipmaps; - - - if (mipmaps>1) { + if (mipmaps > 1) { //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps-1 ); - assumed to have all, always } //texture_set_flags(p_texture,texture->flags); - - } -Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const { +Image RasterizerGLES2::texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side) const { - Texture * texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.get(p_texture); - ERR_FAIL_COND_V(!texture,Image()); - ERR_FAIL_COND_V(!texture->active,Image()); - ERR_FAIL_COND_V(texture->data_size==0,Image()); - ERR_FAIL_COND_V(texture->render_target,Image()); + ERR_FAIL_COND_V(!texture, Image()); + ERR_FAIL_COND_V(!texture->active, Image()); + ERR_FAIL_COND_V(texture->data_size == 0, Image()); + ERR_FAIL_COND_V(texture->render_target, Image()); return texture->image[p_cube_side]; @@ -1275,46 +1217,42 @@ Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_sid #endif } -void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) { +void RasterizerGLES2::texture_set_flags(RID p_texture, uint32_t p_flags) { - Texture *texture = texture_owner.get( p_texture ); + Texture *texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); if (texture->render_target) { - p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter + p_flags &= VS::TEXTURE_FLAG_FILTER; //can change only filter } - bool had_mipmaps = texture->flags&VS::TEXTURE_FLAG_MIPMAPS; + bool had_mipmaps = texture->flags & VS::TEXTURE_FLAG_MIPMAPS; glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP; - texture->flags=p_flags|cube; // can't remove a cube from being a cube - + texture->flags = p_flags | cube; // can't remove a cube from being a cube - bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width); + bool force_clamp_to_edge = !(p_flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height) != texture->alloc_height || nearest_power_of_2(texture->alloc_width) != texture->alloc_width); - if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { + if (!force_clamp_to_edge && (texture->flags & VS::TEXTURE_FLAG_REPEAT || texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { - if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){ - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); - } - else { - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); + } else { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } } else { //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); - glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - + glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } - if (use_anisotropic_filter) { - if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { + if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level); } else { @@ -1322,182 +1260,171 @@ void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) { } } - if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) { - if (!had_mipmaps && texture->mipmaps==1) { + if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) { + if (!had_mipmaps && texture->mipmaps == 1) { glGenerateMipmap(texture->target); } - glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR); - } else{ - if (texture->flags&VS::TEXTURE_FLAG_FILTER) { - glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + } else { + if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } else { - glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - + glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } - if (texture->flags&VS::TEXTURE_FLAG_FILTER) { + if (texture->flags & VS::TEXTURE_FLAG_FILTER) { - glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering + glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering } else { - glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering + glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering } } uint32_t RasterizerGLES2::texture_get_flags(RID p_texture) const { - Texture * texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.get(p_texture); - ERR_FAIL_COND_V(!texture,0); + ERR_FAIL_COND_V(!texture, 0); return texture->flags; - } Image::Format RasterizerGLES2::texture_get_format(RID p_texture) const { - Texture * texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.get(p_texture); - ERR_FAIL_COND_V(!texture,Image::FORMAT_L8); + ERR_FAIL_COND_V(!texture, Image::FORMAT_L8); return texture->format; } uint32_t RasterizerGLES2::texture_get_width(RID p_texture) const { - Texture * texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.get(p_texture); - ERR_FAIL_COND_V(!texture,0); + ERR_FAIL_COND_V(!texture, 0); return texture->width; } uint32_t RasterizerGLES2::texture_get_height(RID p_texture) const { - Texture * texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.get(p_texture); - ERR_FAIL_COND_V(!texture,0); + ERR_FAIL_COND_V(!texture, 0); return texture->height; } bool RasterizerGLES2::texture_has_alpha(RID p_texture) const { - Texture * texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.get(p_texture); - ERR_FAIL_COND_V(!texture,0); + ERR_FAIL_COND_V(!texture, 0); return texture->has_alpha; - } -void RasterizerGLES2::texture_set_size_override(RID p_texture,int p_width, int p_height) { +void RasterizerGLES2::texture_set_size_override(RID p_texture, int p_width, int p_height) { - Texture * texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); ERR_FAIL_COND(texture->render_target); - ERR_FAIL_COND(p_width<=0 || p_width>16384); - ERR_FAIL_COND(p_height<=0 || p_height>16384); + ERR_FAIL_COND(p_width <= 0 || p_width > 16384); + ERR_FAIL_COND(p_height <= 0 || p_height > 16384); //real texture size is in alloc width and height - texture->width=p_width; - texture->height=p_height; - + texture->width = p_width; + texture->height = p_height; } -void RasterizerGLES2::texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const { +void RasterizerGLES2::texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const { - Texture * texture = texture_owner.get(p_texture); + Texture *texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); ERR_FAIL_COND(texture->render_target); - texture->reloader=p_owner; - texture->reloader_func=p_function; + texture->reloader = p_owner; + texture->reloader_func = p_function; if (use_reload_hooks && p_owner && keep_copies) { - for(int i=0;i<6;i++) - texture->image[i]=Image(); + for (int i = 0; i < 6; i++) + texture->image[i] = Image(); } } - GLuint RasterizerGLES2::_texture_get_name(RID p_tex) { - Texture * texture = texture_owner.get(p_tex); + Texture *texture = texture_owner.get(p_tex); ERR_FAIL_COND_V(!texture, 0); return texture->tex_id; }; -void RasterizerGLES2::texture_set_path(RID p_texture,const String& p_path) { - Texture * texture = texture_owner.get(p_texture); +void RasterizerGLES2::texture_set_path(RID p_texture, const String &p_path) { + Texture *texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); - texture->path=p_path; - + texture->path = p_path; } -String RasterizerGLES2::texture_get_path(RID p_texture) const{ +String RasterizerGLES2::texture_get_path(RID p_texture) const { - Texture * texture = texture_owner.get(p_texture); - ERR_FAIL_COND_V(!texture,String()); + Texture *texture = texture_owner.get(p_texture); + ERR_FAIL_COND_V(!texture, String()); return texture->path; } -void RasterizerGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info){ +void RasterizerGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info) { List<RID> textures; texture_owner.get_owned_list(&textures); - for (List<RID>::Element *E=textures.front();E;E=E->next()) { + for (List<RID>::Element *E = textures.front(); E; E = E->next()) { Texture *t = texture_owner.get(E->get()); if (!t) continue; VS::TextureInfo tinfo; - tinfo.path=t->path; - tinfo.format=t->format; - tinfo.size.x=t->alloc_width; - tinfo.size.y=t->alloc_height; - tinfo.bytes=t->total_data_size; + tinfo.path = t->path; + tinfo.format = t->format; + tinfo.size.x = t->alloc_width; + tinfo.size.y = t->alloc_height; + tinfo.bytes = t->total_data_size; r_info->push_back(tinfo); } - } void RasterizerGLES2::texture_set_shrink_all_x2_on_set_data(bool p_enable) { - shrink_textures_x2=p_enable; + shrink_textures_x2 = p_enable; } /* SHADER API */ RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) { - Shader *shader = memnew( Shader ); - shader->mode=p_mode; + Shader *shader = memnew(Shader); + shader->mode = p_mode; RID rid = shader_owner.make_rid(shader); - shader_set_mode(rid,p_mode); + shader_set_mode(rid, p_mode); _shader_make_dirty(shader); return rid; - } +void RasterizerGLES2::shader_set_mode(RID p_shader, VS::ShaderMode p_mode) { - -void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) { - - ERR_FAIL_INDEX(p_mode,3); - Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_INDEX(p_mode, 3); + Shader *shader = shader_owner.get(p_shader); ERR_FAIL_COND(!shader); - if (shader->custom_code_id && p_mode==shader->mode) + if (shader->custom_code_id && p_mode == shader->mode) return; - if (shader->custom_code_id) { - switch(shader->mode) { + switch (shader->mode) { case VS::SHADER_MATERIAL: { material_shader.free_custom_shader(shader->custom_code_id); } break; @@ -1506,75 +1433,68 @@ void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) { } break; } - shader->custom_code_id=0; + shader->custom_code_id = 0; } - shader->mode=p_mode; + shader->mode = p_mode; - switch(shader->mode) { + switch (shader->mode) { case VS::SHADER_MATERIAL: { - shader->custom_code_id=material_shader.create_custom_shader(); + shader->custom_code_id = material_shader.create_custom_shader(); } break; case VS::SHADER_CANVAS_ITEM: { - shader->custom_code_id=canvas_shader.create_custom_shader(); + shader->custom_code_id = canvas_shader.create_custom_shader(); } break; } _shader_make_dirty(shader); - } VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const { - Shader *shader=shader_owner.get(p_shader); - ERR_FAIL_COND_V(!shader,VS::SHADER_MATERIAL); + Shader *shader = shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader, VS::SHADER_MATERIAL); return shader->mode; } +void RasterizerGLES2::shader_set_code(RID p_shader, const String &p_vertex, const String &p_fragment, const String &p_light, int p_vertex_ofs, int p_fragment_ofs, int p_light_ofs) { -void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) { - - - Shader *shader=shader_owner.get(p_shader); + Shader *shader = shader_owner.get(p_shader); ERR_FAIL_COND(!shader); #ifdef DEBUG_ENABLED - if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light) + if (shader->vertex_code == p_vertex && shader->fragment_code == p_fragment && shader->light_code == p_light) return; #endif - shader->fragment_code=p_fragment; - shader->vertex_code=p_vertex; - shader->light_code=p_light; - shader->fragment_line=p_fragment_ofs; - shader->vertex_line=p_vertex_ofs; - shader->light_line=p_light_ofs; + shader->fragment_code = p_fragment; + shader->vertex_code = p_vertex; + shader->light_code = p_light; + shader->fragment_line = p_fragment_ofs; + shader->vertex_line = p_vertex_ofs; + shader->light_line = p_light_ofs; _shader_make_dirty(shader); - } String RasterizerGLES2::shader_get_vertex_code(RID p_shader) const { - Shader *shader=shader_owner.get(p_shader); - ERR_FAIL_COND_V(!shader,String()); + Shader *shader = shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader, String()); return shader->vertex_code; - } String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const { - Shader *shader=shader_owner.get(p_shader); - ERR_FAIL_COND_V(!shader,String()); + Shader *shader = shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader, String()); return shader->fragment_code; - } String RasterizerGLES2::shader_get_light_code(RID p_shader) const { - Shader *shader=shader_owner.get(p_shader); - ERR_FAIL_COND_V(!shader,String()); + Shader *shader = shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader, String()); return shader->light_code; - } -void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) { +void RasterizerGLES2::_shader_make_dirty(Shader *p_shader) { if (p_shader->dirty_list.in_list()) return; @@ -1584,30 +1504,25 @@ void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) { void RasterizerGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { - Shader *shader=shader_owner.get(p_shader); + Shader *shader = shader_owner.get(p_shader); ERR_FAIL_COND(!shader); - if (shader->dirty_list.in_list()) _update_shader(shader); // ok should be not anymore dirty + Map<int, StringName> order; - Map<int,StringName> order; - + for (Map<StringName, ShaderLanguage::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) { - for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) { - - - order[E->get().order]=E->key(); + order[E->get().order] = E->key(); } - - for(Map<int,StringName>::Element *E=order.front();E;E=E->next()) { + for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) { PropertyInfo pi; - ShaderLanguage::Uniform &u=shader->uniforms[E->get()]; - pi.name=E->get(); - switch(u.type) { + ShaderLanguage::Uniform &u = shader->uniforms[E->get()]; + pi.name = E->get(); + switch (u.type) { case ShaderLanguage::TYPE_VOID: case ShaderLanguage::TYPE_BOOL: @@ -1617,55 +1532,52 @@ void RasterizerGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_ case ShaderLanguage::TYPE_MAT3: case ShaderLanguage::TYPE_MAT4: case ShaderLanguage::TYPE_VEC4: - pi.type=u.default_value.get_type(); + pi.type = u.default_value.get_type(); break; case ShaderLanguage::TYPE_TEXTURE: - pi.type=Variant::_RID; - pi.hint=PROPERTY_HINT_RESOURCE_TYPE; - pi.hint_string="Texture"; + pi.type = Variant::_RID; + pi.hint = PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string = "Texture"; break; case ShaderLanguage::TYPE_CUBEMAP: - pi.type=Variant::_RID; - pi.hint=PROPERTY_HINT_RESOURCE_TYPE; - pi.hint_string="CubeMap"; + pi.type = Variant::_RID; + pi.hint = PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string = "CubeMap"; break; }; p_param_list->push_back(pi); - } - } -void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture) { +void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) { - Shader *shader=shader_owner.get(p_shader); + Shader *shader = shader_owner.get(p_shader); ERR_FAIL_COND(!shader); ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture)); if (p_texture.is_valid()) - shader->default_textures[p_name]=p_texture; + shader->default_textures[p_name] = p_texture; else shader->default_textures.erase(p_name); _shader_make_dirty(shader); - } -RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{ - const Shader *shader=shader_owner.get(p_shader); - ERR_FAIL_COND_V(!shader,RID()); +RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const { + const Shader *shader = shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader, RID()); - const Map<StringName,RID>::Element *E=shader->default_textures.find(p_name); + const Map<StringName, RID>::Element *E = shader->default_textures.find(p_name); if (!E) return RID(); return E->get(); } -Variant RasterizerGLES2::shader_get_default_param(RID p_shader, const StringName& p_name) { +Variant RasterizerGLES2::shader_get_default_param(RID p_shader, const StringName &p_name) { - Shader *shader=shader_owner.get(p_shader); - ERR_FAIL_COND_V(!shader,Variant()); + Shader *shader = shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader, Variant()); //update shader params if necesary //make sure the shader is compiled and everything @@ -1679,13 +1591,11 @@ Variant RasterizerGLES2::shader_get_default_param(RID p_shader, const StringName return Variant(); } - /* COMMON MATERIAL API */ - RID RasterizerGLES2::material_create() { - RID material = material_owner.make_rid( memnew( Material ) ); + RID material = material_owner.make_rid(memnew(Material)); return material; } @@ -1693,364 +1603,339 @@ void RasterizerGLES2::material_set_shader(RID p_material, RID p_shader) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); - if (material->shader==p_shader) + if (material->shader == p_shader) return; - material->shader=p_shader; - material->shader_version=0; - + material->shader = p_shader; + material->shader_version = 0; } RID RasterizerGLES2::material_get_shader(RID p_material) const { Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,RID()); + ERR_FAIL_COND_V(!material, RID()); return material->shader; } - -void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) { +void RasterizerGLES2::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); - Map<StringName,Material::UniformData>::Element *E=material->shader_params.find(p_param); + Map<StringName, Material::UniformData>::Element *E = material->shader_params.find(p_param); if (E) { - if (p_value.get_type()==Variant::NIL) { + if (p_value.get_type() == Variant::NIL) { material->shader_params.erase(E); - material->shader_version=0; //get default! + material->shader_version = 0; //get default! } else { - E->get().value=p_value; - E->get().inuse=true; + E->get().value = p_value; + E->get().inuse = true; } } else { - if (p_value.get_type()==Variant::NIL) + if (p_value.get_type() == Variant::NIL) return; Material::UniformData ud; - ud.index=-1; - ud.value=p_value; - ud.istexture=p_value.get_type()==Variant::_RID; /// cache it being texture - ud.inuse=true; - material->shader_params[p_param]=ud; //may be got at some point, or erased - + ud.index = -1; + ud.value = p_value; + ud.istexture = p_value.get_type() == Variant::_RID; /// cache it being texture + ud.inuse = true; + material->shader_params[p_param] = ud; //may be got at some point, or erased } } -Variant RasterizerGLES2::material_get_param(RID p_material, const StringName& p_param) const { +Variant RasterizerGLES2::material_get_param(RID p_material, const StringName &p_param) const { Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,Variant()); - + ERR_FAIL_COND_V(!material, Variant()); if (material->shader.is_valid()) { //update shader params if necesary //make sure the shader is compiled and everything //so the actual parameters can be properly retrieved! - material->shader_cache=shader_owner.get( material->shader ); + material->shader_cache = shader_owner.get(material->shader); if (!material->shader_cache) { //invalidate - material->shader=RID(); - material->shader_cache=NULL; + material->shader = RID(); + material->shader_cache = NULL; } else { if (material->shader_cache->dirty_list.in_list()) _update_shader(material->shader_cache); - if (material->shader_cache->valid && material->shader_cache->version!=material->shader_version) { + if (material->shader_cache->valid && material->shader_cache->version != material->shader_version) { //validate _update_material_shader_params(material); } } } - if (material->shader_params.has(p_param) && material->shader_params[p_param].inuse) return material->shader_params[p_param].value; else return Variant(); } - -void RasterizerGLES2::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) { +void RasterizerGLES2::material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); - ERR_FAIL_INDEX(p_flag,VS::MATERIAL_FLAG_MAX); - - material->flags[p_flag]=p_enabled; + ERR_FAIL_INDEX(p_flag, VS::MATERIAL_FLAG_MAX); + material->flags[p_flag] = p_enabled; } -bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const { +bool RasterizerGLES2::material_get_flag(RID p_material, VS::MaterialFlag p_flag) const { Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,false); - ERR_FAIL_INDEX_V(p_flag,VS::MATERIAL_FLAG_MAX,false); + ERR_FAIL_COND_V(!material, false); + ERR_FAIL_INDEX_V(p_flag, VS::MATERIAL_FLAG_MAX, false); return material->flags[p_flag]; - - } void RasterizerGLES2::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); - material->depth_draw_mode=p_mode; - + material->depth_draw_mode = p_mode; } VS::MaterialDepthDrawMode RasterizerGLES2::material_get_depth_draw_mode(RID p_material) const { Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS); + ERR_FAIL_COND_V(!material, VS::MATERIAL_DEPTH_DRAW_ALWAYS); return material->depth_draw_mode; - } - - -void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) { +void RasterizerGLES2::material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); - material->blend_mode=p_mode; - + material->blend_mode = p_mode; } VS::MaterialBlendMode RasterizerGLES2::material_get_blend_mode(RID p_material) const { Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,VS::MATERIAL_BLEND_MODE_ADD); + ERR_FAIL_COND_V(!material, VS::MATERIAL_BLEND_MODE_ADD); return material->blend_mode; } -void RasterizerGLES2::material_set_line_width(RID p_material,float p_line_width) { +void RasterizerGLES2::material_set_line_width(RID p_material, float p_line_width) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); - material->line_width=p_line_width; - + material->line_width = p_line_width; } float RasterizerGLES2::material_get_line_width(RID p_material) const { Material *material = material_owner.get(p_material); - ERR_FAIL_COND_V(!material,0); + ERR_FAIL_COND_V(!material, 0); return material->line_width; } - - /* MESH API */ RID RasterizerGLES2::mesh_create() { - - return mesh_owner.make_rid( memnew( Mesh ) ); + return mesh_owner.make_rid(memnew(Mesh)); } +void RasterizerGLES2::mesh_add_surface(RID p_mesh, VS::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, bool p_alpha_sort) { - -void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,bool p_alpha_sort) { - - Mesh *mesh = mesh_owner.get( p_mesh ); + Mesh *mesh = mesh_owner.get(p_mesh); ERR_FAIL_COND(!mesh); - ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX ); - ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX); + ERR_FAIL_INDEX(p_primitive, VS::PRIMITIVE_MAX); + ERR_FAIL_COND(p_arrays.size() != VS::ARRAY_MAX); - uint32_t format=0; + uint32_t format = 0; // validation - int index_array_len=0; - int array_len=0; + int index_array_len = 0; + int array_len = 0; - for(int i=0;i<p_arrays.size();i++) { + for (int i = 0; i < p_arrays.size(); i++) { - if (p_arrays[i].get_type()==Variant::NIL) + if (p_arrays[i].get_type() == Variant::NIL) continue; - format|=(1<<i); + format |= (1 << i); - if (i==VS::ARRAY_VERTEX) { + if (i == VS::ARRAY_VERTEX) { - array_len=Vector3Array(p_arrays[i]).size(); - ERR_FAIL_COND(array_len==0); - } else if (i==VS::ARRAY_INDEX) { + array_len = Vector3Array(p_arrays[i]).size(); + ERR_FAIL_COND(array_len == 0); + } else if (i == VS::ARRAY_INDEX) { - index_array_len=IntArray(p_arrays[i]).size(); + index_array_len = IntArray(p_arrays[i]).size(); } } - ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory + ERR_FAIL_COND((format & VS::ARRAY_FORMAT_VERTEX) == 0); // mandatory - ERR_FAIL_COND( mesh->morph_target_count!=p_blend_shapes.size() ); + ERR_FAIL_COND(mesh->morph_target_count != p_blend_shapes.size()); if (mesh->morph_target_count) { //validate format for morphs - for(int i=0;i<p_blend_shapes.size();i++) { + for (int i = 0; i < p_blend_shapes.size(); i++) { - uint32_t bsformat=0; + uint32_t bsformat = 0; Array arr = p_blend_shapes[i]; - for(int j=0;j<arr.size();j++) { - + for (int j = 0; j < arr.size(); j++) { - if (arr[j].get_type()!=Variant::NIL) - bsformat|=(1<<j); + if (arr[j].get_type() != Variant::NIL) + bsformat |= (1 << j); } - ERR_FAIL_COND( (bsformat)!=(format&(VS::ARRAY_FORMAT_BONES-1))); + ERR_FAIL_COND((bsformat) != (format & (VS::ARRAY_FORMAT_BONES - 1))); } } - Surface *surface = memnew( Surface ); - ERR_FAIL_COND( !surface ); + Surface *surface = memnew(Surface); + ERR_FAIL_COND(!surface); - bool use_VBO=true; //glGenBuffersARB!=NULL; // TODO detect if it's in there - if ((!use_hw_skeleton_xform && format&VS::ARRAY_FORMAT_WEIGHTS) || mesh->morph_target_count>0) { + bool use_VBO = true; //glGenBuffersARB!=NULL; // TODO detect if it's in there + if ((!use_hw_skeleton_xform && format & VS::ARRAY_FORMAT_WEIGHTS) || mesh->morph_target_count > 0) { - use_VBO=false; + use_VBO = false; } //surface->packed=pack_arrays && use_VBO; - int total_elem_size=0; + int total_elem_size = 0; - for (int i=0;i<VS::ARRAY_MAX;i++) { + for (int i = 0; i < VS::ARRAY_MAX; i++) { - - Surface::ArrayData&ad=surface->array[i]; - ad.size=0; - ad.ofs=0; - int elem_size=0; - int elem_count=0; - bool valid_local=true; + Surface::ArrayData &ad = surface->array[i]; + ad.size = 0; + ad.ofs = 0; + int elem_size = 0; + int elem_count = 0; + bool valid_local = true; GLenum datatype; - bool normalize=false; - bool bind=false; + bool normalize = false; + bool bind = false; - if (!(format&(1<<i))) // no array + if (!(format & (1 << i))) // no array continue; - - switch(i) { + switch (i) { case VS::ARRAY_VERTEX: { if (use_VBO && use_half_float) { - elem_size=3*sizeof(int16_t); // vertex - datatype=_GL_HALF_FLOAT_OES; + elem_size = 3 * sizeof(int16_t); // vertex + datatype = _GL_HALF_FLOAT_OES; } else { - elem_size=3*sizeof(GLfloat); // vertex - datatype=GL_FLOAT; + elem_size = 3 * sizeof(GLfloat); // vertex + datatype = GL_FLOAT; } - bind=true; - elem_count=3; + bind = true; + elem_count = 3; } break; case VS::ARRAY_NORMAL: { if (use_VBO) { - elem_size=4*sizeof(int8_t); // vertex - datatype=GL_BYTE; - normalize=true; + elem_size = 4 * sizeof(int8_t); // vertex + datatype = GL_BYTE; + normalize = true; } else { - elem_size=3*sizeof(GLfloat); // vertex - datatype=GL_FLOAT; + elem_size = 3 * sizeof(GLfloat); // vertex + datatype = GL_FLOAT; } - bind=true; - elem_count=3; + bind = true; + elem_count = 3; } break; case VS::ARRAY_TANGENT: { if (use_VBO) { - elem_size=4*sizeof(int8_t); // vertex - datatype=GL_BYTE; - normalize=true; + elem_size = 4 * sizeof(int8_t); // vertex + datatype = GL_BYTE; + normalize = true; } else { - elem_size=4*sizeof(GLfloat); // vertex - datatype=GL_FLOAT; + elem_size = 4 * sizeof(GLfloat); // vertex + datatype = GL_FLOAT; } - bind=true; - elem_count=4; + bind = true; + elem_count = 4; } break; case VS::ARRAY_COLOR: { - elem_size=4*sizeof(uint8_t); /* RGBA */ - datatype=GL_UNSIGNED_BYTE; - elem_count=4; - bind=true; - normalize=true; + elem_size = 4 * sizeof(uint8_t); /* RGBA */ + datatype = GL_UNSIGNED_BYTE; + elem_count = 4; + bind = true; + normalize = true; } break; case VS::ARRAY_TEX_UV: case VS::ARRAY_TEX_UV2: { if (use_VBO && use_half_float) { - elem_size=2*sizeof(int16_t); // vertex - datatype=_GL_HALF_FLOAT_OES; + elem_size = 2 * sizeof(int16_t); // vertex + datatype = _GL_HALF_FLOAT_OES; } else { - elem_size=2*sizeof(GLfloat); // vertex - datatype=GL_FLOAT; + elem_size = 2 * sizeof(GLfloat); // vertex + datatype = GL_FLOAT; } - bind=true; - elem_count=2; + bind = true; + elem_count = 2; } break; case VS::ARRAY_WEIGHTS: { if (use_VBO) { - elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort); - valid_local=false; - bind=true; - normalize=true; - datatype=GL_UNSIGNED_SHORT; - elem_count=4; + elem_size = VS::ARRAY_WEIGHTS_SIZE * sizeof(GLushort); + valid_local = false; + bind = true; + normalize = true; + datatype = GL_UNSIGNED_SHORT; + elem_count = 4; } else { - elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat); - valid_local=false; - bind=false; - datatype=GL_FLOAT; - elem_count=4; + elem_size = VS::ARRAY_WEIGHTS_SIZE * sizeof(GLfloat); + valid_local = false; + bind = false; + datatype = GL_FLOAT; + elem_count = 4; } } break; case VS::ARRAY_BONES: { if (use_VBO) { - elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLubyte); - valid_local=false; - bind=true; - datatype=GL_UNSIGNED_BYTE; - elem_count=4; + elem_size = VS::ARRAY_WEIGHTS_SIZE * sizeof(GLubyte); + valid_local = false; + bind = true; + datatype = GL_UNSIGNED_BYTE; + elem_count = 4; } else { - elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort); - valid_local=false; - bind=false; - datatype=GL_UNSIGNED_SHORT; - elem_count=4; - + elem_size = VS::ARRAY_WEIGHTS_SIZE * sizeof(GLushort); + valid_local = false; + bind = false; + datatype = GL_UNSIGNED_SHORT; + elem_count = 4; } - } break; case VS::ARRAY_INDEX: { - if (index_array_len<=0) { + if (index_array_len <= 0) { ERR_PRINT("index_array_len==NO_INDEX_ARRAY"); break; } /* determine wether using 16 or 32 bits indices */ - if (array_len>(1<<16)) { + if (array_len > (1 << 16)) { - elem_size=4; - datatype=GL_UNSIGNED_INT; + elem_size = 4; + datatype = GL_UNSIGNED_INT; } else { - elem_size=2; - datatype=GL_UNSIGNED_SHORT; + elem_size = 2; + datatype = GL_UNSIGNED_SHORT; } -/* + /* if (use_VBO) { glGenBuffers(1,&surface->index_id); @@ -2062,47 +1947,44 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive, surface->index_array_local = (uint8_t*)memalloc(index_array_len*elem_size); }; */ - surface->index_array_len=index_array_len; // only way it can exist - ad.ofs=0; - ad.size=elem_size; - + surface->index_array_len = index_array_len; // only way it can exist + ad.ofs = 0; + ad.size = elem_size; continue; } break; default: { - ERR_FAIL( ); + ERR_FAIL(); } } - ad.ofs=total_elem_size; - ad.size=elem_size; - ad.datatype=datatype; - ad.normalize=normalize; - ad.bind=bind; - ad.count=elem_count; - total_elem_size+=elem_size; + ad.ofs = total_elem_size; + ad.size = elem_size; + ad.datatype = datatype; + ad.normalize = normalize; + ad.bind = bind; + ad.count = elem_count; + total_elem_size += elem_size; if (valid_local) { - surface->local_stride+=elem_size; - surface->morph_format|=(1<<i); + surface->local_stride += elem_size; + surface->morph_format |= (1 << i); } - - } - surface->stride=total_elem_size; - surface->array_len=array_len; - surface->format=format; - surface->primitive=p_primitive; - surface->morph_target_count=mesh->morph_target_count; - surface->configured_format=0; - surface->mesh=mesh; + surface->stride = total_elem_size; + surface->array_len = array_len; + surface->format = format; + surface->primitive = p_primitive; + surface->morph_target_count = mesh->morph_target_count; + surface->configured_format = 0; + surface->mesh = mesh; if (keep_copies) { - surface->data=p_arrays; - surface->morph_data=p_blend_shapes; + surface->data = p_arrays; + surface->morph_data = p_blend_shapes; } - uint8_t *array_ptr=NULL; - uint8_t *index_array_ptr=NULL; + uint8_t *array_ptr = NULL; + uint8_t *index_array_ptr = NULL; PoolVector<uint8_t> array_pre_vbo; PoolVector<uint8_t>::Write vaw; PoolVector<uint8_t> index_array_pre_vbo; @@ -2111,489 +1993,443 @@ void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive, /* create pointers */ if (use_VBO) { - array_pre_vbo.resize(surface->array_len*surface->stride); + array_pre_vbo.resize(surface->array_len * surface->stride); vaw = array_pre_vbo.write(); - array_ptr=vaw.ptr(); + array_ptr = vaw.ptr(); if (surface->index_array_len) { - index_array_pre_vbo.resize(surface->index_array_len*surface->array[VS::ARRAY_INDEX].size); + index_array_pre_vbo.resize(surface->index_array_len * surface->array[VS::ARRAY_INDEX].size); iaw = index_array_pre_vbo.write(); - index_array_ptr=iaw.ptr(); + index_array_ptr = iaw.ptr(); } - _surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true); + _surface_set_arrays(surface, array_ptr, index_array_ptr, p_arrays, true); } else { - surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride); - array_ptr=(uint8_t*)surface->array_local; + surface->array_local = (uint8_t *)memalloc(surface->array_len * surface->stride); + array_ptr = (uint8_t *)surface->array_local; if (surface->index_array_len) { - surface->index_array_local = (uint8_t*)memalloc(index_array_len*surface->array[VS::ARRAY_INDEX].size); - index_array_ptr=(uint8_t*)surface->index_array_local; + surface->index_array_local = (uint8_t *)memalloc(index_array_len * surface->array[VS::ARRAY_INDEX].size); + index_array_ptr = (uint8_t *)surface->index_array_local; } - _surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true); + _surface_set_arrays(surface, array_ptr, index_array_ptr, p_arrays, true); if (mesh->morph_target_count) { - surface->morph_targets_local = memnew_arr(Surface::MorphTarget,mesh->morph_target_count); - for(int i=0;i<mesh->morph_target_count;i++) { + surface->morph_targets_local = memnew_arr(Surface::MorphTarget, mesh->morph_target_count); + for (int i = 0; i < mesh->morph_target_count; i++) { - surface->morph_targets_local[i].array=memnew_arr(uint8_t,surface->local_stride*surface->array_len); - surface->morph_targets_local[i].configured_format=surface->morph_format; - _surface_set_arrays(surface,surface->morph_targets_local[i].array,NULL,p_blend_shapes[i],false); + surface->morph_targets_local[i].array = memnew_arr(uint8_t, surface->local_stride * surface->array_len); + surface->morph_targets_local[i].configured_format = surface->morph_format; + _surface_set_arrays(surface, surface->morph_targets_local[i].array, NULL, p_blend_shapes[i], false); } } } - - - - /* create buffers!! */ if (use_VBO) { - glGenBuffers(1,&surface->vertex_id); - ERR_FAIL_COND(surface->vertex_id==0); - glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); - glBufferData(GL_ARRAY_BUFFER,surface->array_len*surface->stride,array_ptr,GL_STATIC_DRAW); - glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + glGenBuffers(1, &surface->vertex_id); + ERR_FAIL_COND(surface->vertex_id == 0); + glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id); + glBufferData(GL_ARRAY_BUFFER, surface->array_len * surface->stride, array_ptr, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind if (surface->index_array_len) { - glGenBuffers(1,&surface->index_id); - ERR_FAIL_COND(surface->index_id==0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); - glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*surface->array[VS::ARRAY_INDEX].size,index_array_ptr,GL_STATIC_DRAW); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind - + glGenBuffers(1, &surface->index_id); + ERR_FAIL_COND(surface->index_id == 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_array_len * surface->array[VS::ARRAY_INDEX].size, index_array_ptr, GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind } } mesh->surfaces.push_back(surface); - } -Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main) { +Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem, uint8_t *p_index_mem, const Array &p_arrays, bool p_main) { uint32_t stride = p_main ? p_surface->stride : p_surface->local_stride; - for(int ai=0;ai<VS::ARRAY_MAX;ai++) { - if (ai>=p_arrays.size()) + for (int ai = 0; ai < VS::ARRAY_MAX; ai++) { + if (ai >= p_arrays.size()) break; - if (p_arrays[ai].get_type()==Variant::NIL) + if (p_arrays[ai].get_type() == Variant::NIL) continue; - Surface::ArrayData &a=p_surface->array[ai]; - - switch(ai) { + Surface::ArrayData &a = p_surface->array[ai]; + switch (ai) { case VS::ARRAY_VERTEX: { - ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER ); + ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER); PoolVector<Vector3> array = p_arrays[ai]; - ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER ); - + ERR_FAIL_COND_V(array.size() != p_surface->array_len, ERR_INVALID_PARAMETER); PoolVector<Vector3>::Read read = array.read(); - const Vector3* src=read.ptr(); + const Vector3 *src = read.ptr(); // setting vertices means regenerating the AABB AABB aabb; - float scale=1; - - - if (p_surface->array[VS::ARRAY_VERTEX].datatype==_GL_HALF_FLOAT_OES) { + float scale = 1; - for (int i=0;i<p_surface->array_len;i++) { + if (p_surface->array[VS::ARRAY_VERTEX].datatype == _GL_HALF_FLOAT_OES) { + for (int i = 0; i < p_surface->array_len; i++) { - uint16_t vector[3]={ make_half_float(src[i].x), make_half_float(src[i].y), make_half_float(src[i].z) }; + uint16_t vector[3] = { make_half_float(src[i].x), make_half_float(src[i].y), make_half_float(src[i].z) }; - copymem(&p_mem[a.ofs+i*stride], vector, a.size); + copymem(&p_mem[a.ofs + i * stride], vector, a.size); - if (i==0) { + if (i == 0) { - aabb=AABB(src[i],Vector3()); + aabb = AABB(src[i], Vector3()); } else { - aabb.expand_to( src[i] ); + aabb.expand_to(src[i]); } } - } else { - for (int i=0;i<p_surface->array_len;i++) { - + for (int i = 0; i < p_surface->array_len; i++) { - GLfloat vector[3]={ src[i].x, src[i].y, src[i].z }; + GLfloat vector[3] = { src[i].x, src[i].y, src[i].z }; - copymem(&p_mem[a.ofs+i*stride], vector, a.size); + copymem(&p_mem[a.ofs + i * stride], vector, a.size); - if (i==0) { + if (i == 0) { - aabb=AABB(src[i],Vector3()); + aabb = AABB(src[i], Vector3()); } else { - aabb.expand_to( src[i] ); + aabb.expand_to(src[i]); } } } if (p_main) { - p_surface->aabb=aabb; - p_surface->vertex_scale=scale; + p_surface->aabb = aabb; + p_surface->vertex_scale = scale; } - } break; case VS::ARRAY_NORMAL: { - ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER ); + ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER); PoolVector<Vector3> array = p_arrays[ai]; - ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER ); - + ERR_FAIL_COND_V(array.size() != p_surface->array_len, ERR_INVALID_PARAMETER); PoolVector<Vector3>::Read read = array.read(); - const Vector3* src=read.ptr(); + const Vector3 *src = read.ptr(); // setting vertices means regenerating the AABB - if (p_surface->array[VS::ARRAY_NORMAL].datatype==GL_BYTE) { + if (p_surface->array[VS::ARRAY_NORMAL].datatype == GL_BYTE) { - for (int i=0;i<p_surface->array_len;i++) { + for (int i = 0; i < p_surface->array_len; i++) { - GLbyte vector[4]={ - CLAMP(src[i].x*127,-128,127), - CLAMP(src[i].y*127,-128,127), - CLAMP(src[i].z*127,-128,127), + GLbyte vector[4] = { + CLAMP(src[i].x * 127, -128, 127), + CLAMP(src[i].y * 127, -128, 127), + CLAMP(src[i].z * 127, -128, 127), 0, }; - copymem(&p_mem[a.ofs+i*stride], vector, a.size); - + copymem(&p_mem[a.ofs + i * stride], vector, a.size); } } else { - for (int i=0;i<p_surface->array_len;i++) { - - - GLfloat vector[3]={ src[i].x, src[i].y, src[i].z }; - copymem(&p_mem[a.ofs+i*stride], vector, a.size); + for (int i = 0; i < p_surface->array_len; i++) { + GLfloat vector[3] = { src[i].x, src[i].y, src[i].z }; + copymem(&p_mem[a.ofs + i * stride], vector, a.size); } } - } break; case VS::ARRAY_TANGENT: { - ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER ); + ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER); PoolVector<real_t> array = p_arrays[ai]; - ERR_FAIL_COND_V( array.size() != p_surface->array_len*4, ERR_INVALID_PARAMETER ); - + ERR_FAIL_COND_V(array.size() != p_surface->array_len * 4, ERR_INVALID_PARAMETER); PoolVector<real_t>::Read read = array.read(); - const real_t* src = read.ptr(); + const real_t *src = read.ptr(); - if (p_surface->array[VS::ARRAY_TANGENT].datatype==GL_BYTE) { + if (p_surface->array[VS::ARRAY_TANGENT].datatype == GL_BYTE) { - for (int i=0;i<p_surface->array_len;i++) { + for (int i = 0; i < p_surface->array_len; i++) { - GLbyte xyzw[4]={ - CLAMP(src[i*4+0]*127,-128,127), - CLAMP(src[i*4+1]*127,-128,127), - CLAMP(src[i*4+2]*127,-128,127), - CLAMP(src[i*4+3]*127,-128,127) + GLbyte xyzw[4] = { + CLAMP(src[i * 4 + 0] * 127, -128, 127), + CLAMP(src[i * 4 + 1] * 127, -128, 127), + CLAMP(src[i * 4 + 2] * 127, -128, 127), + CLAMP(src[i * 4 + 3] * 127, -128, 127) }; - copymem(&p_mem[a.ofs+i*stride], xyzw, a.size); - + copymem(&p_mem[a.ofs + i * stride], xyzw, a.size); } - } else { - for (int i=0;i<p_surface->array_len;i++) { + for (int i = 0; i < p_surface->array_len; i++) { - GLfloat xyzw[4]={ - src[i*4+0], - src[i*4+1], - src[i*4+2], - src[i*4+3] + GLfloat xyzw[4] = { + src[i * 4 + 0], + src[i * 4 + 1], + src[i * 4 + 2], + src[i * 4 + 3] }; - copymem(&p_mem[a.ofs+i*stride], xyzw, a.size); - + copymem(&p_mem[a.ofs + i * stride], xyzw, a.size); } } } break; case VS::ARRAY_COLOR: { - ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER ); - + ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER); PoolVector<Color> array = p_arrays[ai]; - ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER ); - + ERR_FAIL_COND_V(array.size() != p_surface->array_len, ERR_INVALID_PARAMETER); PoolVector<Color>::Read read = array.read(); - const Color* src = read.ptr(); - bool alpha=false; + const Color *src = read.ptr(); + bool alpha = false; - for (int i=0;i<p_surface->array_len;i++) { + for (int i = 0; i < p_surface->array_len; i++) { - if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters - alpha=true; + if (src[i].a < 0.98) // tolerate alpha a bit, for crappy exporters + alpha = true; uint8_t colors[4]; - for(int j=0;j<4;j++) { + for (int j = 0; j < 4; j++) { - colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 ); + colors[j] = CLAMP(int((src[i][j]) * 255.0), 0, 255); } - copymem(&p_mem[a.ofs+i*stride], colors, a.size); - + copymem(&p_mem[a.ofs + i * stride], colors, a.size); } if (p_main) - p_surface->has_alpha=alpha; + p_surface->has_alpha = alpha; } break; case VS::ARRAY_TEX_UV: case VS::ARRAY_TEX_UV2: { - ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER ); + ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER); PoolVector<Vector2> array = p_arrays[ai]; - ERR_FAIL_COND_V( array.size() != p_surface->array_len , ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(array.size() != p_surface->array_len, ERR_INVALID_PARAMETER); PoolVector<Vector2>::Read read = array.read(); - const Vector2 * src=read.ptr(); - float scale=1.0; - + const Vector2 *src = read.ptr(); + float scale = 1.0; - if (p_surface->array[ai].datatype==_GL_HALF_FLOAT_OES) { + if (p_surface->array[ai].datatype == _GL_HALF_FLOAT_OES) { - for (int i=0;i<p_surface->array_len;i++) { + for (int i = 0; i < p_surface->array_len; i++) { - uint16_t uv[2]={ make_half_float(src[i].x) , make_half_float(src[i].y) }; - copymem(&p_mem[a.ofs+i*stride], uv, a.size); + uint16_t uv[2] = { make_half_float(src[i].x), make_half_float(src[i].y) }; + copymem(&p_mem[a.ofs + i * stride], uv, a.size); } } else { - for (int i=0;i<p_surface->array_len;i++) { + for (int i = 0; i < p_surface->array_len; i++) { - GLfloat uv[2]={ src[i].x , src[i].y }; - - copymem(&p_mem[a.ofs+i*stride], uv, a.size); + GLfloat uv[2] = { src[i].x, src[i].y }; + copymem(&p_mem[a.ofs + i * stride], uv, a.size); } } if (p_main) { - if (ai==VS::ARRAY_TEX_UV) { + if (ai == VS::ARRAY_TEX_UV) { - p_surface->uv_scale=scale; + p_surface->uv_scale = scale; } - if (ai==VS::ARRAY_TEX_UV2) { + if (ai == VS::ARRAY_TEX_UV2) { - p_surface->uv2_scale=scale; + p_surface->uv2_scale = scale; } } } break; case VS::ARRAY_WEIGHTS: { - - ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER ); + ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER); PoolVector<real_t> array = p_arrays[ai]; - ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER ); - + ERR_FAIL_COND_V(array.size() != p_surface->array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER); PoolVector<real_t>::Read read = array.read(); - const real_t * src = read.ptr(); + const real_t *src = read.ptr(); - if (p_surface->array[VS::ARRAY_WEIGHTS].datatype==GL_UNSIGNED_SHORT) { + if (p_surface->array[VS::ARRAY_WEIGHTS].datatype == GL_UNSIGNED_SHORT) { - for (int i=0;i<p_surface->array_len;i++) { + for (int i = 0; i < p_surface->array_len; i++) { GLushort data[VS::ARRAY_WEIGHTS_SIZE]; - for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) { - data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j]*65535,0,65535); + for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { + data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j] * 65535, 0, 65535); } - copymem(&p_mem[a.ofs+i*stride], data, a.size); + copymem(&p_mem[a.ofs + i * stride], data, a.size); } } else { - for (int i=0;i<p_surface->array_len;i++) { + for (int i = 0; i < p_surface->array_len; i++) { GLfloat data[VS::ARRAY_WEIGHTS_SIZE]; - for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) { - data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j]; + for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { + data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j]; } - copymem(&p_mem[a.ofs+i*stride], data, a.size); - - + copymem(&p_mem[a.ofs + i * stride], data, a.size); } - - } } break; case VS::ARRAY_BONES: { - - ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER ); + ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER); PoolVector<int> array = p_arrays[ai]; - ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER ); - + ERR_FAIL_COND_V(array.size() != p_surface->array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER); PoolVector<int>::Read read = array.read(); - const int * src = read.ptr(); + const int *src = read.ptr(); - p_surface->max_bone=0; + p_surface->max_bone = 0; + if (p_surface->array[VS::ARRAY_BONES].datatype == GL_UNSIGNED_BYTE) { - if (p_surface->array[VS::ARRAY_BONES].datatype==GL_UNSIGNED_BYTE) { - - for (int i=0;i<p_surface->array_len;i++) { + for (int i = 0; i < p_surface->array_len; i++) { GLubyte data[VS::ARRAY_WEIGHTS_SIZE]; - for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) { - data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j],0,255); - p_surface->max_bone=MAX(data[j],p_surface->max_bone); - + for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { + data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j], 0, 255); + p_surface->max_bone = MAX(data[j], p_surface->max_bone); } - copymem(&p_mem[a.ofs+i*stride], data, a.size); - - + copymem(&p_mem[a.ofs + i * stride], data, a.size); } } else { - for (int i=0;i<p_surface->array_len;i++) { + for (int i = 0; i < p_surface->array_len; i++) { GLushort data[VS::ARRAY_WEIGHTS_SIZE]; - for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) { - data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j]; - p_surface->max_bone=MAX(data[j],p_surface->max_bone); - + for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { + data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j]; + p_surface->max_bone = MAX(data[j], p_surface->max_bone); } - copymem(&p_mem[a.ofs+i*stride], data, a.size); - - + copymem(&p_mem[a.ofs + i * stride], data, a.size); } } - } break; case VS::ARRAY_INDEX: { - ERR_FAIL_COND_V( p_surface->index_array_len<=0, ERR_INVALID_DATA ); - ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER ); + ERR_FAIL_COND_V(p_surface->index_array_len <= 0, ERR_INVALID_DATA); + ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER); PoolVector<int> indices = p_arrays[ai]; - ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER ); - ERR_FAIL_COND_V( indices.size() != p_surface->index_array_len, ERR_INVALID_PARAMETER ); + ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(indices.size() != p_surface->index_array_len, ERR_INVALID_PARAMETER); /* determine wether using 16 or 32 bits indices */ PoolVector<int>::Read read = indices.read(); - const int *src=read.ptr(); - - for (int i=0;i<p_surface->index_array_len;i++) { + const int *src = read.ptr(); + for (int i = 0; i < p_surface->index_array_len; i++) { - if (a.size==2) { - uint16_t v=src[i]; + if (a.size == 2) { + uint16_t v = src[i]; - copymem(&p_index_mem[i*a.size], &v, a.size); + copymem(&p_index_mem[i * a.size], &v, a.size); } else { - uint32_t v=src[i]; + uint32_t v = src[i]; - copymem(&p_index_mem[i*a.size], &v, a.size); + copymem(&p_index_mem[i * a.size], &v, a.size); } } - } break; - - default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);} + default: { ERR_FAIL_V(ERR_INVALID_PARAMETER); } } - p_surface->configured_format|=(1<<ai); + p_surface->configured_format |= (1 << ai); } - if (p_surface->format&VS::ARRAY_FORMAT_BONES) { + if (p_surface->format & VS::ARRAY_FORMAT_BONES) { //create AABBs for each detected bone - int total_bones = p_surface->max_bone+1; + int total_bones = p_surface->max_bone + 1; if (p_main) { p_surface->skeleton_bone_aabb.resize(total_bones); p_surface->skeleton_bone_used.resize(total_bones); - for(int i=0;i<total_bones;i++) - p_surface->skeleton_bone_used[i]=false; + for (int i = 0; i < total_bones; i++) + p_surface->skeleton_bone_used[i] = false; } PoolVector<Vector3> vertices = p_arrays[VS::ARRAY_VERTEX]; PoolVector<int> bones = p_arrays[VS::ARRAY_BONES]; PoolVector<float> weights = p_arrays[VS::ARRAY_WEIGHTS]; - bool any_valid=false; + bool any_valid = false; - if (vertices.size() && bones.size()==vertices.size()*4 && weights.size()==bones.size()) { + if (vertices.size() && bones.size() == vertices.size() * 4 && weights.size() == bones.size()) { //print_line("MAKING SKELETHONG"); int vs = vertices.size(); - PoolVector<Vector3>::Read rv =vertices.read(); - PoolVector<int>::Read rb=bones.read(); - PoolVector<float>::Read rw=weights.read(); + PoolVector<Vector3>::Read rv = vertices.read(); + PoolVector<int>::Read rb = bones.read(); + PoolVector<float>::Read rw = weights.read(); Vector<bool> first; first.resize(total_bones); - for(int i=0;i<total_bones;i++) { - first[i]=p_main; + for (int i = 0; i < total_bones; i++) { + first[i] = p_main; } AABB *bptr = p_surface->skeleton_bone_aabb.ptr(); - bool *fptr=first.ptr(); - bool *usedptr=p_surface->skeleton_bone_used.ptr(); + bool *fptr = first.ptr(); + bool *usedptr = p_surface->skeleton_bone_used.ptr(); - for(int i=0;i<vs;i++) { + for (int i = 0; i < vs; i++) { Vector3 v = rv[i]; - for(int j=0;j<4;j++) { + for (int j = 0; j < 4; j++) { - int idx = rb[i*4+j]; - float w = rw[i*4+j]; - if (w==0) - continue;//break; - ERR_FAIL_INDEX_V(idx,total_bones,ERR_INVALID_DATA); + int idx = rb[i * 4 + j]; + float w = rw[i * 4 + j]; + if (w == 0) + continue; //break; + ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA); if (fptr[idx]) { - bptr[idx].pos=v; - fptr[idx]=false; - any_valid=true; + bptr[idx].pos = v; + fptr[idx] = false; + any_valid = true; } else { bptr[idx].expand_to(v); } - usedptr[idx]=true; + usedptr[idx] = true; } } } @@ -2608,218 +2444,202 @@ Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,ui return OK; } - - -void RasterizerGLES2::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) { +void RasterizerGLES2::mesh_add_custom_surface(RID p_mesh, const Variant &p_dat) { ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?"); ERR_FAIL(); } -Array RasterizerGLES2::mesh_get_surface_arrays(RID p_mesh,int p_surface) const { +Array RasterizerGLES2::mesh_get_surface_arrays(RID p_mesh, int p_surface) const { - Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,Array()); - ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() ); + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, Array()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array()); Surface *surface = mesh->surfaces[p_surface]; - ERR_FAIL_COND_V( !surface, Array() ); + ERR_FAIL_COND_V(!surface, Array()); return surface->data; - - } -Array RasterizerGLES2::mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const{ +Array RasterizerGLES2::mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const { - Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,Array()); - ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() ); + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, Array()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array()); Surface *surface = mesh->surfaces[p_surface]; - ERR_FAIL_COND_V( !surface, Array() ); + ERR_FAIL_COND_V(!surface, Array()); return surface->morph_data; - } +void RasterizerGLES2::mesh_set_morph_target_count(RID p_mesh, int p_amount) { -void RasterizerGLES2::mesh_set_morph_target_count(RID p_mesh,int p_amount) { - - Mesh *mesh = mesh_owner.get( p_mesh ); + Mesh *mesh = mesh_owner.get(p_mesh); ERR_FAIL_COND(!mesh); - ERR_FAIL_COND( mesh->surfaces.size()!=0 ); - - mesh->morph_target_count=p_amount; + ERR_FAIL_COND(mesh->surfaces.size() != 0); + mesh->morph_target_count = p_amount; } -int RasterizerGLES2::mesh_get_morph_target_count(RID p_mesh) const{ +int RasterizerGLES2::mesh_get_morph_target_count(RID p_mesh) const { - Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,-1); + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, -1); return mesh->morph_target_count; - } -void RasterizerGLES2::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode) { +void RasterizerGLES2::mesh_set_morph_target_mode(RID p_mesh, VS::MorphTargetMode p_mode) { - ERR_FAIL_INDEX(p_mode,2); - Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_INDEX(p_mode, 2); + Mesh *mesh = mesh_owner.get(p_mesh); ERR_FAIL_COND(!mesh); - mesh->morph_target_mode=p_mode; - + mesh->morph_target_mode = p_mode; } VS::MorphTargetMode RasterizerGLES2::mesh_get_morph_target_mode(RID p_mesh) const { - Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED); + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, VS::MORPH_MODE_NORMALIZED); return mesh->morph_target_mode; - } +void RasterizerGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned) { - -void RasterizerGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) { - - Mesh *mesh = mesh_owner.get( p_mesh ); + Mesh *mesh = mesh_owner.get(p_mesh); ERR_FAIL_COND(!mesh); - ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() ); + ERR_FAIL_INDEX(p_surface, mesh->surfaces.size()); Surface *surface = mesh->surfaces[p_surface]; - ERR_FAIL_COND( !surface); + ERR_FAIL_COND(!surface); if (surface->material_owned && surface->material.is_valid()) free(surface->material); - surface->material_owned=p_owned; + surface->material_owned = p_owned; - surface->material=p_material; + surface->material = p_material; } RID RasterizerGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const { - Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,RID()); - ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() ); + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, RID()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID()); Surface *surface = mesh->surfaces[p_surface]; - ERR_FAIL_COND_V( !surface, RID() ); + ERR_FAIL_COND_V(!surface, RID()); return surface->material; } int RasterizerGLES2::mesh_surface_get_array_len(RID p_mesh, int p_surface) const { - Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,-1); - ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 ); + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, -1); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1); Surface *surface = mesh->surfaces[p_surface]; - ERR_FAIL_COND_V( !surface, -1 ); + ERR_FAIL_COND_V(!surface, -1); return surface->array_len; } int RasterizerGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const { - Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,-1); - ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 ); + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, -1); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1); Surface *surface = mesh->surfaces[p_surface]; - ERR_FAIL_COND_V( !surface, -1 ); + ERR_FAIL_COND_V(!surface, -1); return surface->index_array_len; } uint32_t RasterizerGLES2::mesh_surface_get_format(RID p_mesh, int p_surface) const { - Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,0); - ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 ); + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, 0); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0); Surface *surface = mesh->surfaces[p_surface]; - ERR_FAIL_COND_V( !surface, 0 ); + ERR_FAIL_COND_V(!surface, 0); return surface->format; } VS::PrimitiveType RasterizerGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const { - Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS); - ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS ); + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_POINTS); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS); Surface *surface = mesh->surfaces[p_surface]; - ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS ); + ERR_FAIL_COND_V(!surface, VS::PRIMITIVE_POINTS); return surface->primitive; } -void RasterizerGLES2::mesh_remove_surface(RID p_mesh,int p_index) { +void RasterizerGLES2::mesh_remove_surface(RID p_mesh, int p_index) { - Mesh *mesh = mesh_owner.get( p_mesh ); + Mesh *mesh = mesh_owner.get(p_mesh); ERR_FAIL_COND(!mesh); - ERR_FAIL_INDEX(p_index, mesh->surfaces.size() ); + ERR_FAIL_INDEX(p_index, mesh->surfaces.size()); Surface *surface = mesh->surfaces[p_index]; - ERR_FAIL_COND( !surface); + ERR_FAIL_COND(!surface); if (surface->vertex_id) - glDeleteBuffers(1,&surface->vertex_id); + glDeleteBuffers(1, &surface->vertex_id); if (surface->index_id) - glDeleteBuffers(1,&surface->index_id); - + glDeleteBuffers(1, &surface->index_id); if (mesh->morph_target_count) { - for(int i=0;i<mesh->morph_target_count;i++) + for (int i = 0; i < mesh->morph_target_count; i++) memfree(surface->morph_targets_local[i].array); - memfree( surface->morph_targets_local ); + memfree(surface->morph_targets_local); } - memdelete( mesh->surfaces[p_index] ); + memdelete(mesh->surfaces[p_index]); mesh->surfaces.remove(p_index); - } int RasterizerGLES2::mesh_get_surface_count(RID p_mesh) const { - Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,-1); + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, -1); return mesh->surfaces.size(); } AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { - Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,AABB()); + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, AABB()); - if (mesh->custom_aabb!=AABB()) + if (mesh->custom_aabb != AABB()) return mesh->custom_aabb; - Skeleton *sk=NULL; + Skeleton *sk = NULL; if (p_skeleton.is_valid()) - sk=skeleton_owner.get(p_skeleton); + sk = skeleton_owner.get(p_skeleton); AABB aabb; - if (sk && sk->bones.size()!=0) { + if (sk && sk->bones.size() != 0) { - - for (int i=0;i<mesh->surfaces.size();i++) { + for (int i = 0; i < mesh->surfaces.size(); i++) { AABB laabb; - if (mesh->surfaces[i]->format&VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) { - + if (mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) { int bs = mesh->surfaces[i]->skeleton_bone_aabb.size(); const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr(); const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr(); int sbs = sk->bones.size(); - ERR_CONTINUE(bs>sbs); + ERR_CONTINUE(bs > sbs); Skeleton::Bone *skb = sk->bones.ptr(); - bool first=true; - for(int j=0;j<bs;j++) { + bool first = true; + for (int j = 0; j < bs; j++) { if (!skused[j]) continue; - AABB baabb = skb[ j ].transform_aabb ( skbones[j] ); + AABB baabb = skb[j].transform_aabb(skbones[j]); if (first) { - laabb=baabb; - first=false; + laabb = baabb; + first = false; } else { laabb.merge_with(baabb); } @@ -2827,43 +2647,40 @@ AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { } else { - laabb=mesh->surfaces[i]->aabb; + laabb = mesh->surfaces[i]->aabb; } - if (i==0) - aabb=laabb; + if (i == 0) + aabb = laabb; else aabb.merge_with(laabb); } } else { - for (int i=0;i<mesh->surfaces.size();i++) { + for (int i = 0; i < mesh->surfaces.size(); i++) { - if (i==0) - aabb=mesh->surfaces[i]->aabb; + if (i == 0) + aabb = mesh->surfaces[i]->aabb; else aabb.merge_with(mesh->surfaces[i]->aabb); } - } return aabb; } +void RasterizerGLES2::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) { -void RasterizerGLES2::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb) { - - Mesh *mesh = mesh_owner.get( p_mesh ); + Mesh *mesh = mesh_owner.get(p_mesh); ERR_FAIL_COND(!mesh); - mesh->custom_aabb=p_aabb; - + mesh->custom_aabb = p_aabb; } AABB RasterizerGLES2::mesh_get_custom_aabb(RID p_mesh) const { - const Mesh *mesh = mesh_owner.get( p_mesh ); - ERR_FAIL_COND_V(!mesh,AABB()); + const Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND_V(!mesh, AABB()); return mesh->custom_aabb; } @@ -2871,10 +2688,10 @@ AABB RasterizerGLES2::mesh_get_custom_aabb(RID p_mesh) const { RID RasterizerGLES2::multimesh_create() { - return multimesh_owner.make_rid( memnew( MultiMesh )); + return multimesh_owner.make_rid(memnew(MultiMesh)); } -void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh,int p_count) { +void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh, int p_count) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); @@ -2883,40 +2700,37 @@ void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh,int p_count) if (use_texture_instancing) { - if (nearest_power_of_2(p_count)!=nearest_power_of_2(multimesh->elements.size())) { + if (nearest_power_of_2(p_count) != nearest_power_of_2(multimesh->elements.size())) { if (multimesh->tex_id) { - glDeleteTextures(1,&multimesh->tex_id); - multimesh->tex_id=0; + glDeleteTextures(1, &multimesh->tex_id); + multimesh->tex_id = 0; } if (p_count) { uint32_t po2 = nearest_power_of_2(p_count); - if (po2&0xAAAAAAAA) { + if (po2 & 0xAAAAAAAA) { //half width - multimesh->tw=Math::sqrt(po2*2); - multimesh->th=multimesh->tw/2; + multimesh->tw = Math::sqrt(po2 * 2); + multimesh->th = multimesh->tw / 2; } else { - multimesh->tw=Math::sqrt(po2); - multimesh->th=multimesh->tw; - + multimesh->tw = Math::sqrt(po2); + multimesh->th = multimesh->tw; } - multimesh->tw*=4; - if (multimesh->th==0) - multimesh->th=1; - - + multimesh->tw *= 4; + if (multimesh->th == 0) + multimesh->th = 1; glGenTextures(1, &multimesh->tex_id); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,multimesh->tex_id); + glBindTexture(GL_TEXTURE_2D, multimesh->tex_id); #ifdef GLEW_ENABLED - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT, NULL); #else - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT, NULL); #endif glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); @@ -2924,186 +2738,173 @@ void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh,int p_count) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //multimesh->pixel_size=1.0/ps; - glBindTexture(GL_TEXTURE_2D,0); + glBindTexture(GL_TEXTURE_2D, 0); } - } if (!multimesh->dirty_list.in_list()) { _multimesh_dirty_list.add(&multimesh->dirty_list); } - } multimesh->elements.resize(p_count); - } int RasterizerGLES2::multimesh_get_instance_count(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); - ERR_FAIL_COND_V(!multimesh,-1); + ERR_FAIL_COND_V(!multimesh, -1); return multimesh->elements.size(); } -void RasterizerGLES2::multimesh_set_mesh(RID p_multimesh,RID p_mesh) { +void RasterizerGLES2::multimesh_set_mesh(RID p_multimesh, RID p_mesh) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); - multimesh->mesh=p_mesh; - + multimesh->mesh = p_mesh; } -void RasterizerGLES2::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) { +void RasterizerGLES2::multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); - multimesh->aabb=p_aabb; + multimesh->aabb = p_aabb; } -void RasterizerGLES2::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) { +void RasterizerGLES2::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); - ERR_FAIL_INDEX(p_index,multimesh->elements.size()); - MultiMesh::Element &e=multimesh->elements[p_index]; - - e.matrix[0]=p_transform.basis.elements[0][0]; - e.matrix[1]=p_transform.basis.elements[1][0]; - e.matrix[2]=p_transform.basis.elements[2][0]; - e.matrix[3]=0; - e.matrix[4]=p_transform.basis.elements[0][1]; - e.matrix[5]=p_transform.basis.elements[1][1]; - e.matrix[6]=p_transform.basis.elements[2][1]; - e.matrix[7]=0; - e.matrix[8]=p_transform.basis.elements[0][2]; - e.matrix[9]=p_transform.basis.elements[1][2]; - e.matrix[10]=p_transform.basis.elements[2][2]; - e.matrix[11]=0; - e.matrix[12]=p_transform.origin.x; - e.matrix[13]=p_transform.origin.y; - e.matrix[14]=p_transform.origin.z; - e.matrix[15]=1; + ERR_FAIL_INDEX(p_index, multimesh->elements.size()); + MultiMesh::Element &e = multimesh->elements[p_index]; + + e.matrix[0] = p_transform.basis.elements[0][0]; + e.matrix[1] = p_transform.basis.elements[1][0]; + e.matrix[2] = p_transform.basis.elements[2][0]; + e.matrix[3] = 0; + e.matrix[4] = p_transform.basis.elements[0][1]; + e.matrix[5] = p_transform.basis.elements[1][1]; + e.matrix[6] = p_transform.basis.elements[2][1]; + e.matrix[7] = 0; + e.matrix[8] = p_transform.basis.elements[0][2]; + e.matrix[9] = p_transform.basis.elements[1][2]; + e.matrix[10] = p_transform.basis.elements[2][2]; + e.matrix[11] = 0; + e.matrix[12] = p_transform.origin.x; + e.matrix[13] = p_transform.origin.y; + e.matrix[14] = p_transform.origin.z; + e.matrix[15] = 1; if (!multimesh->dirty_list.in_list()) { _multimesh_dirty_list.add(&multimesh->dirty_list); } - } -void RasterizerGLES2::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) { +void RasterizerGLES2::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh) - ERR_FAIL_INDEX(p_index,multimesh->elements.size()); - MultiMesh::Element &e=multimesh->elements[p_index]; - e.color[0]=CLAMP(p_color.r*255,0,255); - e.color[1]=CLAMP(p_color.g*255,0,255); - e.color[2]=CLAMP(p_color.b*255,0,255); - e.color[3]=CLAMP(p_color.a*255,0,255); + ERR_FAIL_INDEX(p_index, multimesh->elements.size()); + MultiMesh::Element &e = multimesh->elements[p_index]; + e.color[0] = CLAMP(p_color.r * 255, 0, 255); + e.color[1] = CLAMP(p_color.g * 255, 0, 255); + e.color[2] = CLAMP(p_color.b * 255, 0, 255); + e.color[3] = CLAMP(p_color.a * 255, 0, 255); if (!multimesh->dirty_list.in_list()) { _multimesh_dirty_list.add(&multimesh->dirty_list); } - } RID RasterizerGLES2::multimesh_get_mesh(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); - ERR_FAIL_COND_V(!multimesh,RID()); + ERR_FAIL_COND_V(!multimesh, RID()); return multimesh->mesh; } AABB RasterizerGLES2::multimesh_get_aabb(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); - ERR_FAIL_COND_V(!multimesh,AABB()); + ERR_FAIL_COND_V(!multimesh, AABB()); return multimesh->aabb; } -Transform RasterizerGLES2::multimesh_instance_get_transform(RID p_multimesh,int p_index) const { +Transform RasterizerGLES2::multimesh_instance_get_transform(RID p_multimesh, int p_index) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); - ERR_FAIL_COND_V(!multimesh,Transform()); + ERR_FAIL_COND_V(!multimesh, Transform()); - ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Transform()); - MultiMesh::Element &e=multimesh->elements[p_index]; + ERR_FAIL_INDEX_V(p_index, multimesh->elements.size(), Transform()); + MultiMesh::Element &e = multimesh->elements[p_index]; Transform tr; - tr.basis.elements[0][0]=e.matrix[0]; - tr.basis.elements[1][0]=e.matrix[1]; - tr.basis.elements[2][0]=e.matrix[2]; - tr.basis.elements[0][1]=e.matrix[4]; - tr.basis.elements[1][1]=e.matrix[5]; - tr.basis.elements[2][1]=e.matrix[6]; - tr.basis.elements[0][2]=e.matrix[8]; - tr.basis.elements[1][2]=e.matrix[9]; - tr.basis.elements[2][2]=e.matrix[10]; - tr.origin.x=e.matrix[12]; - tr.origin.y=e.matrix[13]; - tr.origin.z=e.matrix[14]; + tr.basis.elements[0][0] = e.matrix[0]; + tr.basis.elements[1][0] = e.matrix[1]; + tr.basis.elements[2][0] = e.matrix[2]; + tr.basis.elements[0][1] = e.matrix[4]; + tr.basis.elements[1][1] = e.matrix[5]; + tr.basis.elements[2][1] = e.matrix[6]; + tr.basis.elements[0][2] = e.matrix[8]; + tr.basis.elements[1][2] = e.matrix[9]; + tr.basis.elements[2][2] = e.matrix[10]; + tr.origin.x = e.matrix[12]; + tr.origin.y = e.matrix[13]; + tr.origin.z = e.matrix[14]; return tr; } -Color RasterizerGLES2::multimesh_instance_get_color(RID p_multimesh,int p_index) const { +Color RasterizerGLES2::multimesh_instance_get_color(RID p_multimesh, int p_index) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); - ERR_FAIL_COND_V(!multimesh,Color()); - ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Color()); - MultiMesh::Element &e=multimesh->elements[p_index]; + ERR_FAIL_COND_V(!multimesh, Color()); + ERR_FAIL_INDEX_V(p_index, multimesh->elements.size(), Color()); + MultiMesh::Element &e = multimesh->elements[p_index]; Color c; - c.r=e.color[0]/255.0; - c.g=e.color[1]/255.0; - c.b=e.color[2]/255.0; - c.a=e.color[3]/255.0; + c.r = e.color[0] / 255.0; + c.g = e.color[1] / 255.0; + c.b = e.color[2] / 255.0; + c.a = e.color[3] / 255.0; return c; - } -void RasterizerGLES2::multimesh_set_visible_instances(RID p_multimesh,int p_visible) { +void RasterizerGLES2::multimesh_set_visible_instances(RID p_multimesh, int p_visible) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); - multimesh->visible=p_visible; - + multimesh->visible = p_visible; } int RasterizerGLES2::multimesh_get_visible_instances(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); - ERR_FAIL_COND_V(!multimesh,-1); + ERR_FAIL_COND_V(!multimesh, -1); return multimesh->visible; - } /* IMMEDIATE API */ - RID RasterizerGLES2::immediate_create() { - Immediate *im = memnew( Immediate ); + Immediate *im = memnew(Immediate); return immediate_owner.make_rid(im); - } -void RasterizerGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){ +void RasterizerGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(im->building); Immediate::Chunk ic; - ic.texture=p_texture; - ic.primitive=p_rimitive; + ic.texture = p_texture; + ic.primitive = p_rimitive; im->chunks.push_back(ic); - im->mask=0; - im->building=true; - - + im->mask = 0; + im->building = true; } -void RasterizerGLES2::immediate_vertex(RID p_immediate,const Vector3& p_vertex){ +void RasterizerGLES2::immediate_vertex(RID p_immediate, const Vector3 &p_vertex) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); @@ -3111,90 +2912,81 @@ void RasterizerGLES2::immediate_vertex(RID p_immediate,const Vector3& p_vertex){ Immediate::Chunk *c = &im->chunks.back()->get(); + if (c->vertices.empty() && im->chunks.size() == 1) { - if (c->vertices.empty() && im->chunks.size()==1) { - - im->aabb.pos=p_vertex; - im->aabb.size=Vector3(); + im->aabb.pos = p_vertex; + im->aabb.size = Vector3(); } else { im->aabb.expand_to(p_vertex); } - if (im->mask&VS::ARRAY_FORMAT_NORMAL) + if (im->mask & VS::ARRAY_FORMAT_NORMAL) c->normals.push_back(chunk_normal); - if (im->mask&VS::ARRAY_FORMAT_TANGENT) + if (im->mask & VS::ARRAY_FORMAT_TANGENT) c->tangents.push_back(chunk_tangent); - if (im->mask&VS::ARRAY_FORMAT_COLOR) + if (im->mask & VS::ARRAY_FORMAT_COLOR) c->colors.push_back(chunk_color); - if (im->mask&VS::ARRAY_FORMAT_TEX_UV) + if (im->mask & VS::ARRAY_FORMAT_TEX_UV) c->uvs.push_back(chunk_uv); - if (im->mask&VS::ARRAY_FORMAT_TEX_UV2) + if (im->mask & VS::ARRAY_FORMAT_TEX_UV2) c->uvs2.push_back(chunk_uv2); - im->mask|=VS::ARRAY_FORMAT_VERTEX; + im->mask |= VS::ARRAY_FORMAT_VERTEX; c->vertices.push_back(p_vertex); - } - -void RasterizerGLES2::immediate_normal(RID p_immediate,const Vector3& p_normal){ +void RasterizerGLES2::immediate_normal(RID p_immediate, const Vector3 &p_normal) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); - im->mask|=VS::ARRAY_FORMAT_NORMAL; - chunk_normal=p_normal; - + im->mask |= VS::ARRAY_FORMAT_NORMAL; + chunk_normal = p_normal; } -void RasterizerGLES2::immediate_tangent(RID p_immediate,const Plane& p_tangent){ +void RasterizerGLES2::immediate_tangent(RID p_immediate, const Plane &p_tangent) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); - im->mask|=VS::ARRAY_FORMAT_TANGENT; - chunk_tangent=p_tangent; - + im->mask |= VS::ARRAY_FORMAT_TANGENT; + chunk_tangent = p_tangent; } -void RasterizerGLES2::immediate_color(RID p_immediate,const Color& p_color){ +void RasterizerGLES2::immediate_color(RID p_immediate, const Color &p_color) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); - im->mask|=VS::ARRAY_FORMAT_COLOR; - chunk_color=p_color; - + im->mask |= VS::ARRAY_FORMAT_COLOR; + chunk_color = p_color; } -void RasterizerGLES2::immediate_uv(RID p_immediate,const Vector2& tex_uv){ +void RasterizerGLES2::immediate_uv(RID p_immediate, const Vector2 &tex_uv) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); - im->mask|=VS::ARRAY_FORMAT_TEX_UV; - chunk_uv=tex_uv; - + im->mask |= VS::ARRAY_FORMAT_TEX_UV; + chunk_uv = tex_uv; } -void RasterizerGLES2::immediate_uv2(RID p_immediate,const Vector2& tex_uv){ +void RasterizerGLES2::immediate_uv2(RID p_immediate, const Vector2 &tex_uv) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); - im->mask|=VS::ARRAY_FORMAT_TEX_UV2; - chunk_uv2=tex_uv; - + im->mask |= VS::ARRAY_FORMAT_TEX_UV2; + chunk_uv2 = tex_uv; } -void RasterizerGLES2::immediate_end(RID p_immediate){ +void RasterizerGLES2::immediate_end(RID p_immediate) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); - im->building=false; - + im->building = false; } void RasterizerGLES2::immediate_clear(RID p_immediate) { @@ -3208,345 +3000,318 @@ void RasterizerGLES2::immediate_clear(RID p_immediate) { AABB RasterizerGLES2::immediate_get_aabb(RID p_immediate) const { Immediate *im = immediate_owner.get(p_immediate); - ERR_FAIL_COND_V(!im,AABB()); + ERR_FAIL_COND_V(!im, AABB()); return im->aabb; } -void RasterizerGLES2::immediate_set_material(RID p_immediate,RID p_material) { +void RasterizerGLES2::immediate_set_material(RID p_immediate, RID p_material) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); - im->material=p_material; - + im->material = p_material; } RID RasterizerGLES2::immediate_get_material(RID p_immediate) const { const Immediate *im = immediate_owner.get(p_immediate); - ERR_FAIL_COND_V(!im,RID()); + ERR_FAIL_COND_V(!im, RID()); return im->material; - } - /* PARTICLES API */ RID RasterizerGLES2::particles_create() { - Particles *particles = memnew( Particles ); - ERR_FAIL_COND_V(!particles,RID()); + Particles *particles = memnew(Particles); + ERR_FAIL_COND_V(!particles, RID()); return particles_owner.make_rid(particles); } void RasterizerGLES2::particles_set_amount(RID p_particles, int p_amount) { - ERR_FAIL_COND(p_amount<1); - Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(p_amount < 1); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.amount=p_amount; - + particles->data.amount = p_amount; } int RasterizerGLES2::particles_get_amount(RID p_particles) const { - Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,-1); + Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, -1); return particles->data.amount; - } void RasterizerGLES2::particles_set_emitting(RID p_particles, bool p_emitting) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.emitting=p_emitting; - + particles->data.emitting = p_emitting; } bool RasterizerGLES2::particles_is_emitting(RID p_particles) const { - const Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,false); + const Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, false); return particles->data.emitting; - } -void RasterizerGLES2::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) { +void RasterizerGLES2::particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.visibility_aabb=p_visibility; - + particles->data.visibility_aabb = p_visibility; } -void RasterizerGLES2::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) { +void RasterizerGLES2::particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.emission_half_extents=p_half_extents; + particles->data.emission_half_extents = p_half_extents; } Vector3 RasterizerGLES2::particles_get_emission_half_extents(RID p_particles) const { - Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,Vector3()); + Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, Vector3()); return particles->data.emission_half_extents; } -void RasterizerGLES2::particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity) { +void RasterizerGLES2::particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.emission_base_velocity=p_base_velocity; + particles->data.emission_base_velocity = p_base_velocity; } Vector3 RasterizerGLES2::particles_get_emission_base_velocity(RID p_particles) const { - Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,Vector3()); + Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, Vector3()); return particles->data.emission_base_velocity; } +void RasterizerGLES2::particles_set_emission_points(RID p_particles, const PoolVector<Vector3> &p_points) { -void RasterizerGLES2::particles_set_emission_points(RID p_particles, const PoolVector<Vector3>& p_points) { - - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.emission_points=p_points; + particles->data.emission_points = p_points; } PoolVector<Vector3> RasterizerGLES2::particles_get_emission_points(RID p_particles) const { - Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,PoolVector<Vector3>()); + Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, PoolVector<Vector3>()); return particles->data.emission_points; - } -void RasterizerGLES2::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) { +void RasterizerGLES2::particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.gravity_normal=p_normal; - + particles->data.gravity_normal = p_normal; } Vector3 RasterizerGLES2::particles_get_gravity_normal(RID p_particles) const { - Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,Vector3()); + Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, Vector3()); return particles->data.gravity_normal; } - AABB RasterizerGLES2::particles_get_visibility_aabb(RID p_particles) const { - const Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,AABB()); + const Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, AABB()); return particles->data.visibility_aabb; - } -void RasterizerGLES2::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) { +void RasterizerGLES2::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value) { - ERR_FAIL_INDEX(p_variable,VS::PARTICLE_VAR_MAX); + ERR_FAIL_INDEX(p_variable, VS::PARTICLE_VAR_MAX); - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.particle_vars[p_variable]=p_value; - + particles->data.particle_vars[p_variable] = p_value; } float RasterizerGLES2::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const { - const Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,-1); + const Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, -1); return particles->data.particle_vars[p_variable]; } -void RasterizerGLES2::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) { +void RasterizerGLES2::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.particle_randomness[p_variable]=p_randomness; - + particles->data.particle_randomness[p_variable] = p_randomness; } float RasterizerGLES2::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const { - const Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,-1); + const Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, -1); return particles->data.particle_randomness[p_variable]; - } void RasterizerGLES2::particles_set_color_phases(RID p_particles, int p_phases) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - ERR_FAIL_COND( p_phases<0 || p_phases>VS::MAX_PARTICLE_COLOR_PHASES ); - particles->data.color_phase_count=p_phases; - + ERR_FAIL_COND(p_phases < 0 || p_phases > VS::MAX_PARTICLE_COLOR_PHASES); + particles->data.color_phase_count = p_phases; } int RasterizerGLES2::particles_get_color_phases(RID p_particles) const { - Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,-1); + Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, -1); return particles->data.color_phase_count; } - void RasterizerGLES2::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) { ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES); - if (p_pos<0.0) - p_pos=0.0; - if (p_pos>1.0) - p_pos=1.0; + if (p_pos < 0.0) + p_pos = 0.0; + if (p_pos > 1.0) + p_pos = 1.0; - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.color_phases[p_phase].pos=p_pos; - + particles->data.color_phases[p_phase].pos = p_pos; } float RasterizerGLES2::particles_get_color_phase_pos(RID p_particles, int p_phase) const { ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, -1.0); - const Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,-1); + const Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, -1); return particles->data.color_phases[p_phase].pos; - } -void RasterizerGLES2::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) { +void RasterizerGLES2::particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color) { ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES); - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.color_phases[p_phase].color=p_color; + particles->data.color_phases[p_phase].color = p_color; //update alpha - particles->has_alpha=false; - for(int i=0;i<VS::MAX_PARTICLE_COLOR_PHASES;i++) { - if (particles->data.color_phases[i].color.a<0.99) - particles->has_alpha=true; + particles->has_alpha = false; + for (int i = 0; i < VS::MAX_PARTICLE_COLOR_PHASES; i++) { + if (particles->data.color_phases[i].color.a < 0.99) + particles->has_alpha = true; } - } Color RasterizerGLES2::particles_get_color_phase_color(RID p_particles, int p_phase) const { ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, Color()); - const Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,Color()); + const Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, Color()); return particles->data.color_phases[p_phase].color; - } void RasterizerGLES2::particles_set_attractors(RID p_particles, int p_attractors) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - ERR_FAIL_COND( p_attractors<0 || p_attractors>VisualServer::MAX_PARTICLE_ATTRACTORS ); - particles->data.attractor_count=p_attractors; - + ERR_FAIL_COND(p_attractors < 0 || p_attractors > VisualServer::MAX_PARTICLE_ATTRACTORS); + particles->data.attractor_count = p_attractors; } int RasterizerGLES2::particles_get_attractors(RID p_particles) const { - Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,-1); + Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, -1); return particles->data.attractor_count; } -void RasterizerGLES2::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) { +void RasterizerGLES2::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count); - particles->data.attractors[p_attractor].pos=p_pos; + ERR_FAIL_INDEX(p_attractor, particles->data.attractor_count); + particles->data.attractors[p_attractor].pos = p_pos; } -Vector3 RasterizerGLES2::particles_get_attractor_pos(RID p_particles,int p_attractor) const { +Vector3 RasterizerGLES2::particles_get_attractor_pos(RID p_particles, int p_attractor) const { - Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,Vector3()); - ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,Vector3()); + Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, Vector3()); + ERR_FAIL_INDEX_V(p_attractor, particles->data.attractor_count, Vector3()); return particles->data.attractors[p_attractor].pos; } void RasterizerGLES2::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count); - particles->data.attractors[p_attractor].force=p_force; + ERR_FAIL_INDEX(p_attractor, particles->data.attractor_count); + particles->data.attractors[p_attractor].force = p_force; } -float RasterizerGLES2::particles_get_attractor_strength(RID p_particles,int p_attractor) const { +float RasterizerGLES2::particles_get_attractor_strength(RID p_particles, int p_attractor) const { - Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,0); - ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,0); + Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, 0); + ERR_FAIL_INDEX_V(p_attractor, particles->data.attractor_count, 0); return particles->data.attractors[p_attractor].force; } -void RasterizerGLES2::particles_set_material(RID p_particles, RID p_material,bool p_owned) { +void RasterizerGLES2::particles_set_material(RID p_particles, RID p_material, bool p_owned) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); if (particles->material_owned && particles->material.is_valid()) free(particles->material); - particles->material_owned=p_owned; - - particles->material=p_material; + particles->material_owned = p_owned; + particles->material = p_material; } RID RasterizerGLES2::particles_get_material(RID p_particles) const { - const Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,RID()); + const Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, RID()); return particles->material; - } void RasterizerGLES2::particles_set_use_local_coordinates(RID p_particles, bool p_enable) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.local_coordinates=p_enable; - + particles->data.local_coordinates = p_enable; } bool RasterizerGLES2::particles_is_using_local_coordinates(RID p_particles) const { - const Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,false); + const Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, false); return particles->data.local_coordinates; } bool RasterizerGLES2::particles_has_height_from_velocity(RID p_particles) const { - const Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,false); + const Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, false); return particles->data.height_from_velocity; } void RasterizerGLES2::particles_set_height_from_velocity(RID p_particles, bool p_enable) { - Particles* particles = particles_owner.get( p_particles ); + Particles *particles = particles_owner.get(p_particles); ERR_FAIL_COND(!particles); - particles->data.height_from_velocity=p_enable; - + particles->data.height_from_velocity = p_enable; } AABB RasterizerGLES2::particles_get_aabb(RID p_particles) const { - const Particles* particles = particles_owner.get( p_particles ); - ERR_FAIL_COND_V(!particles,AABB()); + const Particles *particles = particles_owner.get(p_particles); + ERR_FAIL_COND_V(!particles, AABB()); return particles->data.visibility_aabb; } @@ -3554,208 +3319,201 @@ AABB RasterizerGLES2::particles_get_aabb(RID p_particles) const { RID RasterizerGLES2::skeleton_create() { - Skeleton *skeleton = memnew( Skeleton ); - ERR_FAIL_COND_V(!skeleton,RID()); - return skeleton_owner.make_rid( skeleton ); + Skeleton *skeleton = memnew(Skeleton); + ERR_FAIL_COND_V(!skeleton, RID()); + return skeleton_owner.make_rid(skeleton); } -void RasterizerGLES2::skeleton_resize(RID p_skeleton,int p_bones) { +void RasterizerGLES2::skeleton_resize(RID p_skeleton, int p_bones) { - Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + Skeleton *skeleton = skeleton_owner.get(p_skeleton); ERR_FAIL_COND(!skeleton); if (p_bones == skeleton->bones.size()) { return; }; if (use_hw_skeleton_xform) { - if (nearest_power_of_2(p_bones)!=nearest_power_of_2(skeleton->bones.size())) { + if (nearest_power_of_2(p_bones) != nearest_power_of_2(skeleton->bones.size())) { if (skeleton->tex_id) { - glDeleteTextures(1,&skeleton->tex_id); - skeleton->tex_id=0; + glDeleteTextures(1, &skeleton->tex_id); + skeleton->tex_id = 0; } if (p_bones) { glGenTextures(1, &skeleton->tex_id); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,skeleton->tex_id); - int ps = nearest_power_of_2(p_bones*3); + glBindTexture(GL_TEXTURE_2D, skeleton->tex_id); + int ps = nearest_power_of_2(p_bones * 3); #ifdef GLEW_ENABLED - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr()); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, ps, 1, 0, GL_RGBA, GL_FLOAT, skel_default.ptr()); #else - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr()); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ps, 1, 0, GL_RGBA, GL_FLOAT, skel_default.ptr()); #endif glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - skeleton->pixel_size=1.0/ps; + skeleton->pixel_size = 1.0 / ps; - glBindTexture(GL_TEXTURE_2D,0); + glBindTexture(GL_TEXTURE_2D, 0); } - } if (!skeleton->dirty_list.in_list()) { _skeleton_dirty_list.add(&skeleton->dirty_list); } - } skeleton->bones.resize(p_bones); - } int RasterizerGLES2::skeleton_get_bone_count(RID p_skeleton) const { - Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + Skeleton *skeleton = skeleton_owner.get(p_skeleton); ERR_FAIL_COND_V(!skeleton, -1); return skeleton->bones.size(); } -void RasterizerGLES2::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) { +void RasterizerGLES2::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) { - Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + Skeleton *skeleton = skeleton_owner.get(p_skeleton); ERR_FAIL_COND(!skeleton); - ERR_FAIL_INDEX( p_bone, skeleton->bones.size() ); + ERR_FAIL_INDEX(p_bone, skeleton->bones.size()); Skeleton::Bone &b = skeleton->bones[p_bone]; - b.mtx[0][0]=p_transform.basis[0][0]; - b.mtx[0][1]=p_transform.basis[1][0]; - b.mtx[0][2]=p_transform.basis[2][0]; - b.mtx[1][0]=p_transform.basis[0][1]; - b.mtx[1][1]=p_transform.basis[1][1]; - b.mtx[1][2]=p_transform.basis[2][1]; - b.mtx[2][0]=p_transform.basis[0][2]; - b.mtx[2][1]=p_transform.basis[1][2]; - b.mtx[2][2]=p_transform.basis[2][2]; - b.mtx[3][0]=p_transform.origin[0]; - b.mtx[3][1]=p_transform.origin[1]; - b.mtx[3][2]=p_transform.origin[2]; + b.mtx[0][0] = p_transform.basis[0][0]; + b.mtx[0][1] = p_transform.basis[1][0]; + b.mtx[0][2] = p_transform.basis[2][0]; + b.mtx[1][0] = p_transform.basis[0][1]; + b.mtx[1][1] = p_transform.basis[1][1]; + b.mtx[1][2] = p_transform.basis[2][1]; + b.mtx[2][0] = p_transform.basis[0][2]; + b.mtx[2][1] = p_transform.basis[1][2]; + b.mtx[2][2] = p_transform.basis[2][2]; + b.mtx[3][0] = p_transform.origin[0]; + b.mtx[3][1] = p_transform.origin[1]; + b.mtx[3][2] = p_transform.origin[2]; if (skeleton->tex_id) { if (!skeleton->dirty_list.in_list()) { _skeleton_dirty_list.add(&skeleton->dirty_list); } } - } -Transform RasterizerGLES2::skeleton_bone_get_transform(RID p_skeleton,int p_bone) { +Transform RasterizerGLES2::skeleton_bone_get_transform(RID p_skeleton, int p_bone) { - Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + Skeleton *skeleton = skeleton_owner.get(p_skeleton); ERR_FAIL_COND_V(!skeleton, Transform()); - ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() ); + ERR_FAIL_INDEX_V(p_bone, skeleton->bones.size(), Transform()); const Skeleton::Bone &b = skeleton->bones[p_bone]; Transform t; - t.basis[0][0]=b.mtx[0][0]; - t.basis[1][0]=b.mtx[0][1]; - t.basis[2][0]=b.mtx[0][2]; - t.basis[0][1]=b.mtx[1][0]; - t.basis[1][1]=b.mtx[1][1]; - t.basis[2][1]=b.mtx[1][2]; - t.basis[0][2]=b.mtx[2][0]; - t.basis[1][2]=b.mtx[2][1]; - t.basis[2][2]=b.mtx[2][2]; - t.origin[0]=b.mtx[3][0]; - t.origin[1]=b.mtx[3][1]; - t.origin[2]=b.mtx[3][2]; + t.basis[0][0] = b.mtx[0][0]; + t.basis[1][0] = b.mtx[0][1]; + t.basis[2][0] = b.mtx[0][2]; + t.basis[0][1] = b.mtx[1][0]; + t.basis[1][1] = b.mtx[1][1]; + t.basis[2][1] = b.mtx[1][2]; + t.basis[0][2] = b.mtx[2][0]; + t.basis[1][2] = b.mtx[2][1]; + t.basis[2][2] = b.mtx[2][2]; + t.origin[0] = b.mtx[3][0]; + t.origin[1] = b.mtx[3][1]; + t.origin[2] = b.mtx[3][2]; return t; - } - /* LIGHT API */ RID RasterizerGLES2::light_create(VS::LightType p_type) { - Light *light = memnew( Light ); - light->type=p_type; + Light *light = memnew(Light); + light->type = p_type; return light_owner.make_rid(light); } VS::LightType RasterizerGLES2::light_get_type(RID p_light) const { Light *light = light_owner.get(p_light); - ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI); + ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI); return light->type; } -void RasterizerGLES2::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) { +void RasterizerGLES2::light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color) { Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); - ERR_FAIL_INDEX( p_type, 3 ); - light->colors[p_type]=p_color; + ERR_FAIL_INDEX(p_type, 3); + light->colors[p_type] = p_color; } -Color RasterizerGLES2::light_get_color(RID p_light,VS::LightColor p_type) const { +Color RasterizerGLES2::light_get_color(RID p_light, VS::LightColor p_type) const { Light *light = light_owner.get(p_light); ERR_FAIL_COND_V(!light, Color()); - ERR_FAIL_INDEX_V( p_type, 3, Color() ); + ERR_FAIL_INDEX_V(p_type, 3, Color()); return light->colors[p_type]; } -void RasterizerGLES2::light_set_shadow(RID p_light,bool p_enabled) { +void RasterizerGLES2::light_set_shadow(RID p_light, bool p_enabled) { Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); - light->shadow_enabled=p_enabled; + light->shadow_enabled = p_enabled; } bool RasterizerGLES2::light_has_shadow(RID p_light) const { Light *light = light_owner.get(p_light); - ERR_FAIL_COND_V(!light,false); + ERR_FAIL_COND_V(!light, false); return light->shadow_enabled; } -void RasterizerGLES2::light_set_volumetric(RID p_light,bool p_enabled) { +void RasterizerGLES2::light_set_volumetric(RID p_light, bool p_enabled) { Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); - light->volumetric_enabled=p_enabled; - + light->volumetric_enabled = p_enabled; } bool RasterizerGLES2::light_is_volumetric(RID p_light) const { Light *light = light_owner.get(p_light); - ERR_FAIL_COND_V(!light,false); + ERR_FAIL_COND_V(!light, false); return light->volumetric_enabled; } -void RasterizerGLES2::light_set_projector(RID p_light,RID p_texture) { +void RasterizerGLES2::light_set_projector(RID p_light, RID p_texture) { Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); - light->projector=p_texture; + light->projector = p_texture; } RID RasterizerGLES2::light_get_projector(RID p_light) const { Light *light = light_owner.get(p_light); - ERR_FAIL_COND_V(!light,RID()); + ERR_FAIL_COND_V(!light, RID()); return light->projector; } void RasterizerGLES2::light_set_var(RID p_light, VS::LightParam p_var, float p_value) { - Light * light = light_owner.get( p_light ); + Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); - ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX ); + ERR_FAIL_INDEX(p_var, VS::LIGHT_PARAM_MAX); - light->vars[p_var]=p_value; + light->vars[p_var] = p_value; } float RasterizerGLES2::light_get_var(RID p_light, VS::LightParam p_var) const { - Light * light = light_owner.get( p_light ); - ERR_FAIL_COND_V(!light,0); + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light, 0); - ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 ); + ERR_FAIL_INDEX_V(p_var, VS::LIGHT_PARAM_MAX, 0); return light->vars[p_var]; } -void RasterizerGLES2::light_set_operator(RID p_light,VS::LightOp p_op) { +void RasterizerGLES2::light_set_operator(RID p_light, VS::LightOp p_op){ }; @@ -3764,71 +3522,69 @@ VS::LightOp RasterizerGLES2::light_get_operator(RID p_light) const { return VS::LightOp(); }; -void RasterizerGLES2::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) { +void RasterizerGLES2::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) { - Light * light = light_owner.get( p_light ); + Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); - light->omni_shadow_mode=p_mode; + light->omni_shadow_mode = p_mode; } VS::LightOmniShadowMode RasterizerGLES2::light_omni_get_shadow_mode(RID p_light) const { - const Light * light = light_owner.get( p_light ); - ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_DEFAULT); + const Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI_SHADOW_DEFAULT); return light->omni_shadow_mode; } -void RasterizerGLES2::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode) { +void RasterizerGLES2::light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) { - Light * light = light_owner.get( p_light ); + Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); - light->directional_shadow_mode=p_mode; + light->directional_shadow_mode = p_mode; } - VS::LightDirectionalShadowMode RasterizerGLES2::light_directional_get_shadow_mode(RID p_light) const { - const Light * light = light_owner.get( p_light ); - ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); + const Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); return light->directional_shadow_mode; } -void RasterizerGLES2::light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value) { +void RasterizerGLES2::light_directional_set_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param, float p_value) { - Light * light = light_owner.get( p_light ); + Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); - light->directional_shadow_param[p_param]=p_value; + light->directional_shadow_param[p_param] = p_value; } -float RasterizerGLES2::light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const { +float RasterizerGLES2::light_directional_get_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param) const { - const Light * light = light_owner.get( p_light ); - ERR_FAIL_COND_V(!light,0); + const Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light, 0); return light->directional_shadow_param[p_param]; } - AABB RasterizerGLES2::light_get_aabb(RID p_light) const { - Light *light = light_owner.get( p_light ); - ERR_FAIL_COND_V(!light,AABB()); + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light, AABB()); - switch( light->type ) { + switch (light->type) { case VS::LIGHT_SPOT: { - float len=light->vars[VS::LIGHT_PARAM_RADIUS]; - float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len; - return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) ); + float len = light->vars[VS::LIGHT_PARAM_RADIUS]; + float size = Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE])) * len; + return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len)); } break; case VS::LIGHT_OMNI: { float r = light->vars[VS::LIGHT_PARAM_RADIUS]; - return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 ); + return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2); } break; case VS::LIGHT_DIRECTIONAL: { @@ -3837,54 +3593,51 @@ AABB RasterizerGLES2::light_get_aabb(RID p_light) const { default: {} } - ERR_FAIL_V( AABB() ); + ERR_FAIL_V(AABB()); } - RID RasterizerGLES2::light_instance_create(RID p_light) { - Light *light = light_owner.get( p_light ); + Light *light = light_owner.get(p_light); ERR_FAIL_COND_V(!light, RID()); - LightInstance *light_instance = memnew( LightInstance ); + LightInstance *light_instance = memnew(LightInstance); - light_instance->light=p_light; - light_instance->base=light; - light_instance->last_pass=0; + light_instance->light = p_light; + light_instance->base = light; + light_instance->last_pass = 0; - return light_instance_owner.make_rid( light_instance ); + return light_instance_owner.make_rid(light_instance); } -void RasterizerGLES2::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) { +void RasterizerGLES2::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) { - LightInstance *lighti = light_instance_owner.get( p_light_instance ); + LightInstance *lighti = light_instance_owner.get(p_light_instance); ERR_FAIL_COND(!lighti); - lighti->transform=p_transform; - + lighti->transform = p_transform; } - Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_light_instance, bool p_far) const { - LightInstance *lighti = light_instance_owner.get( p_light_instance ); - ERR_FAIL_COND_V(!lighti,Rasterizer::SHADOW_NONE); + LightInstance *lighti = light_instance_owner.get(p_light_instance); + ERR_FAIL_COND_V(!lighti, Rasterizer::SHADOW_NONE); - switch(lighti->base->type) { + switch (lighti->base->type) { case VS::LIGHT_DIRECTIONAL: { - switch(lighti->base->directional_shadow_mode) { + switch (lighti->base->directional_shadow_mode) { case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { return SHADOW_ORTHOGONAL; } break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE:{ + case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE: { return SHADOW_PSM; } break; case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:{ + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { return SHADOW_PSSM; } break; } - }break; + } break; case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break; case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break; } @@ -3894,13 +3647,13 @@ Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_lig int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) const { - LightInstance *lighti = light_instance_owner.get( p_light_instance ); - ERR_FAIL_COND_V(!lighti,0); + LightInstance *lighti = light_instance_owner.get(p_light_instance); + ERR_FAIL_COND_V(!lighti, 0); - if (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + if (lighti->base->type == VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { return 4; // dp4 - } else if (lighti->base->type==VS::LIGHT_OMNI || (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)) { + } else if (lighti->base->type == VS::LIGHT_OMNI || (lighti->base->type == VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)) { return 2; // dp } else return 1; @@ -3908,20 +3661,20 @@ int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) cons bool RasterizerGLES2::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const { - return shadow_filter>=SHADOW_FILTER_ESM; + return shadow_filter >= SHADOW_FILTER_ESM; } -void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) { +void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix &p_camera, const Transform &p_transform, float p_split_near, float p_split_far) { - LightInstance *lighti = light_instance_owner.get( p_light_instance ); + LightInstance *lighti = light_instance_owner.get(p_light_instance); ERR_FAIL_COND(!lighti); - ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL); + ERR_FAIL_COND(lighti->base->type != VS::LIGHT_DIRECTIONAL); //ERR_FAIL_INDEX(p_index,1); - lighti->custom_projection[p_index]=p_camera; - lighti->custom_transform[p_index]=p_transform; - lighti->shadow_split[p_index]=1.0/p_split_far; + lighti->custom_projection[p_index] = p_camera; + lighti->custom_transform[p_index] = p_transform; + lighti->shadow_split[p_index] = 1.0 / p_split_far; #if 0 if (p_index==0) { lighti->custom_projection=p_camera; @@ -3942,23 +3695,21 @@ void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, #endif } -int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const{ +int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const { - LightInstance *lighti = light_instance_owner.get( p_light_instance ); - ERR_FAIL_COND_V(!lighti,1); - ERR_FAIL_COND_V(!lighti->near_shadow_buffer,256); - return lighti->near_shadow_buffer->size/2; + LightInstance *lighti = light_instance_owner.get(p_light_instance); + ERR_FAIL_COND_V(!lighti, 1); + ERR_FAIL_COND_V(!lighti->near_shadow_buffer, 256); + return lighti->near_shadow_buffer->size / 2; } void RasterizerGLES2::shadow_clear_near() { - - for(int i=0;i<near_shadow_buffers.size();i++) { + for (int i = 0; i < near_shadow_buffers.size(); i++) { if (near_shadow_buffers[i].owner) near_shadow_buffers[i].owner->clear_near_shadow_buffers(); } - } bool RasterizerGLES2::shadow_allocate_near(RID p_light) { @@ -3967,32 +3718,31 @@ bool RasterizerGLES2::shadow_allocate_near(RID p_light) { return false; LightInstance *li = light_instance_owner.get(p_light); - ERR_FAIL_COND_V(!li,false); - ERR_FAIL_COND_V( li->near_shadow_buffer, false); + ERR_FAIL_COND_V(!li, false); + ERR_FAIL_COND_V(li->near_shadow_buffer, false); - int skip=0; + int skip = 0; if (framebuffer.active) { int sc = framebuffer.scale; - while(sc>1) { - sc/=2; + while (sc > 1) { + sc /= 2; skip++; } } - for(int i=0;i<near_shadow_buffers.size();i++) { + for (int i = 0; i < near_shadow_buffers.size(); i++) { - - if (skip>0) { + if (skip > 0) { skip--; continue; } - if (near_shadow_buffers[i].owner!=NULL) + if (near_shadow_buffers[i].owner != NULL) continue; - near_shadow_buffers[i].owner=li; - li->near_shadow_buffer=&near_shadow_buffers[i]; + near_shadow_buffers[i].owner = li; + li->near_shadow_buffer = &near_shadow_buffers[i]; return true; } @@ -4004,38 +3754,35 @@ bool RasterizerGLES2::shadow_allocate_far(RID p_light) { return false; } - /* PARTICLES INSTANCE */ RID RasterizerGLES2::particles_instance_create(RID p_particles) { - ERR_FAIL_COND_V(!particles_owner.owns(p_particles),RID()); - ParticlesInstance *particles_instance = memnew( ParticlesInstance ); - ERR_FAIL_COND_V(!particles_instance, RID() ); - particles_instance->particles=p_particles; + ERR_FAIL_COND_V(!particles_owner.owns(p_particles), RID()); + ParticlesInstance *particles_instance = memnew(ParticlesInstance); + ERR_FAIL_COND_V(!particles_instance, RID()); + particles_instance->particles = p_particles; return particles_instance_owner.make_rid(particles_instance); } -void RasterizerGLES2::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) { +void RasterizerGLES2::particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform) { - ParticlesInstance *particles_instance=particles_instance_owner.get(p_particles_instance); + ParticlesInstance *particles_instance = particles_instance_owner.get(p_particles_instance); ERR_FAIL_COND(!particles_instance); - particles_instance->transform=p_transform; + particles_instance->transform = p_transform; } - - RID RasterizerGLES2::viewport_data_create() { - ViewportData *vd = memnew( ViewportData ); + ViewportData *vd = memnew(ViewportData); glActiveTexture(GL_TEXTURE0); glGenFramebuffers(1, &vd->lum_fbo); glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo); - GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA; - GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE; - GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA; + GLuint format_luminance = use_fp16_fb ? _GL_RG_EXT : GL_RGBA; + GLuint format_luminance_type = use_fp16_fb ? (full_float_fb_supported ? GL_FLOAT : _GL_HALF_FLOAT_OES) : GL_UNSIGNED_BYTE; + GLuint format_luminance_components = use_fp16_fb ? _GL_RG_EXT : GL_RGBA; glGenTextures(1, &vd->lum_color); glBindTexture(GL_TEXTURE_2D, vd->lum_color); @@ -4048,11 +3795,10 @@ RID RasterizerGLES2::viewport_data_create() { GL_RGBA, GL_UNSIGNED_BYTE, NULL); */ glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0, - format_luminance_components, format_luminance_type, NULL); + format_luminance_components, format_luminance_type, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, vd->lum_color, 0); - + GL_TEXTURE_2D, vd->lum_color, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); @@ -4065,54 +3811,51 @@ RID RasterizerGLES2::viewport_data_create() { return viewport_data_owner.make_rid(vd); } -RID RasterizerGLES2::render_target_create(){ +RID RasterizerGLES2::render_target_create() { - RenderTarget *rt = memnew( RenderTarget ); - rt->fbo=0; - rt->width=0; - rt->height=0; - rt->last_pass=0; + RenderTarget *rt = memnew(RenderTarget); + rt->fbo = 0; + rt->width = 0; + rt->height = 0; + rt->last_pass = 0; Texture *texture = memnew(Texture); - texture->active=false; - texture->total_data_size=0; - texture->render_target=rt; - texture->ignore_mipmaps=true; - rt->texture_ptr=texture; - rt->texture=texture_owner.make_rid( texture ); - rt->texture_ptr->active=false; + texture->active = false; + texture->total_data_size = 0; + texture->render_target = rt; + texture->ignore_mipmaps = true; + rt->texture_ptr = texture; + rt->texture = texture_owner.make_rid(texture); + rt->texture_ptr->active = false; return render_target_owner.make_rid(rt); - } -void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int p_height){ +void RasterizerGLES2::render_target_set_size(RID p_render_target, int p_width, int p_height) { RenderTarget *rt = render_target_owner.get(p_render_target); - if (p_width==rt->width && p_height==rt->height) + if (p_width == rt->width && p_height == rt->height) return; - if (rt->width!=0 && rt->height!=0) { - - glDeleteFramebuffers(1,&rt->fbo); - glDeleteRenderbuffers(1,&rt->depth); - glDeleteTextures(1,&rt->color); + if (rt->width != 0 && rt->height != 0) { - rt->fbo=0; - rt->depth=0; - rt->color=0; - rt->width=0; - rt->height=0; - rt->texture_ptr->tex_id=0; - rt->texture_ptr->active=false; + glDeleteFramebuffers(1, &rt->fbo); + glDeleteRenderbuffers(1, &rt->depth); + glDeleteTextures(1, &rt->color); + rt->fbo = 0; + rt->depth = 0; + rt->color = 0; + rt->width = 0; + rt->height = 0; + rt->texture_ptr->tex_id = 0; + rt->texture_ptr->active = false; } - if (p_width==0 || p_height==0) + if (p_width == 0 || p_height == 0) return; - - rt->width=p_width; - rt->height=p_height; + rt->width = p_width; + rt->height = p_height; //fbo glGenFramebuffers(1, &rt->fbo); @@ -4121,9 +3864,9 @@ void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int //depth if (!low_memory_2d) { glGenRenderbuffers(1, &rt->depth); - glBindRenderbuffer(GL_RENDERBUFFER, rt->depth ); + glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); - glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height); + glRenderbufferStorage(GL_RENDERBUFFER, use_depth24 ? _DEPTH_COMPONENT24_OES : GL_DEPTH_COMPONENT16, rt->width, rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); } @@ -4131,9 +3874,9 @@ void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int //color glGenTextures(1, &rt->color); glBindTexture(GL_TEXTURE_2D, rt->color); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); - if (rt->texture_ptr->flags&VS::TEXTURE_FLAG_FILTER) { + if (rt->texture_ptr->flags & VS::TEXTURE_FLAG_FILTER) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); @@ -4146,157 +3889,139 @@ void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); - rt->texture_ptr->tex_id=rt->color; - rt->texture_ptr->active=true; - rt->texture_ptr->width=p_width; - rt->texture_ptr->height=p_height; + rt->texture_ptr->tex_id = rt->color; + rt->texture_ptr->active = true; + rt->texture_ptr->width = p_width; + rt->texture_ptr->height = p_height; # GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { - glDeleteRenderbuffers(1,&rt->fbo); - glDeleteTextures(1,&rt->depth); - glDeleteTextures(1,&rt->color); - rt->fbo=0; - rt->width=0; - rt->height=0; - rt->color=0; - rt->depth=0; - rt->texture_ptr->tex_id=0; - rt->texture_ptr->active=false; + glDeleteRenderbuffers(1, &rt->fbo); + glDeleteTextures(1, &rt->depth); + glDeleteTextures(1, &rt->color); + rt->fbo = 0; + rt->width = 0; + rt->height = 0; + rt->color = 0; + rt->depth = 0; + rt->texture_ptr->tex_id = 0; + rt->texture_ptr->active = false; WARN_PRINT("Could not create framebuffer!!"); } glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); - } -RID RasterizerGLES2::render_target_get_texture(RID p_render_target) const{ +RID RasterizerGLES2::render_target_get_texture(RID p_render_target) const { const RenderTarget *rt = render_target_owner.get(p_render_target); - ERR_FAIL_COND_V(!rt,RID()); + ERR_FAIL_COND_V(!rt, RID()); return rt->texture; } -bool RasterizerGLES2::render_target_renedered_in_frame(RID p_render_target){ +bool RasterizerGLES2::render_target_renedered_in_frame(RID p_render_target) { RenderTarget *rt = render_target_owner.get(p_render_target); - ERR_FAIL_COND_V(!rt,false); - return rt->last_pass==frame; + ERR_FAIL_COND_V(!rt, false); + return rt->last_pass == frame; } - /* RENDER API */ /* all calls (inside begin/end shadow) are always warranted to be in the following order: */ - - - - void RasterizerGLES2::begin_frame() { - - - _update_framebuffer(); glDepthFunc(GL_LEQUAL); glFrontFace(GL_CW); - //fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting"); +//fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting"); #ifdef TOOLS_ENABLED - canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false)); - shadow_filter=ShadowFilterTechnique(int(GlobalConfig::get_singleton()->get("rasterizer/shadow_filter"))); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("display/use_2d_pixel_snap", false)); + shadow_filter = ShadowFilterTechnique(int(GlobalConfig::get_singleton()->get("rasterizer/shadow_filter"))); #endif - canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF5,shadow_filter==SHADOW_FILTER_PCF5); - canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF13,shadow_filter==SHADOW_FILTER_PCF13); - canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM); + canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF5, shadow_filter == SHADOW_FILTER_PCF5); + canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF13, shadow_filter == SHADOW_FILTER_PCF13); + canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_ESM, shadow_filter == SHADOW_FILTER_ESM); - window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height ); + window_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height); - double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec - time/=1000.0; // make secs - time_delta=time-last_time; - last_time=time; + double time = (OS::get_singleton()->get_ticks_usec() / 1000); // get msec + time /= 1000.0; // make secs + time_delta = time - last_time; + last_time = time; frame++; - _rinfo.vertex_count=0; - _rinfo.object_count=0; - _rinfo.mat_change_count=0; - _rinfo.shader_change_count=0; - _rinfo.ci_draw_commands=0; - _rinfo.surface_count=0; - _rinfo.draw_calls=0; - + _rinfo.vertex_count = 0; + _rinfo.object_count = 0; + _rinfo.mat_change_count = 0; + _rinfo.shader_change_count = 0; + _rinfo.ci_draw_commands = 0; + _rinfo.surface_count = 0; + _rinfo.draw_calls = 0; _update_fixed_materials(); - while(_shader_dirty_list.first()) { + while (_shader_dirty_list.first()) { _update_shader(_shader_dirty_list.first()->self()); } - while(_skeleton_dirty_list.first()) { + while (_skeleton_dirty_list.first()) { + Skeleton *s = _skeleton_dirty_list.first()->self(); - Skeleton *s=_skeleton_dirty_list.first()->self(); + float *sk_float = (float *)skinned_buffer; + for (int i = 0; i < s->bones.size(); i++) { - float *sk_float = (float*)skinned_buffer; - for(int i=0;i<s->bones.size();i++) { - - float *m = &sk_float[i*12]; - const Skeleton::Bone &b=s->bones[i]; - m[0]=b.mtx[0][0]; - m[1]=b.mtx[1][0]; - m[2]=b.mtx[2][0]; - m[3]=b.mtx[3][0]; - - m[4]=b.mtx[0][1]; - m[5]=b.mtx[1][1]; - m[6]=b.mtx[2][1]; - m[7]=b.mtx[3][1]; - - m[8]=b.mtx[0][2]; - m[9]=b.mtx[1][2]; - m[10]=b.mtx[2][2]; - m[11]=b.mtx[3][2]; + float *m = &sk_float[i * 12]; + const Skeleton::Bone &b = s->bones[i]; + m[0] = b.mtx[0][0]; + m[1] = b.mtx[1][0]; + m[2] = b.mtx[2][0]; + m[3] = b.mtx[3][0]; + m[4] = b.mtx[0][1]; + m[5] = b.mtx[1][1]; + m[6] = b.mtx[2][1]; + m[7] = b.mtx[3][1]; + m[8] = b.mtx[0][2]; + m[9] = b.mtx[1][2]; + m[10] = b.mtx[2][2]; + m[11] = b.mtx[3][2]; } - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,s->tex_id); - glTexSubImage2D(GL_TEXTURE_2D,0,0,0,nearest_power_of_2(s->bones.size()*3),1,GL_RGBA,GL_FLOAT,sk_float); - _skeleton_dirty_list.remove( _skeleton_dirty_list.first() ); + glBindTexture(GL_TEXTURE_2D, s->tex_id); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, nearest_power_of_2(s->bones.size() * 3), 1, GL_RGBA, GL_FLOAT, sk_float); + _skeleton_dirty_list.remove(_skeleton_dirty_list.first()); } - while(_multimesh_dirty_list.first()) { + while (_multimesh_dirty_list.first()) { + MultiMesh *s = _multimesh_dirty_list.first()->self(); - MultiMesh *s=_multimesh_dirty_list.first()->self(); + float *sk_float = (float *)skinned_buffer; + for (int i = 0; i < s->elements.size(); i++) { - float *sk_float = (float*)skinned_buffer; - for(int i=0;i<s->elements.size();i++) { - - float *m = &sk_float[i*16]; - const float *im=s->elements[i].matrix; - for(int j=0;j<16;j++) { - m[j]=im[j]; + float *m = &sk_float[i * 16]; + const float *im = s->elements[i].matrix; + for (int j = 0; j < 16; j++) { + m[j] = im[j]; } - } - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,s->tex_id); - glTexSubImage2D(GL_TEXTURE_2D,0,0,0,s->tw,s->th,GL_RGBA,GL_FLOAT,sk_float); - _multimesh_dirty_list.remove( _multimesh_dirty_list.first() ); + glBindTexture(GL_TEXTURE_2D, s->tex_id); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, s->tw, s->th, GL_RGBA, GL_FLOAT, sk_float); + _multimesh_dirty_list.remove(_multimesh_dirty_list.first()); } - - draw_next_frame=false; + draw_next_frame = false; //material_shader.set_uniform_default(MaterialShaderGLES2::SCREENZ_SCALE, Math::fmod(time, 3600.0)); /* nehe ?*/ @@ -4304,7 +4029,7 @@ void RasterizerGLES2::begin_frame() { //glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared.. } -void RasterizerGLES2::capture_viewport(Image* r_capture) { +void RasterizerGLES2::capture_viewport(Image *r_capture) { #if 0 PoolVector<uint8_t> pixels; pixels.resize(viewport.width*viewport.height*3); @@ -4325,9 +4050,8 @@ void RasterizerGLES2::capture_viewport(Image* r_capture) { r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB8,pixels); #else - PoolVector<uint8_t> pixels; - pixels.resize(viewport.width*viewport.height*4); + pixels.resize(viewport.width * viewport.height * 4); PoolVector<uint8_t>::Write w = pixels.write(); glPixelStorei(GL_PACK_ALIGNMENT, 4); @@ -4337,186 +4061,176 @@ void RasterizerGLES2::capture_viewport(Image* r_capture) { #ifdef GLEW_ENABLED glReadBuffer(GL_COLOR_ATTACHMENT0); #endif - glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr() ); + glReadPixels(0, 0, viewport.width, viewport.height, GL_RGBA, GL_UNSIGNED_BYTE, w.ptr()); } else { // back? - glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr()); + glReadPixels(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height, GL_RGBA, GL_UNSIGNED_BYTE, w.ptr()); } - bool flip = current_rt==NULL; + bool flip = current_rt == NULL; if (flip) { - uint32_t *imgptr = (uint32_t*)w.ptr(); - for(int y=0;y<(viewport.height/2);y++) { + uint32_t *imgptr = (uint32_t *)w.ptr(); + for (int y = 0; y < (viewport.height / 2); y++) { - uint32_t *ptr1 = &imgptr[y*viewport.width]; - uint32_t *ptr2 = &imgptr[(viewport.height-y-1)*viewport.width]; + uint32_t *ptr1 = &imgptr[y * viewport.width]; + uint32_t *ptr2 = &imgptr[(viewport.height - y - 1) * viewport.width]; - for(int x=0;x<viewport.width;x++) { + for (int x = 0; x < viewport.width; x++) { uint32_t tmp = ptr1[x]; - ptr1[x]=ptr2[x]; - ptr2[x]=tmp; + ptr1[x] = ptr2[x]; + ptr2[x] = tmp; } } } - w=PoolVector<uint8_t>::Write(); - r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGBA8,pixels); - //r_capture->flip_y(); - + w = PoolVector<uint8_t>::Write(); + r_capture->create(viewport.width, viewport.height, 0, Image::FORMAT_RGBA8, pixels); +//r_capture->flip_y(); #endif - } - -void RasterizerGLES2::clear_viewport(const Color& p_color) { +void RasterizerGLES2::clear_viewport(const Color &p_color) { if (current_rt || using_canvas_bg) { - glScissor( 0, 0, viewport.width, viewport.height ); + glScissor(0, 0, viewport.width, viewport.height); } else { - glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); + glScissor(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height); } glEnable(GL_SCISSOR_TEST); - glClearColor(p_color.r,p_color.g,p_color.b,p_color.a); + glClearColor(p_color.r, p_color.g, p_color.b, p_color.a); glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared.. glDisable(GL_SCISSOR_TEST); }; - void RasterizerGLES2::set_render_target(RID p_render_target, bool p_transparent_bg, bool p_vflip) { - - if (!p_render_target.is_valid()) { - glBindFramebuffer(GL_FRAMEBUFFER,base_framebuffer); - current_rt=NULL; - current_rt_vflip=false; + glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); + current_rt = NULL; + current_rt_vflip = false; } else { RenderTarget *rt = render_target_owner.get(p_render_target); ERR_FAIL_COND(!rt); - ERR_FAIL_COND(rt->fbo==0); - glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo); - current_rt=rt; - current_rt_transparent=p_transparent_bg; - current_rt_vflip=!p_vflip; + ERR_FAIL_COND(rt->fbo == 0); + glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); + current_rt = rt; + current_rt_transparent = p_transparent_bg; + current_rt_vflip = !p_vflip; } - } -void RasterizerGLES2::set_viewport(const VS::ViewportRect& p_viewport) { +void RasterizerGLES2::set_viewport(const VS::ViewportRect &p_viewport) { - viewport=p_viewport; + viewport = p_viewport; //viewport.width/=2; //viewport.height/=2; //print_line("viewport: "+itos(p_viewport.x)+","+itos(p_viewport.y)+","+itos(p_viewport.width)+","+itos(p_viewport.height)); if (current_rt) { - glViewport( 0, 0,viewport.width, viewport.height ); + glViewport(0, 0, viewport.width, viewport.height); } else { - glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); + glViewport(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height); } } -void RasterizerGLES2::begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug) { - +void RasterizerGLES2::begin_scene(RID p_viewport_data, RID p_env, VS::ScenarioDebugMode p_debug) { - current_debug=p_debug; + current_debug = p_debug; opaque_render_list.clear(); alpha_render_list.clear(); - light_instance_count=0; + light_instance_count = 0; current_env = p_env.is_valid() ? environment_owner.get(p_env) : NULL; scene_pass++; - last_light_id=0; - directional_light_count=0; - lights_use_shadow=false; - texscreen_used=false; - current_vd=viewport_data_owner.get(p_viewport_data); - if (current_debug==VS::SCENARIO_DEBUG_WIREFRAME) { + last_light_id = 0; + directional_light_count = 0; + lights_use_shadow = false; + texscreen_used = false; + current_vd = viewport_data_owner.get(p_viewport_data); + if (current_debug == VS::SCENARIO_DEBUG_WIREFRAME) { #ifdef GLEW_ENABLED - glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); #endif } //set state glCullFace(GL_FRONT); - cull_front=true; + cull_front = true; }; -void RasterizerGLES2::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) { +void RasterizerGLES2::begin_shadow_map(RID p_light_instance, int p_shadow_pass) { ERR_FAIL_COND(shadow); shadow = light_instance_owner.get(p_light_instance); - shadow_pass=p_shadow_pass; + shadow_pass = p_shadow_pass; ERR_FAIL_COND(!shadow); opaque_render_list.clear(); alpha_render_list.clear(); //pre_zpass_render_list.clear(); - light_instance_count=0; + light_instance_count = 0; glCullFace(GL_FRONT); - cull_front=true; - + cull_front = true; } -void RasterizerGLES2::set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint) { +void RasterizerGLES2::set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint) { - camera_transform=p_world; + camera_transform = p_world; if (current_rt && current_rt_vflip) { - camera_transform.basis.set_axis(1,-camera_transform.basis.get_axis(1)); + camera_transform.basis.set_axis(1, -camera_transform.basis.get_axis(1)); } - camera_transform_inverse=camera_transform.inverse(); - camera_projection=p_projection; - camera_plane = Plane( camera_transform.origin, -camera_transform.basis.get_axis(2) ); - camera_z_near=camera_projection.get_z_near(); - camera_z_far=camera_projection.get_z_far(); - camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y); - camera_ortho=p_ortho_hint; + camera_transform_inverse = camera_transform.inverse(); + camera_projection = p_projection; + camera_plane = Plane(camera_transform.origin, -camera_transform.basis.get_axis(2)); + camera_z_near = camera_projection.get_z_near(); + camera_z_far = camera_projection.get_z_far(); + camera_projection.get_viewport_size(camera_vp_size.x, camera_vp_size.y); + camera_ortho = p_ortho_hint; } -void RasterizerGLES2::add_light( RID p_light_instance ) { +void RasterizerGLES2::add_light(RID p_light_instance) { #define LIGHT_FADE_TRESHOLD 0.05 - ERR_FAIL_COND( light_instance_count >= MAX_SCENE_LIGHTS ); + ERR_FAIL_COND(light_instance_count >= MAX_SCENE_LIGHTS); LightInstance *li = light_instance_owner.get(p_light_instance); ERR_FAIL_COND(!li); - - switch(li->base->type) { + switch (li->base->type) { case VS::LIGHT_DIRECTIONAL: { - ERR_FAIL_COND( directional_light_count >= RenderList::MAX_LIGHTS); - directional_lights[directional_light_count++]=li; + ERR_FAIL_COND(directional_light_count >= RenderList::MAX_LIGHTS); + directional_lights[directional_light_count++] = li; if (li->base->shadow_enabled) { CameraMatrix bias; bias.set_light_bias(); - int passes=light_instance_get_shadow_passes(p_light_instance); + int passes = light_instance_get_shadow_passes(p_light_instance); - for(int i=0;i<passes;i++) { - Transform modelview=Transform(camera_transform_inverse * li->custom_transform[i]).inverse(); + for (int i = 0; i < passes; i++) { + Transform modelview = Transform(camera_transform_inverse * li->custom_transform[i]).inverse(); li->shadow_projection[i] = bias * li->custom_projection[i] * modelview; } - lights_use_shadow=true; + lights_use_shadow = true; } } break; case VS::LIGHT_OMNI: { if (li->base->shadow_enabled) { li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse(); - lights_use_shadow=true; + lights_use_shadow = true; } } break; case VS::LIGHT_SPOT: { @@ -4524,34 +4238,29 @@ void RasterizerGLES2::add_light( RID p_light_instance ) { if (li->base->shadow_enabled) { CameraMatrix bias; bias.set_light_bias(); - Transform modelview=Transform(camera_transform_inverse * li->transform).inverse(); + Transform modelview = Transform(camera_transform_inverse * li->transform).inverse(); li->shadow_projection[0] = bias * li->projection * modelview; - lights_use_shadow=true; + lights_use_shadow = true; } } break; - } - /* make light hash */ // actually, not really a hash, but helps to sort the lights // and avoid recompiling redudant shader versions + li->last_pass = scene_pass; + li->sort_key = light_instance_count; - li->last_pass=scene_pass; - li->sort_key=light_instance_count; - - light_instances[light_instance_count++]=li; - + light_instances[light_instance_count++] = li; } -void RasterizerGLES2::_update_shader( Shader* p_shader) const { +void RasterizerGLES2::_update_shader(Shader *p_shader) const { - _shader_dirty_list.remove( &p_shader->dirty_list ); - - p_shader->valid=false; + _shader_dirty_list.remove(&p_shader->dirty_list); + p_shader->valid = false; p_shader->uniforms.clear(); Vector<StringName> uniform_names; @@ -4562,18 +4271,17 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { ShaderCompilerGLES2::Flags fragment_flags; ShaderCompilerGLES2::Flags light_flags; - if (p_shader->mode==VS::SHADER_MATERIAL) { - Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms); + if (p_shader->mode == VS::SHADER_MATERIAL) { + Error err = shader_precompiler.compile(p_shader->vertex_code, ShaderLanguage::SHADER_MATERIAL_VERTEX, vertex_code, vertex_globals, vertex_flags, &p_shader->uniforms); if (err) { return; //invalid } - } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) { + } else if (p_shader->mode == VS::SHADER_CANVAS_ITEM) { - Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms); + Error err = shader_precompiler.compile(p_shader->vertex_code, ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX, vertex_code, vertex_globals, vertex_flags, &p_shader->uniforms); if (err) { return; //invalid } - } //print_line("compiled vertex: "+vertex_code); @@ -4583,60 +4291,58 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { String fragment_code; String fragment_globals; - if (p_shader->mode==VS::SHADER_MATERIAL) { - Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms); + if (p_shader->mode == VS::SHADER_MATERIAL) { + Error err = shader_precompiler.compile(p_shader->fragment_code, ShaderLanguage::SHADER_MATERIAL_FRAGMENT, fragment_code, fragment_globals, fragment_flags, &p_shader->uniforms); if (err) { return; //invalid } - } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) { - Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms); + } else if (p_shader->mode == VS::SHADER_CANVAS_ITEM) { + Error err = shader_precompiler.compile(p_shader->fragment_code, ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT, fragment_code, fragment_globals, fragment_flags, &p_shader->uniforms); if (err) { return; //invalid } } - String light_code; String light_globals; - if (p_shader->mode==VS::SHADER_MATERIAL) { + if (p_shader->mode == VS::SHADER_MATERIAL) { - Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_MATERIAL_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms); + Error err = shader_precompiler.compile(p_shader->light_code, (ShaderLanguage::SHADER_MATERIAL_LIGHT), light_code, light_globals, light_flags, &p_shader->uniforms); if (err) { return; //invalid } - } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) { - Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms); + } else if (p_shader->mode == VS::SHADER_CANVAS_ITEM) { + Error err = shader_precompiler.compile(p_shader->light_code, (ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT), light_code, light_globals, light_flags, &p_shader->uniforms); if (err) { return; //invalid } } - fragment_globals+=light_globals; //both fragment anyway - + fragment_globals += light_globals; //both fragment anyway //print_line("compiled fragment: "+fragment_code); //("compiled fragment globals: "+fragment_globals); //print_line("UCF: "+itos(p_shader->uniforms.size())); - int first_tex_index=0xFFFFF; - p_shader->first_texture=StringName(); + int first_tex_index = 0xFFFFF; + p_shader->first_texture = StringName(); - for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_shader->uniforms.front();E;E=E->next()) { + for (Map<StringName, ShaderLanguage::Uniform>::Element *E = p_shader->uniforms.front(); E; E = E->next()) { - uniform_names.push_back("_"+String(E->key())); - if (E->get().type==ShaderLanguage::TYPE_TEXTURE && E->get().order<first_tex_index) { - p_shader->first_texture=E->key(); - first_tex_index=E->get().order; + uniform_names.push_back("_" + String(E->key())); + if (E->get().type == ShaderLanguage::TYPE_TEXTURE && E->get().order < first_tex_index) { + p_shader->first_texture = E->key(); + first_tex_index = E->get().order; } } - bool uses_time=false; + bool uses_time = false; - if (p_shader->mode==VS::SHADER_MATERIAL) { + if (p_shader->mode == VS::SHADER_MATERIAL) { //print_line("setting code to id.. "+itos(p_shader->custom_code_id)); - Vector<const char*> enablers; + Vector<const char *> enablers; if (fragment_flags.use_color_interp || vertex_flags.use_color_interp) enablers.push_back("#define ENABLE_COLOR_INTERP\n"); if (fragment_flags.use_uv_interp || vertex_flags.use_uv_interp) @@ -4669,20 +4375,20 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { } if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) { enablers.push_back("#define USE_TIME\n"); - uses_time=true; + uses_time = true; } if (vertex_flags.vertex_code_writes_position) { enablers.push_back("#define VERTEX_SHADER_WRITE_POSITION\n"); } - material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers); - } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) { + material_shader.set_custom_shader_code(p_shader->custom_code_id, vertex_code, vertex_globals, fragment_code, light_code, fragment_globals, uniform_names, enablers); + } else if (p_shader->mode == VS::SHADER_CANVAS_ITEM) { - Vector<const char*> enablers; + Vector<const char *> enablers; if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) { enablers.push_back("#define USE_TIME\n"); - uses_time=true; + uses_time = true; } if (fragment_flags.uses_normal) { enablers.push_back("#define NORMAL_USED\n"); @@ -4714,117 +4420,109 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { if (vertex_flags.uses_worldvec) { enablers.push_back("#define USE_WORLD_VEC\n"); } - canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers); + canvas_shader.set_custom_shader_code(p_shader->custom_code_id, vertex_code, vertex_globals, fragment_code, light_code, fragment_globals, uniform_names, enablers); //postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names); } - p_shader->valid=true; - p_shader->has_alpha=fragment_flags.uses_alpha || fragment_flags.uses_texscreen; - p_shader->writes_vertex=vertex_flags.vertex_code_writes_vertex; - p_shader->uses_discard=fragment_flags.uses_discard; - p_shader->has_texscreen=fragment_flags.uses_texscreen; - p_shader->has_screen_uv=fragment_flags.uses_screen_uv; - p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex; - p_shader->uses_normal=fragment_flags.uses_normal || light_flags.uses_normal; - p_shader->uses_time=uses_time; - p_shader->uses_texpixel_size=fragment_flags.uses_texpixel_size; + p_shader->valid = true; + p_shader->has_alpha = fragment_flags.uses_alpha || fragment_flags.uses_texscreen; + p_shader->writes_vertex = vertex_flags.vertex_code_writes_vertex; + p_shader->uses_discard = fragment_flags.uses_discard; + p_shader->has_texscreen = fragment_flags.uses_texscreen; + p_shader->has_screen_uv = fragment_flags.uses_screen_uv; + p_shader->can_zpass = !fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex; + p_shader->uses_normal = fragment_flags.uses_normal || light_flags.uses_normal; + p_shader->uses_time = uses_time; + p_shader->uses_texpixel_size = fragment_flags.uses_texpixel_size; p_shader->version++; - } +void RasterizerGLES2::_add_geometry(const Geometry *p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner, int p_material) { -void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner,int p_material) { - - Material *m=NULL; - RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material); + Material *m = NULL; + RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : (p_material >= 0 ? p_instance->materials[p_material] : p_geometry->material); #ifdef DEBUG_ENABLED - if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) { - m_src=overdraw_material; + if (current_debug == VS::SCENARIO_DEBUG_OVERDRAW) { + m_src = overdraw_material; } #endif if (m_src) - m=material_owner.get( m_src ); + m = material_owner.get(m_src); if (!m) { - m=material_owner.get( default_material ); + m = material_owner.get(default_material); } ERR_FAIL_COND(!m); - if (m->last_pass!=frame) { + if (m->last_pass != frame) { if (m->shader.is_valid()) { - m->shader_cache=shader_owner.get(m->shader); + m->shader_cache = shader_owner.get(m->shader); if (m->shader_cache) { - - if (!m->shader_cache->valid) { - m->shader_cache=NULL; + m->shader_cache = NULL; } else { if (m->shader_cache->has_texscreen) - texscreen_used=true; + texscreen_used = true; } } else { - m->shader=RID(); + m->shader = RID(); } } else { - m->shader_cache=NULL; + m->shader_cache = NULL; } - m->last_pass=frame; + m->last_pass = frame; } + RenderList *render_list = NULL; - - RenderList *render_list=NULL; - - bool has_base_alpha=(m->shader_cache && m->shader_cache->has_alpha); - bool has_blend_alpha=m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP]; + bool has_base_alpha = (m->shader_cache && m->shader_cache->has_alpha); + bool has_blend_alpha = m->blend_mode != VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP]; bool has_alpha = has_base_alpha || has_blend_alpha; - if (shadow) { - if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) + if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode != VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) return; //bye - if (!m->shader_cache || (!m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) { + if (!m->shader_cache || (!m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode != VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) { //shader does not use discard and does not write a vertex position, use generic material if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) m = shadow_mat_double_sided_ptr; else m = shadow_mat_ptr; - if (m->last_pass!=frame) { + if (m->last_pass != frame) { if (m->shader.is_valid()) { - m->shader_cache=shader_owner.get(m->shader); + m->shader_cache = shader_owner.get(m->shader); if (m->shader_cache) { - if (!m->shader_cache->valid) - m->shader_cache=NULL; + m->shader_cache = NULL; } else { - m->shader=RID(); + m->shader = RID(); } } else { - m->shader_cache=NULL; + m->shader_cache = NULL; } - m->last_pass=frame; + m->last_pass = frame; } } render_list = &opaque_render_list; - /* notyet + /* notyet if (!m->shader_cache || m->shader_cache->can_zpass) render_list = &alpha_render_list; } else { @@ -4836,56 +4534,51 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD render_list = &alpha_render_list; } else { render_list = &opaque_render_list; - } } - RenderList::Element *e = render_list->add_element(); if (!e) return; - e->geometry=p_geometry; - e->geometry_cmp=p_geometry_cmp; - e->material=m; - e->instance=p_instance; + e->geometry = p_geometry; + e->geometry_cmp = p_geometry_cmp; + e->material = m; + e->instance = p_instance; if (camera_ortho) { - e->depth=camera_plane.distance_to(p_instance->transform.origin); + e->depth = camera_plane.distance_to(p_instance->transform.origin); } else { - e->depth=camera_transform.origin.distance_to(p_instance->transform.origin); + e->depth = camera_transform.origin.distance_to(p_instance->transform.origin); } - e->owner=p_owner; - e->light_type=0; - e->additive=false; - e->additive_ptr=&e->additive; - e->sort_flags=0; - + e->owner = p_owner; + e->light_type = 0; + e->additive = false; + e->additive_ptr = &e->additive; + e->sort_flags = 0; if (p_instance->skeleton.is_valid()) { - e->skeleton=skeleton_owner.get(p_instance->skeleton); + e->skeleton = skeleton_owner.get(p_instance->skeleton); if (!e->skeleton) - const_cast<InstanceData*>(p_instance)->skeleton=RID(); + const_cast<InstanceData *>(p_instance)->skeleton = RID(); else - e->sort_flags|=RenderList::SORT_FLAG_SKELETON; + e->sort_flags |= RenderList::SORT_FLAG_SKELETON; } else { - e->skeleton=NULL; - + e->skeleton = NULL; } - if (e->geometry->type==Geometry::GEOMETRY_MULTISURFACE) - e->sort_flags|=RenderList::SORT_FLAG_INSTANCING; - + if (e->geometry->type == Geometry::GEOMETRY_MULTISURFACE) + e->sort_flags |= RenderList::SORT_FLAG_INSTANCING; - e->mirror=p_instance->mirror; + e->mirror = p_instance->mirror; if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES]) - e->mirror=!e->mirror; + e->mirror = !e->mirror; //e->light_type=0xFF; // no lights! - e->light_type=3; //light type 3 is no light? - e->light=0xFFFF; + e->light_type = 3; //light type 3 is no light? + e->light = 0xFFFF; - if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) { + if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode == VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) { //if nothing exists, add this element as opaque too RenderList::Element *oe = opaque_render_list.add_element(); @@ -4893,108 +4586,96 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD if (!oe) return; - memcpy(oe,e,sizeof(RenderList::Element)); - oe->additive_ptr=&oe->additive; + memcpy(oe, e, sizeof(RenderList::Element)); + oe->additive_ptr = &oe->additive; } - if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) { + if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug == VS::SCENARIO_DEBUG_SHADELESS) { - e->light_type=0x7F; //unshaded is zero + e->light_type = 0x7F; //unshaded is zero } else { - bool duplicate=false; + bool duplicate = false; - - for(int i=0;i<directional_light_count;i++) { + for (int i = 0; i < directional_light_count; i++) { uint16_t sort_key = directional_lights[i]->sort_key; uint8_t light_type = VS::LIGHT_DIRECTIONAL; if (directional_lights[i]->base->shadow_enabled) { - light_type|=0x8; - if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) - light_type|=0x10; - else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) - light_type|=0x30; - + light_type |= 0x8; + if (directional_lights[i]->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) + light_type |= 0x10; + else if (directional_lights[i]->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) + light_type |= 0x30; } RenderList::Element *ec; if (duplicate) { ec = render_list->add_element(); - memcpy(ec,e,sizeof(RenderList::Element)); + memcpy(ec, e, sizeof(RenderList::Element)); } else { - ec=e; - duplicate=true; + ec = e; + duplicate = true; } - ec->light_type=light_type; - ec->light=sort_key; - ec->additive_ptr=&e->additive; - + ec->light_type = light_type; + ec->light = sort_key; + ec->additive_ptr = &e->additive; } - const RID *liptr = p_instance->light_instances.ptr(); - int ilc=p_instance->light_instances.size(); - - + int ilc = p_instance->light_instances.size(); - for(int i=0;i<ilc;i++) { + for (int i = 0; i < ilc; i++) { - LightInstance *li=light_instance_owner.get( liptr[i] ); - if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene + LightInstance *li = light_instance_owner.get(liptr[i]); + if (!li || li->last_pass != scene_pass) //lit by light not in visible scene continue; - uint8_t light_type=li->base->type|0x40; //penalty to ensure directionals always go first + uint8_t light_type = li->base->type | 0x40; //penalty to ensure directionals always go first if (li->base->shadow_enabled) { - light_type|=0x8; + light_type |= 0x8; } - uint16_t sort_key =li->sort_key; + uint16_t sort_key = li->sort_key; RenderList::Element *ec; if (duplicate) { ec = render_list->add_element(); - memcpy(ec,e,sizeof(RenderList::Element)); + memcpy(ec, e, sizeof(RenderList::Element)); } else { - duplicate=true; - ec=e; + duplicate = true; + ec = e; } - ec->light_type=light_type; - ec->light=sort_key; - ec->additive_ptr=&e->additive; - + ec->light_type = light_type; + ec->light = sort_key; + ec->additive_ptr = &e->additive; } - - - } DEBUG_TEST_ERROR("Add Geometry"); - } -void RasterizerGLES2::add_mesh( const RID& p_mesh, const InstanceData *p_data) { +void RasterizerGLES2::add_mesh(const RID &p_mesh, const InstanceData *p_data) { Mesh *mesh = mesh_owner.get(p_mesh); ERR_FAIL_COND(!mesh); int ssize = mesh->surfaces.size(); - for (int i=0;i<ssize;i++) { + for (int i = 0; i < ssize; i++) { int mat_idx = p_data->materials[i].is_valid() ? i : -1; Surface *s = mesh->surfaces[i]; - _add_geometry(s,p_data,s,NULL,mat_idx); + _add_geometry(s, p_data, s, NULL, mat_idx); } - mesh->last_pass=frame; - + mesh->last_pass = frame; } -void RasterizerGLES2::add_multimesh( const RID& p_multimesh, const InstanceData *p_data){ +void RasterizerGLES2::add_multimesh(const RID &p_multimesh, const InstanceData *p_data) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); @@ -5008,52 +4689,46 @@ void RasterizerGLES2::add_multimesh( const RID& p_multimesh, const InstanceData ERR_FAIL_COND(!mesh); int surf_count = mesh->surfaces.size(); - if (multimesh->last_pass!=scene_pass) { + if (multimesh->last_pass != scene_pass) { multimesh->cache_surfaces.resize(surf_count); - for(int i=0;i<surf_count;i++) { + for (int i = 0; i < surf_count; i++) { - multimesh->cache_surfaces[i].material=mesh->surfaces[i]->material; - multimesh->cache_surfaces[i].has_alpha=mesh->surfaces[i]->has_alpha; - multimesh->cache_surfaces[i].surface=mesh->surfaces[i]; + multimesh->cache_surfaces[i].material = mesh->surfaces[i]->material; + multimesh->cache_surfaces[i].has_alpha = mesh->surfaces[i]->has_alpha; + multimesh->cache_surfaces[i].surface = mesh->surfaces[i]; } - multimesh->last_pass=scene_pass; + multimesh->last_pass = scene_pass; } - for(int i=0;i<surf_count;i++) { + for (int i = 0; i < surf_count; i++) { - _add_geometry(&multimesh->cache_surfaces[i],p_data,multimesh->cache_surfaces[i].surface,multimesh); + _add_geometry(&multimesh->cache_surfaces[i], p_data, multimesh->cache_surfaces[i].surface, multimesh); } - - } -void RasterizerGLES2::add_immediate( const RID& p_immediate, const InstanceData *p_data) { - +void RasterizerGLES2::add_immediate(const RID &p_immediate, const InstanceData *p_data) { Immediate *immediate = immediate_owner.get(p_immediate); ERR_FAIL_COND(!immediate); - _add_geometry(immediate,p_data,immediate,NULL); - + _add_geometry(immediate, p_data, immediate, NULL); } - -void RasterizerGLES2::add_particles( const RID& p_particle_instance, const InstanceData *p_data){ +void RasterizerGLES2::add_particles(const RID &p_particle_instance, const InstanceData *p_data) { //print_line("adding particles"); ParticlesInstance *particles_instance = particles_instance_owner.get(p_particle_instance); ERR_FAIL_COND(!particles_instance); - Particles *p=particles_owner.get( particles_instance->particles ); + Particles *p = particles_owner.get(particles_instance->particles); ERR_FAIL_COND(!p); - _add_geometry(p,p_data,p,particles_instance); - draw_next_frame=true; - + _add_geometry(p, p_data, p, particles_instance); + draw_next_frame = true; } -Color RasterizerGLES2::_convert_color(const Color& p_color) { +Color RasterizerGLES2::_convert_color(const Color &p_color) { if (current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]) return p_color.to_linear(); @@ -5061,51 +4736,48 @@ Color RasterizerGLES2::_convert_color(const Color& p_color) { return p_color; } -void RasterizerGLES2::_set_cull(bool p_front,bool p_reverse_cull) { +void RasterizerGLES2::_set_cull(bool p_front, bool p_reverse_cull) { bool front = p_front; if (p_reverse_cull) - front=!front; + front = !front; - if (front!=cull_front) { + if (front != cull_front) { - glCullFace(front?GL_FRONT:GL_BACK); - cull_front=front; + glCullFace(front ? GL_FRONT : GL_BACK); + cull_front = front; } } - _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_material) const { - - Map<StringName,Material::UniformData> old_mparams=p_material->shader_params; - Map<StringName,Material::UniformData> &mparams=p_material->shader_params; + Map<StringName, Material::UniformData> old_mparams = p_material->shader_params; + Map<StringName, Material::UniformData> &mparams = p_material->shader_params; mparams.clear(); - int idx=0; - for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_material->shader_cache->uniforms.front();E;E=E->next()) { + int idx = 0; + for (Map<StringName, ShaderLanguage::Uniform>::Element *E = p_material->shader_cache->uniforms.front(); E; E = E->next()) { Material::UniformData ud; - bool keep=true; //keep material value + bool keep = true; //keep material value - Map<StringName,Material::UniformData>::Element *OLD=old_mparams.find(E->key()); + Map<StringName, Material::UniformData>::Element *OLD = old_mparams.find(E->key()); bool has_old = OLD; - bool old_inuse=has_old && old_mparams[E->key()].inuse; + bool old_inuse = has_old && old_mparams[E->key()].inuse; - ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP); + ud.istexture = (E->get().type == ShaderLanguage::TYPE_TEXTURE || E->get().type == ShaderLanguage::TYPE_CUBEMAP); if (!has_old || !old_inuse) { - keep=false; - } - else if (OLD->get().value.get_type()!=E->value().default_value.get_type()) { + keep = false; + } else if (OLD->get().value.get_type() != E->value().default_value.get_type()) { - if (OLD->get().value.get_type()==Variant::INT && E->get().type==ShaderLanguage::TYPE_FLOAT) { + if (OLD->get().value.get_type() == Variant::INT && E->get().type == ShaderLanguage::TYPE_FLOAT) { //handle common mistake using shaders (feeding ints instead of float) - OLD->get().value=float(OLD->get().value); - keep=true; - } else if (!ud.istexture && E->value().default_value.get_type()!=Variant::NIL) { + OLD->get().value = float(OLD->get().value); + keep = true; + } else if (!ud.istexture && E->value().default_value.get_type() != Variant::NIL) { - keep=false; + keep = false; } //type changed between old and new /* if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) { @@ -5118,17 +4790,16 @@ _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_ ; } - if (keep) { - ud.value=old_mparams[E->key()].value; + ud.value = old_mparams[E->key()].value; //print_line("KEEP: "+String(E->key())); } else { if (ud.istexture && p_material->shader_cache->default_textures.has(E->key())) - ud.value=p_material->shader_cache->default_textures[E->key()]; + ud.value = p_material->shader_cache->default_textures[E->key()]; else - ud.value=E->value().default_value; - old_inuse=false; //if reverted to default, obviously did not work + ud.value = E->value().default_value; + old_inuse = false; //if reverted to default, obviously did not work /* print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key()))); @@ -5137,17 +4808,15 @@ _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_ */ } - - ud.index=idx++; - ud.inuse=old_inuse; - mparams[E->key()]=ud; + ud.index = idx++; + ud.inuse = old_inuse; + mparams[E->key()] = ud; } - p_material->shader_version=p_material->shader_cache->version; - + p_material->shader_version = p_material->shader_cache->version; } -bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light,bool p_opaque_pass) { +bool RasterizerGLES2::_setup_material(const Geometry *p_geometry, const Material *p_material, bool p_no_const_light, bool p_opaque_pass) { if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) { glDisable(GL_CULL_FACE); @@ -5167,56 +4836,48 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material if (p_material->line_width) glLineWidth(p_material->line_width); - //all goes to false by default - material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL); - material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter==SHADOW_FILTER_PCF5 || shadow_filter==SHADOW_FILTER_PCF13); - material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13); - material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM); - material_shader.set_conditional(MaterialShaderGLES2::USE_LIGHTMAP_ON_UV2,p_material->flags[VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2]); - material_shader.set_conditional(MaterialShaderGLES2::USE_COLOR_ATTRIB_SRGB_TO_LINEAR,p_material->flags[VS::MATERIAL_FLAG_COLOR_ARRAY_SRGB] && current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]); + material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS, shadow != NULL); + material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF, shadow_filter == SHADOW_FILTER_PCF5 || shadow_filter == SHADOW_FILTER_PCF13); + material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ, shadow_filter == SHADOW_FILTER_PCF13); + material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM, shadow_filter == SHADOW_FILTER_ESM); + material_shader.set_conditional(MaterialShaderGLES2::USE_LIGHTMAP_ON_UV2, p_material->flags[VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2]); + material_shader.set_conditional(MaterialShaderGLES2::USE_COLOR_ATTRIB_SRGB_TO_LINEAR, p_material->flags[VS::MATERIAL_FLAG_COLOR_ARRAY_SRGB] && current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]); - if (p_opaque_pass && p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) { + if (p_opaque_pass && p_material->depth_draw_mode == VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) { - material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,true); + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA, true); } else { - material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,false); - + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA, false); } - if (!shadow) { - bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP]; - bool depth_write=p_material->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_NEVER && (p_opaque_pass || p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_ALWAYS); + bool depth_test = !p_material->flags[VS::MATERIAL_FLAG_ONTOP]; + bool depth_write = p_material->depth_draw_mode != VS::MATERIAL_DEPTH_DRAW_NEVER && (p_opaque_pass || p_material->depth_draw_mode == VS::MATERIAL_DEPTH_DRAW_ALWAYS); //bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]); - if (current_depth_mask!=depth_write) { - current_depth_mask=depth_write; - glDepthMask( depth_write ); - + if (current_depth_mask != depth_write) { + current_depth_mask = depth_write; + glDepthMask(depth_write); } + if (current_depth_test != depth_test) { - if (current_depth_test!=depth_test) { - - - current_depth_test=depth_test; - if(depth_test) + current_depth_test = depth_test; + if (depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); } - - material_shader.set_conditional(MaterialShaderGLES2::USE_FOG,current_env && current_env->fx_enabled[VS::ENV_FX_FOG]); + material_shader.set_conditional(MaterialShaderGLES2::USE_FOG, current_env && current_env->fx_enabled[VS::ENV_FX_FOG]); //glDepthMask( true ); } - DEBUG_TEST_ERROR("Pre Shader Bind"); - bool rebind=false; + bool rebind = false; if (p_material->shader_cache && p_material->shader_cache->valid) { @@ -5226,14 +4887,12 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material material_shader.set_conditional((MaterialShaderGLES2::Conditionals)_tex_version[i],false); */ - //material_shader.set_custom_shader(p_material->shader_cache->custom_code_id); - if (p_material->shader_version!=p_material->shader_cache->version) { + if (p_material->shader_version != p_material->shader_cache->version) { //shader changed somehow, must update uniforms - _update_material_shader_params((Material*)p_material); - + _update_material_shader_params((Material *)p_material); } material_shader.set_custom_shader(p_material->shader_cache->custom_code_id); rebind = material_shader.bind(); @@ -5241,11 +4900,10 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material DEBUG_TEST_ERROR("Shader Bind"); //set uniforms! - int texcoord=0; - for (Map<StringName,Material::UniformData>::Element *E=p_material->shader_params.front();E;E=E->next()) { + int texcoord = 0; + for (Map<StringName, Material::UniformData>::Element *E = p_material->shader_params.front(); E; E = E->next()) { - - if (E->get().index<0) + if (E->get().index < 0) continue; //print_line(String(E->key())+": "+E->get().value); if (E->get().istexture) { @@ -5253,61 +4911,55 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material RID rid = E->get().value; int loc = material_shader.get_custom_uniform_location(E->get().index); //should be automatic.. - - Texture *t=NULL; + Texture *t = NULL; if (rid.is_valid()) { - - t=texture_owner.get(rid); + t = texture_owner.get(rid); if (!t) { - E->get().value=RID(); //nullify, invalid texture - rid=RID(); + E->get().value = RID(); //nullify, invalid texture + rid = RID(); } } - glActiveTexture(GL_TEXTURE0+texcoord); - glUniform1i(loc,texcoord); //TODO - this could happen automatically on compile... + glActiveTexture(GL_TEXTURE0 + texcoord); + glUniform1i(loc, texcoord); //TODO - this could happen automatically on compile... if (t) { if (t->render_target) - t->render_target->last_pass=frame; - if (E->key()==p_material->shader_cache->first_texture) { - tc0_idx=texcoord; - tc0_id_cache=t->tex_id; + t->render_target->last_pass = frame; + if (E->key() == p_material->shader_cache->first_texture) { + tc0_idx = texcoord; + tc0_id_cache = t->tex_id; } - glBindTexture(t->target,t->tex_id); + glBindTexture(t->target, t->tex_id); } else - glBindTexture(GL_TEXTURE_2D,white_tex); //no texture + glBindTexture(GL_TEXTURE_2D, white_tex); //no texture texcoord++; - } else if (E->get().value.get_type()==Variant::COLOR){ + } else if (E->get().value.get_type() == Variant::COLOR) { Color c = E->get().value; - material_shader.set_custom_uniform(E->get().index,_convert_color(c)); + material_shader.set_custom_uniform(E->get().index, _convert_color(c)); } else { - material_shader.set_custom_uniform(E->get().index,E->get().value); + material_shader.set_custom_uniform(E->get().index, E->get().value); } - } - if (p_material->shader_cache->has_texscreen && framebuffer.active) { - material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height)); - material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(0,0,float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height)); - material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX,texcoord); - glActiveTexture(GL_TEXTURE0+texcoord); - glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); - + material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT, Vector2(float(viewport.width) / framebuffer.width, float(viewport.height) / framebuffer.height)); + material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_CLAMP, Color(0, 0, float(viewport.width) / framebuffer.width, float(viewport.height) / framebuffer.height)); + material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX, texcoord); + glActiveTexture(GL_TEXTURE0 + texcoord); + glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color); } if (p_material->shader_cache->has_screen_uv) { - material_shader.set_uniform(MaterialShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height)); + material_shader.set_uniform(MaterialShaderGLES2::SCREEN_UV_MULT, Vector2(1.0 / viewport.width, 1.0 / viewport.height)); } DEBUG_TEST_ERROR("Material arameters"); if (p_material->shader_cache->uses_time) { - material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback)); - draw_next_frame=true; + material_shader.set_uniform(MaterialShaderGLES2::TIME, Math::fmod(last_time, shader_time_rollback)); + draw_next_frame = true; } - //if uses TIME - draw_next_frame=true - + //if uses TIME - draw_next_frame=true } else { @@ -5317,57 +4969,48 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material DEBUG_TEST_ERROR("Shader bind2"); } - - if (shadow) { float zofs = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]; float zslope = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]; - if (shadow_pass>=1 && shadow->base->type==VS::LIGHT_DIRECTIONAL) { - float m = Math::pow(shadow->base->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE],shadow_pass); - zofs*=m; - zslope*=m; - } - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_OFFSET,zofs); - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_SLOPE_SCALE,zslope); - if (shadow->base->type==VS::LIGHT_OMNI) - material_shader.set_uniform(MaterialShaderGLES2::DUAL_PARABOLOID,shadow->dp); + if (shadow_pass >= 1 && shadow->base->type == VS::LIGHT_DIRECTIONAL) { + float m = Math::pow(shadow->base->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE], shadow_pass); + zofs *= m; + zslope *= m; + } + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_OFFSET, zofs); + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_SLOPE_SCALE, zslope); + if (shadow->base->type == VS::LIGHT_OMNI) + material_shader.set_uniform(MaterialShaderGLES2::DUAL_PARABOLOID, shadow->dp); DEBUG_TEST_ERROR("Shadow uniforms"); - } - if (current_env && current_env->fx_enabled[VS::ENV_FX_FOG]) { Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]; Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]; - col_begin=_convert_color(col_begin); - col_end=_convert_color(col_end); + col_begin = _convert_color(col_begin); + col_end = _convert_color(col_end); float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]; float zf = camera_z_far; float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]; - material_shader.set_uniform(MaterialShaderGLES2::FOG_PARAMS,Vector3(from,zf,curve)); - material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_BEGIN,Vector3(col_begin.r,col_begin.g,col_begin.b)); - material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END,Vector3(col_end.r,col_end.g,col_end.b)); + material_shader.set_uniform(MaterialShaderGLES2::FOG_PARAMS, Vector3(from, zf, curve)); + material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_BEGIN, Vector3(col_begin.r, col_begin.g, col_begin.b)); + material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END, Vector3(col_end.r, col_end.g, col_end.b)); } - - //material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0)); //if uses TIME - draw_next_frame=true return rebind; - } - - void RasterizerGLES2::_setup_light(uint16_t p_light) { if (shadow) return; - if (p_light==0xFFFF) + if (p_light == 0xFFFF) return; enum { @@ -5380,7 +5023,7 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) { VL_LIGHT_MAX }; - static const MaterialShaderGLES2::Uniforms light_uniforms[VL_LIGHT_MAX]={ + static const MaterialShaderGLES2::Uniforms light_uniforms[VL_LIGHT_MAX] = { MaterialShaderGLES2::LIGHT_POS, MaterialShaderGLES2::LIGHT_DIRECTION, MaterialShaderGLES2::LIGHT_ATTENUATION, @@ -5389,229 +5032,213 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) { MaterialShaderGLES2::LIGHT_SPECULAR, }; - GLfloat light_data[VL_LIGHT_MAX][3]; - memset(light_data,0,(VL_LIGHT_MAX)*3*sizeof(GLfloat)); + memset(light_data, 0, (VL_LIGHT_MAX)*3 * sizeof(GLfloat)); - LightInstance *li=light_instances[p_light]; - Light *l=li->base; + LightInstance *li = light_instances[p_light]; + Light *l = li->base; - Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]); - Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]); + Color col_diffuse = _convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]); + Color col_specular = _convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]); - for(int j=0;j<3;j++) { - light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j]; - light_data[VL_LIGHT_SPECULAR][j]=col_specular[j]; + for (int j = 0; j < 3; j++) { + light_data[VL_LIGHT_DIFFUSE][j] = col_diffuse[j]; + light_data[VL_LIGHT_SPECULAR][j] = col_specular[j]; } - if (l->type!=VS::LIGHT_OMNI) { + if (l->type != VS::LIGHT_OMNI) { Vector3 dir = -li->transform.get_basis().get_axis(2); dir = camera_transform_inverse.basis.xform(dir).normalized(); - for(int j=0;j<3;j++) - light_data[VL_LIGHT_DIR][j]=dir[j]; + for (int j = 0; j < 3; j++) + light_data[VL_LIGHT_DIR][j] = dir[j]; } - - if (l->type!=VS::LIGHT_DIRECTIONAL) { + if (l->type != VS::LIGHT_DIRECTIONAL) { Vector3 pos = li->transform.get_origin(); pos = camera_transform_inverse.xform(pos); - for(int j=0;j<3;j++) - light_data[VL_LIGHT_POS][j]=pos[j]; + for (int j = 0; j < 3; j++) + light_data[VL_LIGHT_POS][j] = pos[j]; } if (li->near_shadow_buffer) { - glActiveTexture(GL_TEXTURE0+max_texture_units-1); - glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth); - - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]); - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size); - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,max_texture_units-1); - if (shadow_filter==SHADOW_FILTER_ESM) - material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER,float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER])); + glActiveTexture(GL_TEXTURE0 + max_texture_units - 1); + glBindTexture(GL_TEXTURE_2D, li->near_shadow_buffer->depth); - if (li->base->type==VS::LIGHT_DIRECTIONAL) { + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX, li->shadow_projection[0]); + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE, Vector2(1.0, 1.0) / li->near_shadow_buffer->size); + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE, max_texture_units - 1); + if (shadow_filter == SHADOW_FILTER_ESM) + material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER, float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER])); - if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + if (li->base->type == VS::LIGHT_DIRECTIONAL) { - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]); - material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2])); - } else if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + if (li->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2, li->shadow_projection[1]); + material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT, Vector3(li->shadow_split[0], li->shadow_split[1], li->shadow_split[2])); + } else if (li->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]); - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX3,li->shadow_projection[2]); - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX4,li->shadow_projection[3]); - material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2])); - + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2, li->shadow_projection[1]); + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX3, li->shadow_projection[2]); + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX4, li->shadow_projection[3]); + material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT, Vector3(li->shadow_split[0], li->shadow_split[1], li->shadow_split[2])); } //print_line("shadow split: "+rtos(li->shadow_split)); } - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]); + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING, li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]); //matrix - } - light_data[VL_LIGHT_ATTENUATION][0] = l->vars[VS::LIGHT_PARAM_ENERGY]; if (l->type == VS::LIGHT_DIRECTIONAL) { light_data[VL_LIGHT_ATTENUATION][1] = l->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE]; - } - else{ + } else { light_data[VL_LIGHT_ATTENUATION][1] = l->vars[VS::LIGHT_PARAM_RADIUS]; } light_data[VL_LIGHT_ATTENUATION][2] = l->vars[VS::LIGHT_PARAM_ATTENUATION]; - light_data[VL_LIGHT_SPOT_ATTENUATION][0]=Math::cos(Math::deg2rad(l->vars[VS::LIGHT_PARAM_SPOT_ANGLE])); - light_data[VL_LIGHT_SPOT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]; - + light_data[VL_LIGHT_SPOT_ATTENUATION][0] = Math::cos(Math::deg2rad(l->vars[VS::LIGHT_PARAM_SPOT_ANGLE])); + light_data[VL_LIGHT_SPOT_ATTENUATION][1] = l->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]; //int uf = material_shader.get_uniform(MaterialShaderGLES2::LIGHT_PARAMS); - for(int i=0;i<VL_LIGHT_MAX;i++) { - glUniform3f( material_shader.get_uniform(light_uniforms[i]),light_data[i][0],light_data[i][1],light_data[i][2]); + for (int i = 0; i < VL_LIGHT_MAX; i++) { + glUniform3f(material_shader.get_uniform(light_uniforms[i]), light_data[i][0], light_data[i][1], light_data[i][2]); } - } - -template<bool USE_NORMAL, bool USE_TANGENT,bool INPLACE> -void RasterizerGLES2::_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 RasterizerGLES2::_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) { uint32_t basesize = 3; if (USE_NORMAL) - basesize+=3; + basesize += 3; if (USE_TANGENT) - basesize+=4; + basesize += 4; - uint32_t extra=(p_dst_stride-basesize*4); - const int dstvec_size=3+(USE_NORMAL?3:0)+(USE_TANGENT?4:0); + uint32_t extra = (p_dst_stride - basesize * 4); + const int dstvec_size = 3 + (USE_NORMAL ? 3 : 0) + (USE_TANGENT ? 4 : 0); float dstcopy[dstvec_size]; - for(int i=0;i<p_elements;i++) { + for (int i = 0; i < p_elements; i++) { - uint32_t ss = p_src_stride*i; - uint32_t ds = p_dst_stride*i; - const uint16_t *bi = (const uint16_t*)&p_src_bones[ss]; + uint32_t ss = p_src_stride * i; + uint32_t ds = p_dst_stride * i; + const uint16_t *bi = (const uint16_t *)&p_src_bones[ss]; const float *bw = (const float *)&p_src_weights[ss]; - const float *src_vec=(const float *)&p_src_array[ss]; + const float *src_vec = (const float *)&p_src_array[ss]; float *dst_vec; if (INPLACE) - dst_vec=dstcopy; + dst_vec = dstcopy; else - dst_vec=(float*)&p_dst_array[ds]; + dst_vec = (float *)&p_dst_array[ds]; - dst_vec[0]=0.0; - dst_vec[1]=0.0; - dst_vec[2]=0.0; + dst_vec[0] = 0.0; + dst_vec[1] = 0.0; + dst_vec[2] = 0.0; //conditionals simply removed by optimizer if (USE_NORMAL) { - dst_vec[3]=0.0; - dst_vec[4]=0.0; - dst_vec[5]=0.0; + dst_vec[3] = 0.0; + dst_vec[4] = 0.0; + dst_vec[5] = 0.0; if (USE_TANGENT) { - dst_vec[6]=0.0; - dst_vec[7]=0.0; - dst_vec[8]=0.0; - dst_vec[9]=src_vec[9]; + dst_vec[6] = 0.0; + dst_vec[7] = 0.0; + dst_vec[8] = 0.0; + dst_vec[9] = src_vec[9]; } } else { if (USE_TANGENT) { - dst_vec[3]=0.0; - dst_vec[4]=0.0; - dst_vec[5]=0.0; - dst_vec[6]=src_vec[6]; + dst_vec[3] = 0.0; + dst_vec[4] = 0.0; + dst_vec[5] = 0.0; + dst_vec[6] = src_vec[6]; } } - -#define _XFORM_BONE(m_idx)\ - if (bw[m_idx]==0)\ - goto end;\ - p_bone_xforms[bi[m_idx]].transform_add_mul3(&src_vec[0],&dst_vec[0],bw[m_idx]);\ - if (USE_NORMAL) {\ - p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\ - if (USE_TANGENT) {\ - p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[6],&dst_vec[6],bw[m_idx]);\ - }\ - } else {\ - if (USE_TANGENT) {\ - p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\ - }\ - } +#define _XFORM_BONE(m_idx) \ + if (bw[m_idx] == 0) \ + goto end; \ + p_bone_xforms[bi[m_idx]].transform_add_mul3(&src_vec[0], &dst_vec[0], bw[m_idx]); \ + if (USE_NORMAL) { \ + p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3], &dst_vec[3], bw[m_idx]); \ + if (USE_TANGENT) { \ + p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[6], &dst_vec[6], bw[m_idx]); \ + } \ + } else { \ + if (USE_TANGENT) { \ + p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3], &dst_vec[3], bw[m_idx]); \ + } \ + } _XFORM_BONE(0); _XFORM_BONE(1); _XFORM_BONE(2); _XFORM_BONE(3); - end: + end: if (INPLACE) { - const uint8_t *esp =(const uint8_t*) dstcopy; - uint8_t *edp =(uint8_t*)&p_dst_array[ds]; - + const uint8_t *esp = (const uint8_t *)dstcopy; + uint8_t *edp = (uint8_t *)&p_dst_array[ds]; - for(uint32_t j=0;j<dstvec_size*4;j++) { + for (uint32_t j = 0; j < dstvec_size * 4; j++) { - edp[j]=esp[j]; + edp[j] = esp[j]; } } else { //copy extra stuff - const uint8_t *esp =(const uint8_t*) &src_vec[basesize]; - uint8_t *edp =(uint8_t*) &dst_vec[basesize]; + const uint8_t *esp = (const uint8_t *)&src_vec[basesize]; + uint8_t *edp = (uint8_t *)&dst_vec[basesize]; + for (uint32_t j = 0; j < extra; j++) { - for(uint32_t j=0;j<extra;j++) { - - edp[j]=esp[j]; + edp[j] = esp[j]; } } } } +Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton, const float *p_morphs) { -Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Material* p_material, const Skeleton *p_skeleton,const float *p_morphs) { - - - switch(p_geometry->type) { + switch (p_geometry->type) { case Geometry::GEOMETRY_MULTISURFACE: case Geometry::GEOMETRY_SURFACE: { - const Surface *surf=NULL; - if (p_geometry->type==Geometry::GEOMETRY_SURFACE) - surf=static_cast<const Surface*>(p_geometry); - else if (p_geometry->type==Geometry::GEOMETRY_MULTISURFACE) - surf=static_cast<const MultiMeshSurface*>(p_geometry)->surface; - + const Surface *surf = NULL; + if (p_geometry->type == Geometry::GEOMETRY_SURFACE) + surf = static_cast<const Surface *>(p_geometry); + else if (p_geometry->type == Geometry::GEOMETRY_MULTISURFACE) + surf = static_cast<const MultiMeshSurface *>(p_geometry)->surface; if (surf->format != surf->configured_format) { if (OS::get_singleton()->is_stdout_verbose()) { - print_line("has format: "+itos(surf->format)); - print_line("configured format: "+itos(surf->configured_format)); + print_line("has format: " + itos(surf->format)); + print_line("configured format: " + itos(surf->configured_format)); } ERR_EXPLAIN("Missing arrays (not set) in surface"); } - ERR_FAIL_COND_V( surf->format != surf->configured_format, ERR_UNCONFIGURED ); - uint8_t *base=0; - int stride=surf->stride; - bool use_VBO = (surf->array_local==0); - _setup_geometry_vinfo=surf->array_len; + ERR_FAIL_COND_V(surf->format != surf->configured_format, ERR_UNCONFIGURED); + uint8_t *base = 0; + int stride = surf->stride; + bool use_VBO = (surf->array_local == 0); + _setup_geometry_vinfo = surf->array_len; - bool skeleton_valid = p_skeleton && (surf->format&VS::ARRAY_FORMAT_BONES) && (surf->format&VS::ARRAY_FORMAT_WEIGHTS) && !p_skeleton->bones.empty() && p_skeleton->bones.size() > surf->max_bone; + bool skeleton_valid = p_skeleton && (surf->format & VS::ARRAY_FORMAT_BONES) && (surf->format & VS::ARRAY_FORMAT_WEIGHTS) && !p_skeleton->bones.empty() && p_skeleton->bones.size() > surf->max_bone; /* if (surf->packed) { float scales[4]={surf->vertex_scale,surf->uv_scale,surf->uv2_scale,0.0}; @@ -5627,174 +5254,163 @@ Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Materia base = surf->array_local; glBindBuffer(GL_ARRAY_BUFFER, 0); - bool can_copy_to_local=surf->local_stride * surf->array_len <= skinned_buffer_size; + bool can_copy_to_local = surf->local_stride * surf->array_len <= skinned_buffer_size; if (p_morphs && surf->stride * surf->array_len > skinned_buffer_size) - can_copy_to_local=false; - + can_copy_to_local = false; if (!can_copy_to_local) - skeleton_valid=false; + skeleton_valid = false; /* compute morphs */ if (p_morphs && surf->morph_target_count && can_copy_to_local) { - - base = skinned_buffer; - stride=surf->local_stride; + stride = surf->local_stride; //copy all first - float coef=1.0; - - for(int i=0;i<surf->morph_target_count;i++) { - if (surf->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED) - coef-=p_morphs[i]; - ERR_FAIL_COND_V( surf->morph_format != surf->morph_targets_local[i].configured_format, ERR_INVALID_DATA ); + float coef = 1.0; + for (int i = 0; i < surf->morph_target_count; i++) { + if (surf->mesh->morph_target_mode == VS::MORPH_MODE_NORMALIZED) + coef -= p_morphs[i]; + ERR_FAIL_COND_V(surf->morph_format != surf->morph_targets_local[i].configured_format, ERR_INVALID_DATA); } - int16_t coeffp = CLAMP(coef*255,0,255); + int16_t coeffp = CLAMP(coef * 255, 0, 255); + for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { - for(int i=0;i<VS::ARRAY_MAX-1;i++) { - - const Surface::ArrayData& ad=surf->array[i]; - if (ad.size==0) + const Surface::ArrayData &ad = surf->array[i]; + if (ad.size == 0) continue; int ofs = ad.ofs; - int src_stride=surf->stride; - int dst_stride=skeleton_valid?surf->stride:surf->local_stride; + int src_stride = surf->stride; + int dst_stride = skeleton_valid ? surf->stride : surf->local_stride; int count = surf->array_len; - if (!skeleton_valid && i>=VS::ARRAY_MAX-3) + if (!skeleton_valid && i >= VS::ARRAY_MAX - 3) break; - - switch(i) { + switch (i) { case VS::ARRAY_VERTEX: case VS::ARRAY_NORMAL: - case VS::ARRAY_TANGENT: - { + case VS::ARRAY_TANGENT: { - for(int k=0;k<count;k++) { + for (int k = 0; k < count; k++) { - const float *src = (const float*)&surf->array_local[ofs+k*src_stride]; - float *dst = (float*)&base[ofs+k*dst_stride]; + const float *src = (const float *)&surf->array_local[ofs + k * src_stride]; + float *dst = (float *)&base[ofs + k * dst_stride]; - dst[0]= src[0]*coef; - dst[1]= src[1]*coef; - dst[2]= src[2]*coef; + dst[0] = src[0] * coef; + dst[1] = src[1] * coef; + dst[2] = src[2] * coef; }; } break; case VS::ARRAY_COLOR: { - for(int k=0;k<count;k++) { + for (int k = 0; k < count; k++) { - const uint8_t *src = (const uint8_t*)&surf->array_local[ofs+k*src_stride]; - uint8_t *dst = (uint8_t*)&base[ofs+k*dst_stride]; + const uint8_t *src = (const uint8_t *)&surf->array_local[ofs + k * src_stride]; + uint8_t *dst = (uint8_t *)&base[ofs + k * dst_stride]; - dst[0]= (src[0]*coeffp)>>8; - dst[1]= (src[1]*coeffp)>>8; - dst[2]= (src[2]*coeffp)>>8; - dst[3]= (src[3]*coeffp)>>8; + dst[0] = (src[0] * coeffp) >> 8; + dst[1] = (src[1] * coeffp) >> 8; + dst[2] = (src[2] * coeffp) >> 8; + dst[3] = (src[3] * coeffp) >> 8; } } break; case VS::ARRAY_TEX_UV: case VS::ARRAY_TEX_UV2: { - for(int k=0;k<count;k++) { + for (int k = 0; k < count; k++) { - const float *src = (const float*)&surf->array_local[ofs+k*src_stride]; - float *dst = (float*)&base[ofs+k*dst_stride]; + const float *src = (const float *)&surf->array_local[ofs + k * src_stride]; + float *dst = (float *)&base[ofs + k * dst_stride]; - dst[0]= src[0]*coef; - dst[1]= src[1]*coef; + dst[0] = src[0] * coef; + dst[1] = src[1] * coef; } } break; case VS::ARRAY_BONES: case VS::ARRAY_WEIGHTS: { - for(int k=0;k<count;k++) { + for (int k = 0; k < count; k++) { - const float *src = (const float*)&surf->array_local[ofs+k*src_stride]; - float *dst = (float*)&base[ofs+k*dst_stride]; + const float *src = (const float *)&surf->array_local[ofs + k * src_stride]; + float *dst = (float *)&base[ofs + k * dst_stride]; - dst[0]= src[0]; - dst[1]= src[1]; - dst[2]= src[2]; - dst[3]= src[3]; + dst[0] = src[0]; + dst[1] = src[1]; + dst[2] = src[2]; + dst[3] = src[3]; } } break; - } } + for (int j = 0; j < surf->morph_target_count; j++) { - for(int j=0;j<surf->morph_target_count;j++) { + for (int i = 0; i < VS::ARRAY_MAX - 3; i++) { - for(int i=0;i<VS::ARRAY_MAX-3;i++) { - - const Surface::ArrayData& ad=surf->array[i]; - if (ad.size==0) + const Surface::ArrayData &ad = surf->array[i]; + if (ad.size == 0) continue; - int ofs = ad.ofs; - int src_stride=surf->local_stride; - int dst_stride=skeleton_valid?surf->stride:surf->local_stride; + int src_stride = surf->local_stride; + int dst_stride = skeleton_valid ? surf->stride : surf->local_stride; int count = surf->array_len; - const uint8_t *morph=surf->morph_targets_local[j].array; + const uint8_t *morph = surf->morph_targets_local[j].array; float w = p_morphs[j]; - int16_t wfp = CLAMP(w*255,0,255); + int16_t wfp = CLAMP(w * 255, 0, 255); - switch(i) { + switch (i) { case VS::ARRAY_VERTEX: case VS::ARRAY_NORMAL: - case VS::ARRAY_TANGENT: - { + case VS::ARRAY_TANGENT: { - for(int k=0;k<count;k++) { + for (int k = 0; k < count; k++) { - const float *src_morph = (const float*)&morph[ofs+k*src_stride]; - float *dst = (float*)&base[ofs+k*dst_stride]; + const float *src_morph = (const float *)&morph[ofs + k * src_stride]; + float *dst = (float *)&base[ofs + k * dst_stride]; - dst[0]+= src_morph[0]*w; - dst[1]+= src_morph[1]*w; - dst[2]+= src_morph[2]*w; + dst[0] += src_morph[0] * w; + dst[1] += src_morph[1] * w; + dst[2] += src_morph[2] * w; } } break; case VS::ARRAY_COLOR: { - for(int k=0;k<count;k++) { + for (int k = 0; k < count; k++) { - const uint8_t *src = (const uint8_t*)&morph[ofs+k*src_stride]; - uint8_t *dst = (uint8_t*)&base[ofs+k*dst_stride]; + const uint8_t *src = (const uint8_t *)&morph[ofs + k * src_stride]; + uint8_t *dst = (uint8_t *)&base[ofs + k * dst_stride]; - dst[0]= (src[0]*wfp)>>8; - dst[1]= (src[1]*wfp)>>8; - dst[2]= (src[2]*wfp)>>8; - dst[3]= (src[3]*wfp)>>8; + dst[0] = (src[0] * wfp) >> 8; + dst[1] = (src[1] * wfp) >> 8; + dst[2] = (src[2] * wfp) >> 8; + dst[3] = (src[3] * wfp) >> 8; } } break; case VS::ARRAY_TEX_UV: case VS::ARRAY_TEX_UV2: { - for(int k=0;k<count;k++) { + for (int k = 0; k < count; k++) { - const float *src_morph = (const float*)&morph[ofs+k*src_stride]; - float *dst = (float*)&base[ofs+k*dst_stride]; + const float *src_morph = (const float *)&morph[ofs + k * src_stride]; + float *dst = (float *)&base[ofs + k * dst_stride]; - dst[0]+= src_morph[0]*w; - dst[1]+= src_morph[1]*w; + dst[0] += src_morph[0] * w; + dst[1] += src_morph[1] * w; } } break; @@ -5802,30 +5418,23 @@ Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Materia } } - - if (skeleton_valid) { - - - const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs]; - const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs]; + const uint8_t *src_weights = &surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs]; + const uint8_t *src_bones = &surf->array_local[surf->array[VS::ARRAY_BONES].ofs]; const Skeleton::Bone *skeleton = &p_skeleton->bones[0]; - - if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT) - _skeleton_xform<true,true,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton); - else if (surf->format&(VS::ARRAY_FORMAT_NORMAL)) - _skeleton_xform<true,false,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton); - else if (surf->format&(VS::ARRAY_FORMAT_TANGENT)) - _skeleton_xform<false,true,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton); + if (surf->format & VS::ARRAY_FORMAT_NORMAL && surf->format & VS::ARRAY_FORMAT_TANGENT) + _skeleton_xform<true, true, true>(base, surf->stride, base, surf->stride, surf->array_len, src_bones, src_weights, skeleton); + else if (surf->format & (VS::ARRAY_FORMAT_NORMAL)) + _skeleton_xform<true, false, true>(base, surf->stride, base, surf->stride, surf->array_len, src_bones, src_weights, skeleton); + else if (surf->format & (VS::ARRAY_FORMAT_TANGENT)) + _skeleton_xform<false, true, true>(base, surf->stride, base, surf->stride, surf->array_len, src_bones, src_weights, skeleton); else - _skeleton_xform<false,false,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton); - + _skeleton_xform<false, false, true>(base, surf->stride, base, surf->stride, surf->array_len, src_bones, src_weights, skeleton); } - stride=skeleton_valid?surf->stride:surf->local_stride; - + stride = skeleton_valid ? surf->stride : surf->local_stride; #if 0 { @@ -5914,45 +5523,41 @@ Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Materia base = skinned_buffer; //copy stuff and get it ready for the skeleton - int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size ); - const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs]; - const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs]; + int dst_stride = surf->stride - (surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size); + const uint8_t *src_weights = &surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs]; + const uint8_t *src_bones = &surf->array_local[surf->array[VS::ARRAY_BONES].ofs]; const Skeleton::Bone *skeleton = &p_skeleton->bones[0]; - if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT) - _skeleton_xform<true,true,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton); - else if (surf->format&(VS::ARRAY_FORMAT_NORMAL)) - _skeleton_xform<true,false,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton); - else if (surf->format&(VS::ARRAY_FORMAT_TANGENT)) - _skeleton_xform<false,true,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton); + if (surf->format & VS::ARRAY_FORMAT_NORMAL && surf->format & VS::ARRAY_FORMAT_TANGENT) + _skeleton_xform<true, true, false>(surf->array_local, surf->stride, base, dst_stride, surf->array_len, src_bones, src_weights, skeleton); + else if (surf->format & (VS::ARRAY_FORMAT_NORMAL)) + _skeleton_xform<true, false, false>(surf->array_local, surf->stride, base, dst_stride, surf->array_len, src_bones, src_weights, skeleton); + else if (surf->format & (VS::ARRAY_FORMAT_TANGENT)) + _skeleton_xform<false, true, false>(surf->array_local, surf->stride, base, dst_stride, surf->array_len, src_bones, src_weights, skeleton); else - _skeleton_xform<false,false,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton); - + _skeleton_xform<false, false, false>(surf->array_local, surf->stride, base, dst_stride, surf->array_len, src_bones, src_weights, skeleton); - stride=dst_stride; + stride = dst_stride; } - - - } else { glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id); }; - for (int i=0;i<(VS::ARRAY_MAX-1);i++) { + for (int i = 0; i < (VS::ARRAY_MAX - 1); i++) { - const Surface::ArrayData& ad=surf->array[i]; + const Surface::ArrayData &ad = surf->array[i]; /* if (!gl_texcoord_shader[i]) continue; */ - if (ad.size==0 || ! ad.bind) { + if (ad.size == 0 || !ad.bind) { glDisableVertexAttribArray(i); if (i == VS::ARRAY_COLOR) { - _set_color_attrib(Color(1, 1, 1,1)); + _set_color_attrib(Color(1, 1, 1, 1)); }; //print_line("disable: "+itos(i)); continue; // this one is disabled. @@ -5961,11 +5566,10 @@ Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Materia glEnableVertexAttribArray(i); //print_line("set: "+itos(i)+" - count: "+itos(ad.count)+" datatype: "+itos(ad.datatype)+" ofs: "+itos(ad.ofs)+" stride: "+itos(stride)+" total len: "+itos(surf->array_len)); glVertexAttribPointer(i, ad.count, ad.datatype, ad.normalize, stride, &base[ad.ofs]); - } #ifdef GLEW_ENABLED -//"desktop" opengl needs this. - if (surf->primitive==VS::PRIMITIVE_POINTS) { + //"desktop" opengl needs this. + if (surf->primitive == VS::PRIMITIVE_POINTS) { glEnable(GL_POINT_SPRITE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); @@ -5977,13 +5581,12 @@ Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Materia } break; default: break; - }; return OK; }; -static const GLenum gl_primitive[]={ +static const GLenum gl_primitive[] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, @@ -5993,43 +5596,37 @@ static const GLenum gl_primitive[]={ GL_TRIANGLE_FAN }; - - -void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform) { - +void RasterizerGLES2::_render(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton, const GeometryOwner *p_owner, const Transform &p_xform) { _rinfo.object_count++; - switch(p_geometry->type) { + switch (p_geometry->type) { case Geometry::GEOMETRY_SURFACE: { - Surface *s = (Surface*)p_geometry; + Surface *s = (Surface *)p_geometry; - _rinfo.vertex_count+=s->array_len; + _rinfo.vertex_count += s->array_len; - if (s->index_array_len>0) { + if (s->index_array_len > 0) { if (s->index_array_local) { //print_line("LOCAL F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len)); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); - glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, s->index_array_local); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len > (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, s->index_array_local); } else { //print_line("indices: "+itos(s->index_array_local) ); - //print_line("VBO F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len)); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); - glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); + glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len > (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); } - } else { - glDrawArrays(gl_primitive[s->primitive],0,s->array_len); - + glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); }; _rinfo.draw_calls++; @@ -6038,145 +5635,136 @@ void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_mater case Geometry::GEOMETRY_MULTISURFACE: { material_shader.bind_uniforms(); - Surface *s = static_cast<const MultiMeshSurface*>(p_geometry)->surface; - const MultiMesh *mm = static_cast<const MultiMesh*>(p_owner); - int element_count=mm->elements.size(); + Surface *s = static_cast<const MultiMeshSurface *>(p_geometry)->surface; + const MultiMesh *mm = static_cast<const MultiMesh *>(p_owner); + int element_count = mm->elements.size(); - if (element_count==0) + if (element_count == 0) return; - if (mm->visible>=0) { - element_count=MIN(element_count,mm->visible); + if (mm->visible >= 0) { + element_count = MIN(element_count, mm->visible); } - const MultiMesh::Element *elements=&mm->elements[0]; - - _rinfo.vertex_count+=s->array_len*element_count; + const MultiMesh::Element *elements = &mm->elements[0]; - _rinfo.draw_calls+=element_count; + _rinfo.vertex_count += s->array_len * element_count; + _rinfo.draw_calls += element_count; if (use_texture_instancing) { //this is probably the fastest all around way if vertex texture fetch is supported - float twd=(1.0/mm->tw)*4.0; - float thd=1.0/mm->th; - float parm[3]={0.0,01.0,(1.0f/mm->tw)}; - glActiveTexture(GL_TEXTURE0+max_texture_units-2); + float twd = (1.0 / mm->tw) * 4.0; + float thd = 1.0 / mm->th; + float parm[3] = { 0.0, 01.0, (1.0f / mm->tw) }; + glActiveTexture(GL_TEXTURE0 + max_texture_units - 2); glDisableVertexAttribArray(6); - glBindTexture(GL_TEXTURE_2D,mm->tex_id); - material_shader.set_uniform(MaterialShaderGLES2::INSTANCE_MATRICES,GL_TEXTURE0+max_texture_units-2); - - if (s->index_array_len>0) { + glBindTexture(GL_TEXTURE_2D, mm->tex_id); + material_shader.set_uniform(MaterialShaderGLES2::INSTANCE_MATRICES, GL_TEXTURE0 + max_texture_units - 2); + if (s->index_array_len > 0) { - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); - for(int i=0;i<element_count;i++) { - parm[0]=(i%(mm->tw>>2))*twd; - parm[1]=(i/(mm->tw>>2))*thd; - glVertexAttrib3fv(6,parm); - glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0); - + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); + for (int i = 0; i < element_count; i++) { + parm[0] = (i % (mm->tw >> 2)) * twd; + parm[1] = (i / (mm->tw >> 2)) * thd; + glVertexAttrib3fv(6, parm); + glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len > (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); } - } else { - for(int i=0;i<element_count;i++) { + for (int i = 0; i < element_count; i++) { //parm[0]=(i%(mm->tw>>2))*twd; //parm[1]=(i/(mm->tw>>2))*thd; - glVertexAttrib3fv(6,parm); - glDrawArrays(gl_primitive[s->primitive],0,s->array_len); + glVertexAttrib3fv(6, parm); + glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); } - }; + }; } else if (use_attribute_instancing) { //if not, using atributes instead of uniforms can be really fast in forward rendering architectures - if (s->index_array_len>0) { - - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); - for(int i=0;i<element_count;i++) { - glVertexAttrib4fv(8,&elements[i].matrix[0]); - glVertexAttrib4fv(9,&elements[i].matrix[4]); - glVertexAttrib4fv(10,&elements[i].matrix[8]); - glVertexAttrib4fv(11,&elements[i].matrix[12]); - glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0); + if (s->index_array_len > 0) { + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); + for (int i = 0; i < element_count; i++) { + glVertexAttrib4fv(8, &elements[i].matrix[0]); + glVertexAttrib4fv(9, &elements[i].matrix[4]); + glVertexAttrib4fv(10, &elements[i].matrix[8]); + glVertexAttrib4fv(11, &elements[i].matrix[12]); + glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len > (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); } - } else { - for(int i=0;i<element_count;i++) { - glVertexAttrib4fv(8,&elements[i].matrix[0]); - glVertexAttrib4fv(9,&elements[i].matrix[4]); - glVertexAttrib4fv(10,&elements[i].matrix[8]); - glVertexAttrib4fv(11,&elements[i].matrix[12]); - glDrawArrays(gl_primitive[s->primitive],0,s->array_len); + for (int i = 0; i < element_count; i++) { + glVertexAttrib4fv(8, &elements[i].matrix[0]); + glVertexAttrib4fv(9, &elements[i].matrix[4]); + glVertexAttrib4fv(10, &elements[i].matrix[8]); + glVertexAttrib4fv(11, &elements[i].matrix[12]); + glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); } - }; - + }; } else { //nothing to do, slow path (hope no hardware has to use it... but you never know) - if (s->index_array_len>0) { + if (s->index_array_len > 0) { - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); - for(int i=0;i<element_count;i++) { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); + for (int i = 0; i < element_count; i++) { glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix); - glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0); + glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len > (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); } - } else { - for(int i=0;i<element_count;i++) { + for (int i = 0; i < element_count; i++) { glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix); - glDrawArrays(gl_primitive[s->primitive],0,s->array_len); + glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); } - }; + }; } - } break; + } break; case Geometry::GEOMETRY_IMMEDIATE: { - bool restore_tex=false; - const Immediate *im = static_cast<const Immediate*>( p_geometry ); + bool restore_tex = false; + const Immediate *im = static_cast<const Immediate *>(p_geometry); if (im->building) { return; } glBindBuffer(GL_ARRAY_BUFFER, 0); - for(const List<Immediate::Chunk>::Element *E=im->chunks.front();E;E=E->next()) { + for (const List<Immediate::Chunk>::Element *E = im->chunks.front(); E; E = E->next()) { - const Immediate::Chunk &c=E->get(); + const Immediate::Chunk &c = E->get(); if (c.vertices.empty()) { continue; } - for(int i=0;i<c.vertices.size();i++) - - if (c.texture.is_valid() && texture_owner.owns(c.texture)) { + for (int i = 0; i < c.vertices.size(); i++) - const Texture *t = texture_owner.get(c.texture); - glActiveTexture(GL_TEXTURE0+tc0_idx); - glBindTexture(t->target,t->tex_id); - restore_tex=true; + if (c.texture.is_valid() && texture_owner.owns(c.texture)) { + const Texture *t = texture_owner.get(c.texture); + glActiveTexture(GL_TEXTURE0 + tc0_idx); + glBindTexture(t->target, t->tex_id); + restore_tex = true; - } else if (restore_tex) { + } else if (restore_tex) { - glActiveTexture(GL_TEXTURE0+tc0_idx); - glBindTexture(GL_TEXTURE_2D,tc0_id_cache); - restore_tex=false; - } + glActiveTexture(GL_TEXTURE0 + tc0_idx); + glBindTexture(GL_TEXTURE_2D, tc0_id_cache); + restore_tex = false; + } if (!c.normals.empty()) { glEnableVertexAttribArray(VS::ARRAY_NORMAL); - glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3),c.normals.ptr()); + glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, sizeof(Vector3), c.normals.ptr()); } else { @@ -6186,7 +5774,7 @@ void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_mater if (!c.tangents.empty()) { glEnableVertexAttribArray(VS::ARRAY_TANGENT); - glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane),c.tangents.ptr()); + glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, sizeof(Plane), c.tangents.ptr()); } else { @@ -6196,19 +5784,18 @@ void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_mater if (!c.colors.empty()) { glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),c.colors.ptr()); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), c.colors.ptr()); } else { glDisableVertexAttribArray(VS::ARRAY_COLOR); - _set_color_attrib(Color(1, 1, 1,1)); + _set_color_attrib(Color(1, 1, 1, 1)); } - if (!c.uvs.empty()) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs.ptr()); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), c.uvs.ptr()); } else { @@ -6218,101 +5805,91 @@ void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_mater if (!c.uvs2.empty()) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV2); - glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs2.ptr()); + glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), c.uvs2.ptr()); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV2); } - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),c.vertices.ptr()); - glDrawArrays(gl_primitive[c.primitive],0,c.vertices.size()); - - + glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, sizeof(Vector3), c.vertices.ptr()); + glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size()); } - if (restore_tex) { - glActiveTexture(GL_TEXTURE0+tc0_idx); - glBindTexture(GL_TEXTURE_2D,tc0_id_cache); - restore_tex=false; + glActiveTexture(GL_TEXTURE0 + tc0_idx); + glBindTexture(GL_TEXTURE_2D, tc0_id_cache); + restore_tex = false; } - } break; case Geometry::GEOMETRY_PARTICLES: { - //print_line("particulinas"); - const Particles *particles = static_cast<const Particles*>( p_geometry ); + const Particles *particles = static_cast<const Particles *>(p_geometry); ERR_FAIL_COND(!p_owner); - ParticlesInstance *particles_instance = (ParticlesInstance*)p_owner; + ParticlesInstance *particles_instance = (ParticlesInstance *)p_owner; ParticleSystemProcessSW &pp = particles_instance->particles_process; float td = time_delta; //MIN(time_delta,1.0/10.0); - pp.process(&particles->data,particles_instance->transform,td); + pp.process(&particles->data, particles_instance->transform, td); ERR_EXPLAIN("A parameter in the particle system is not correct."); ERR_FAIL_COND(!pp.valid); - Transform camera; if (shadow) - camera=shadow->transform; + camera = shadow->transform; else - camera=camera_transform; - - particle_draw_info.prepare(&particles->data,&pp,particles_instance->transform,camera); - _rinfo.draw_calls+=particles->data.amount; + camera = camera_transform; + particle_draw_info.prepare(&particles->data, &pp, particles_instance->transform, camera); + _rinfo.draw_calls += particles->data.amount; - _rinfo.vertex_count+=4*particles->data.amount; + _rinfo.vertex_count += 4 * particles->data.amount; { - static const Vector3 points[4]={ - Vector3(-1.0,1.0,0), - Vector3(1.0,1.0,0), - Vector3(1.0,-1.0,0), - Vector3(-1.0,-1.0,0) + static const Vector3 points[4] = { + Vector3(-1.0, 1.0, 0), + Vector3(1.0, 1.0, 0), + Vector3(1.0, -1.0, 0), + Vector3(-1.0, -1.0, 0) }; - static const Vector3 uvs[4]={ - Vector3(0.0,0.0,0.0), - Vector3(1.0,0.0,0.0), - Vector3(1.0,1.0,0.0), - Vector3(0,1.0,0.0) + static const Vector3 uvs[4] = { + Vector3(0.0, 0.0, 0.0), + Vector3(1.0, 0.0, 0.0), + Vector3(1.0, 1.0, 0.0), + Vector3(0, 1.0, 0.0) }; - static const Vector3 normals[4]={ - Vector3(0,0,1), - Vector3(0,0,1), - Vector3(0,0,1), - Vector3(0,0,1) + static const Vector3 normals[4] = { + Vector3(0, 0, 1), + Vector3(0, 0, 1), + Vector3(0, 0, 1), + Vector3(0, 0, 1) }; - static const Plane tangents[4]={ - Plane(Vector3(1,0,0),0), - Plane(Vector3(1,0,0),0), - Plane(Vector3(1,0,0),0), - Plane(Vector3(1,0,0),0) + static const Plane tangents[4] = { + Plane(Vector3(1, 0, 0), 0), + Plane(Vector3(1, 0, 0), 0), + Plane(Vector3(1, 0, 0), 0), + Plane(Vector3(1, 0, 0), 0) }; - for(int i=0;i<particles->data.amount;i++) { + for (int i = 0; i < particles->data.amount; i++) { - ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo=*particle_draw_info.draw_info_order[i]; + ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo = *particle_draw_info.draw_info_order[i]; if (!pinfo.data->active) continue; material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, pinfo.transform); _set_color_attrib(pinfo.color); - _draw_primitive(4,points,normals,NULL,uvs,tangents); - + _draw_primitive(4, points, normals, NULL, uvs, tangents); } - } } break; - default: break; + default: break; }; }; @@ -6358,234 +5935,214 @@ void RasterizerGLES2::_setup_shader_params(const Material *p_material) { } #endif - } void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) { - material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,p_skeleton!=NULL); + material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON, p_skeleton != NULL); if (p_skeleton && p_skeleton->tex_id) { - glActiveTexture(GL_TEXTURE0+max_texture_units-2); - glBindTexture(GL_TEXTURE_2D,p_skeleton->tex_id); + glActiveTexture(GL_TEXTURE0 + max_texture_units - 2); + glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id); } - - } - -void RasterizerGLES2::_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,bool p_fragment_light,bool p_alpha_pass) { +void RasterizerGLES2::_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, bool p_fragment_light, bool p_alpha_pass) { if (current_rt && current_rt_vflip) { //p_reverse_cull=!p_reverse_cull; glFrontFace(GL_CCW); - } - const Material *prev_material=NULL; - uint16_t prev_light=0x777E; - const Geometry *prev_geometry_cmp=NULL; - uint8_t prev_light_type=0xEF; - const Skeleton *prev_skeleton =NULL; - uint8_t prev_sort_flags=0xFF; - const BakedLightData *prev_baked_light=NULL; + const Material *prev_material = NULL; + uint16_t prev_light = 0x777E; + const Geometry *prev_geometry_cmp = NULL; + uint8_t prev_light_type = 0xEF; + const Skeleton *prev_skeleton = NULL; + uint8_t prev_sort_flags = 0xFF; + const BakedLightData *prev_baked_light = NULL; RID prev_baked_light_texture; - const float *prev_morph_values=NULL; - int prev_receive_shadows_state=-1; + const float *prev_morph_values = NULL; + int prev_receive_shadows_state = -1; - material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING,!shadow && !p_fragment_light); - material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING,!shadow && p_fragment_light); - material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,false); + material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING, !shadow && !p_fragment_light); + material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING, !shadow && p_fragment_light); + material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON, false); if (shadow) { - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false); - material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false); - material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false); - material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4, false); + material_shader.set_conditional(MaterialShaderGLES2::SHADELESS, false); + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, false); + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false); //material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false); - } - - bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass; - float sampled_light_dp_multiplier=1.0; + float sampled_light_dp_multiplier = 1.0; - bool prev_blend=false; + bool prev_blend = false; glDisable(GL_BLEND); - for (int i=0;i<p_render_list->element_count;i++) { + for (int i = 0; i < p_render_list->element_count; i++) { RenderList::Element *e = p_render_list->elements[i]; const Material *material = e->material; uint16_t light = e->light; uint8_t light_type = e->light_type; - uint8_t sort_flags= e->sort_flags; + uint8_t sort_flags = e->sort_flags; const Skeleton *skeleton = e->skeleton; const Geometry *geometry_cmp = e->geometry_cmp; const BakedLightData *baked_light = e->instance->baked_light; const float *morph_values = e->instance->morph_values.ptr(); int receive_shadows_state = e->instance->receive_shadows == true ? 1 : 0; - bool rebind=false; - bool bind_baked_light_octree=false; - bool bind_baked_lightmap=false; - bool additive=false; - bool bind_dp_sampler=false; - + bool rebind = false; + bool bind_baked_light_octree = false; + bool bind_baked_lightmap = false; + bool additive = false; + bool bind_dp_sampler = false; if (!shadow) { if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) { - texscreen_copied=true; + texscreen_copied = true; _copy_to_texscreen(); //force reset state - prev_material=NULL; - prev_light=0x777E; - prev_geometry_cmp=NULL; - prev_light_type=0xEF; - prev_skeleton =NULL; - prev_sort_flags=0xFF; - prev_morph_values=NULL; - prev_receive_shadows_state=-1; + prev_material = NULL; + prev_light = 0x777E; + prev_geometry_cmp = NULL; + prev_light_type = 0xEF; + prev_skeleton = NULL; + prev_sort_flags = 0xFF; + prev_morph_values = NULL; + prev_receive_shadows_state = -1; glEnable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); - } - if (light_type!=prev_light_type || receive_shadows_state!=prev_receive_shadows_state) { + if (light_type != prev_light_type || receive_shadows_state != prev_receive_shadows_state) { - if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) { - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false); - material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,true); + if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug == VS::SCENARIO_DEBUG_SHADELESS) { + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4, false); + material_shader.set_conditional(MaterialShaderGLES2::SHADELESS, true); } else { - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT); - if (receive_shadows_state==1) { - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8)); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10)); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20)); - } - else { - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false); - material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL, (light_type & 0x3) == VS::LIGHT_DIRECTIONAL); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI, (light_type & 0x3) == VS::LIGHT_OMNI); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT, (light_type & 0x3) == VS::LIGHT_SPOT); + if (receive_shadows_state == 1) { + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW, (light_type & 0x8)); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM, (light_type & 0x10)); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4, (light_type & 0x20)); + } else { + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM, false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4, false); } - material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false); + material_shader.set_conditional(MaterialShaderGLES2::SHADELESS, false); } - rebind=true; + rebind = true; } - if (!*e->additive_ptr) { - additive=false; - *e->additive_ptr=true; + additive = false; + *e->additive_ptr = true; } else { - additive=true; + additive = true; } - if (stores_glow) - material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,!additive); - + material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW, !additive); - bool desired_blend=false; - VS::MaterialBlendMode desired_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; + bool desired_blend = false; + VS::MaterialBlendMode desired_blend_mode = VS::MATERIAL_BLEND_MODE_MIX; if (additive) { - desired_blend=true; - desired_blend_mode=VS::MATERIAL_BLEND_MODE_ADD; + desired_blend = true; + desired_blend_mode = VS::MATERIAL_BLEND_MODE_ADD; } else { - desired_blend=p_alpha_pass; - desired_blend_mode=material->blend_mode; + desired_blend = p_alpha_pass; + desired_blend_mode = material->blend_mode; } - if (prev_blend!=desired_blend) { + if (prev_blend != desired_blend) { if (desired_blend) { glEnable(GL_BLEND); if (!current_rt || !current_rt_transparent) - glColorMask(1,1,1,0); + glColorMask(1, 1, 1, 0); } else { glDisable(GL_BLEND); - glColorMask(1,1,1,1); - + glColorMask(1, 1, 1, 1); } - prev_blend=desired_blend; + prev_blend = desired_blend; } - if (desired_blend && desired_blend_mode!=current_blend_mode) { - + if (desired_blend && desired_blend_mode != current_blend_mode) { - switch(desired_blend_mode) { + switch (desired_blend_mode) { - case VS::MATERIAL_BLEND_MODE_MIX: { + case VS::MATERIAL_BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } - else { + } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } - } break; - case VS::MATERIAL_BLEND_MODE_ADD: { + } break; + case VS::MATERIAL_BLEND_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE); + glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE); - } break; - case VS::MATERIAL_BLEND_MODE_SUB: { + } break; + case VS::MATERIAL_BLEND_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - } break; + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + } break; case VS::MATERIAL_BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } - else { + } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } break; - } - current_blend_mode=desired_blend_mode; + current_blend_mode = desired_blend_mode; } - material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false); - material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false); - material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,false); + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, false); + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false); + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER, false); material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, false); - if (material->flags[VS::MATERIAL_FLAG_UNSHADED] == false && current_debug != VS::SCENARIO_DEBUG_SHADELESS) { if (baked_light != NULL) { if (baked_light->realtime_color_enabled) { float realtime_energy = baked_light->realtime_energy; material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, true); - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_COLOR, Vector3(baked_light->realtime_color.r*realtime_energy, baked_light->realtime_color.g*realtime_energy, baked_light->realtime_color.b*realtime_energy)); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_COLOR, Vector3(baked_light->realtime_color.r * realtime_energy, baked_light->realtime_color.g * realtime_energy, baked_light->realtime_color.b * realtime_energy)); } } @@ -6603,7 +6160,6 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans } } - if (!additive && baked_light) { if (baked_light->mode == VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) { @@ -6623,26 +6179,20 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans glBindTexture(texl->target, texl->tex_id); //bind the light texture } } - } - } - else if (baked_light->mode == VS::BAKED_LIGHT_LIGHTMAPS) { - + } else if (baked_light->mode == VS::BAKED_LIGHT_LIGHTMAPS) { int lightmap_idx = e->instance->baked_lightmap_id; material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false); bind_baked_lightmap = false; - if (baked_light->lightmaps.has(lightmap_idx)) { - RID texid = baked_light->lightmaps[lightmap_idx]; if (prev_baked_light != baked_light || texid != prev_baked_light_texture) { - Texture *tex = texture_owner.get(texid); if (tex) { @@ -6657,7 +6207,6 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, true); bind_baked_lightmap = true; } - } } } @@ -6668,33 +6217,33 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans } } - if (sort_flags!=prev_sort_flags) { + if (sort_flags != prev_sort_flags) { - if (sort_flags&RenderList::SORT_FLAG_INSTANCING) { - material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,!use_texture_instancing && !use_attribute_instancing); - material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,use_attribute_instancing); - material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,use_texture_instancing); + if (sort_flags & RenderList::SORT_FLAG_INSTANCING) { + material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING, !use_texture_instancing && !use_attribute_instancing); + material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING, use_attribute_instancing); + material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING, use_texture_instancing); } else { - material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,false); - material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,false); - material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,false); + material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING, false); + material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING, false); + material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING, false); } - rebind=true; + rebind = true; } - if (use_hw_skeleton_xform && (skeleton!=prev_skeleton||morph_values!=prev_morph_values)) { + if (use_hw_skeleton_xform && (skeleton != prev_skeleton || morph_values != prev_morph_values)) { if (!prev_skeleton || !skeleton) - rebind=true; //went from skeleton <-> no skeleton, needs rebind + rebind = true; //went from skeleton <-> no skeleton, needs rebind - if (morph_values==NULL) + if (morph_values == NULL) _setup_skeleton(skeleton); else _setup_skeleton(NULL); } - if (material!=prev_material || rebind) { + if (material != prev_material || rebind) { - rebind = _setup_material(e->geometry,material,additive,!p_alpha_pass); + rebind = _setup_material(e->geometry, material, additive, !p_alpha_pass); DEBUG_TEST_ERROR("Setup material"); _rinfo.mat_change_count++; @@ -6702,74 +6251,68 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans //_setup_material_skeleton(material,skeleton); } else { - if (prev_skeleton!=skeleton) { + if (prev_skeleton != skeleton) { //_setup_material_skeleton(material,skeleton); }; } + if (geometry_cmp != prev_geometry_cmp || prev_skeleton != skeleton) { - if (geometry_cmp!=prev_geometry_cmp || prev_skeleton!=skeleton) { - - _setup_geometry(e->geometry, material,e->skeleton,e->instance->morph_values.ptr()); + _setup_geometry(e->geometry, material, e->skeleton, e->instance->morph_values.ptr()); _rinfo.surface_count++; DEBUG_TEST_ERROR("Setup geometry"); }; - if (i==0 || light!=prev_light || rebind) { - if (e->light!=0xFFFF) { + if (i == 0 || light != prev_light || rebind) { + if (e->light != 0xFFFF) { _setup_light(e->light); - } } - if (bind_baked_light_octree && (baked_light!=prev_baked_light || rebind)) { + if (bind_baked_light_octree && (baked_light != prev_baked_light || rebind)) { material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_INVERSE_TRANSFORM, *e->instance->baked_light_octree_xform); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_SIZE, baked_light->octree_lattice_size); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps); - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,max_texture_units-3); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX, max_texture_units - 3); if (baked_light->light_texture.is_valid()) { - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-4); - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->light_tex_pixel_size); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX, max_texture_units - 4); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE, baked_light->light_tex_pixel_size); } else { - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-3); - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->octree_tex_pixel_size); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX, max_texture_units - 3); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE, baked_light->octree_tex_pixel_size); } - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_MULTIPLIER,baked_light->texture_multiplier); - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE,baked_light->octree_tex_pixel_size); - - + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_MULTIPLIER, baked_light->texture_multiplier); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE, baked_light->octree_tex_pixel_size); } - if (bind_baked_lightmap && (baked_light!=prev_baked_light || rebind)) { + if (bind_baked_lightmap && (baked_light != prev_baked_light || rebind)) { - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, max_texture_units-3); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, max_texture_units - 3); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP_MULTIPLIER, baked_light->lightmap_multiplier); - } if (bind_dp_sampler) { - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER_MULTIPLIER,sampled_light_dp_multiplier); - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER,max_texture_units-3); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER_MULTIPLIER, sampled_light_dp_multiplier); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER, max_texture_units - 3); } - _set_cull(e->mirror,p_reverse_cull); - + _set_cull(e->mirror, p_reverse_cull); - if (i==0 || rebind) { + if (i == 0 || rebind) { material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse); material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection); if (!shadow) { if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) { Color ambcolor = _convert_color(current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR]); - float ambnrg = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY]; - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3(ambcolor.r*ambnrg,ambcolor.g*ambnrg,ambcolor.b*ambnrg)); + float ambnrg = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY]; + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT, Vector3(ambcolor.r * ambnrg, ambcolor.g * ambnrg, ambcolor.b * ambnrg)); } else { - material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3()); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT, Vector3()); } } @@ -6785,20 +6328,20 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans if (e->instance->billboard || e->instance->billboard_y || e->instance->depth_scale) { - Transform xf=e->instance->transform; + Transform xf = e->instance->transform; if (e->instance->depth_scale) { if (p_projection.matrix[3][3]) { //orthogonal matrix, try to do about the same //with viewport size //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) ); - real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) ); - float sc = (h*2.0); //consistent with Y-fov - xf.basis.scale( Vector3(sc,sc,sc)); + real_t h = Math::abs(1.0 / (2.0 * p_projection.matrix[1][1])); + float sc = (h * 2.0); //consistent with Y-fov + xf.basis.scale(Vector3(sc, sc, sc)); } else { //just scale by depth real_t sc = -camera_plane.distance_to(xf.origin); - xf.basis.scale( Vector3(sc,sc,sc)); + xf.basis.scale(Vector3(sc, sc, sc)); } } @@ -6814,18 +6357,18 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans xf.basis.scale(scale); } - + if (e->instance->billboard_y) { - + Vector3 scale = xf.basis.get_scale(); - Vector3 look_at = p_view_transform.get_origin(); + Vector3 look_at = p_view_transform.get_origin(); look_at.y = 0.0; Vector3 look_at_norm = look_at.normalized(); - + if (current_rt && current_rt_vflip) { - xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0)); + xf.set_look_at(xf.origin, xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0)); } else { - xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0)); + xf.set_look_at(xf.origin, xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0)); } xf.basis.scale(scale); } @@ -6835,34 +6378,30 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, e->instance->transform); } - material_shader.set_uniform(MaterialShaderGLES2::NORMAL_MULT, e->mirror?-1.0:1.0); - material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,additive?0.0:1.0); - + material_shader.set_uniform(MaterialShaderGLES2::NORMAL_MULT, e->mirror ? -1.0 : 1.0); + material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT, additive ? 0.0 : 1.0); - _render(e->geometry, material, skeleton,e->owner,e->instance->transform); + _render(e->geometry, material, skeleton, e->owner, e->instance->transform); DEBUG_TEST_ERROR("Rendering"); - prev_material=material; - prev_skeleton=skeleton; - prev_geometry_cmp=geometry_cmp; - prev_light=e->light; - prev_light_type=e->light_type; - prev_sort_flags=sort_flags; - prev_baked_light=baked_light; - prev_morph_values=morph_values; - prev_receive_shadows_state=receive_shadows_state; + prev_material = material; + prev_skeleton = skeleton; + prev_geometry_cmp = geometry_cmp; + prev_light = e->light; + prev_light_type = e->light_type; + prev_sort_flags = sort_flags; + prev_baked_light = baked_light; + prev_morph_values = morph_values; + prev_receive_shadows_state = receive_shadows_state; } //print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count)); - if (current_rt && current_rt_vflip) { glFrontFace(GL_CW); } - }; - void RasterizerGLES2::_copy_to_texscreen() { //what am i missing? @@ -6877,153 +6416,139 @@ void RasterizerGLES2::_copy_to_texscreen() { glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } - else { + } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); - glBindBuffer(GL_ARRAY_BUFFER,0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - for(int i=0;i<VS::ARRAY_MAX;i++) { + for (int i = 0; i < VS::ARRAY_MAX; i++) { glDisableVertexAttribArray(i); } glActiveTexture(GL_TEXTURE0); - glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo); glActiveTexture(GL_TEXTURE0); - glBindTexture( GL_TEXTURE_2D, framebuffer.color ); + glBindTexture(GL_TEXTURE_2D, framebuffer.color); copy_shader.bind(); _copy_screen_quad(); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo); - - } void RasterizerGLES2::_copy_screen_quad() { - - Vector2 dst_pos[4]={ + Vector2 dst_pos[4] = { Vector2(-1, 1), - Vector2( 1, 1), - Vector2( 1,-1), - Vector2(-1,-1) + Vector2(1, 1), + Vector2(1, -1), + Vector2(-1, -1) }; Size2 uvscale( (viewport.width / float(framebuffer.scale)) / framebuffer.width, - (viewport.height / float(framebuffer.scale)) / framebuffer.height - ); - - Vector2 src_uv[4]={ - Vector2( 0, 1)*uvscale, - Vector2( 1, 1)*uvscale, - Vector2( 1, 0)*uvscale, - Vector2( 0, 0)*uvscale - }; + (viewport.height / float(framebuffer.scale)) / framebuffer.height); - Vector2 full_uv[4]={ - Vector2( 0, 1), - Vector2( 1, 1), - Vector2( 1, 0), - Vector2( 0, 0) + Vector2 src_uv[4] = { + Vector2(0, 1) * uvscale, + Vector2(1, 1) * uvscale, + Vector2(1, 0) * uvscale, + Vector2(0, 0) * uvscale }; - _draw_gui_primitive2(4,dst_pos,NULL,src_uv,full_uv); + Vector2 full_uv[4] = { + Vector2(0, 1), + Vector2(1, 1), + Vector2(1, 0), + Vector2(0, 0) + }; + _draw_gui_primitive2(4, dst_pos, NULL, src_uv, full_uv); } void RasterizerGLES2::_process_glow_bloom() { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, framebuffer.color ); - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,true); + glBindTexture(GL_TEXTURE_2D, framebuffer.color); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY, true); if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) { - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,true); - + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR, true); } copy_shader.bind(); - copy_shader.set_uniform(CopyShaderGLES2::BLOOM,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM])); - copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD])); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); + copy_shader.set_uniform(CopyShaderGLES2::BLOOM, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM])); + copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD])); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0); if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) { glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, current_vd->lum_color ); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2); - copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); - copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); + glBindTexture(GL_TEXTURE_2D, current_vd->lum_color); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE), 2); + copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); + copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); //copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0); - copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD])); - copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE])); + copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD])); + copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE])); glActiveTexture(GL_TEXTURE0); } - glViewport( 0, 0, framebuffer.blur_size, framebuffer.blur_size ); + glViewport(0, 0, framebuffer.blur_size, framebuffer.blur_size); _copy_screen_quad(); - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR, false); int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]; - Vector2 psize(1.0/framebuffer.blur_size,1.0/framebuffer.blur_size); + Vector2 psize(1.0 / framebuffer.blur_size, 1.0 / framebuffer.blur_size); float pscale = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE]; float pmag = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH]; + for (int i = 0; i < passes; i++) { - for(int i=0;i<passes;i++) { - - static const Vector2 src_uv[4]={ - Vector2( 0, 1), - Vector2( 1, 1), - Vector2( 1, 0), - Vector2( 0, 0) + static const Vector2 src_uv[4] = { + Vector2(0, 1), + Vector2(1, 1), + Vector2(1, 0), + Vector2(0, 0) }; - static const Vector2 dst_pos[4]={ + static const Vector2 dst_pos[4] = { Vector2(-1, 1), - Vector2( 1, 1), - Vector2( 1,-1), - Vector2(-1,-1) + Vector2(1, 1), + Vector2(1, -1), + Vector2(-1, -1) }; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[1].fbo); - glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color ); - copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,true); - copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false); + glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color); + copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS, true); + copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS, false); copy_shader.bind(); - copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); - copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale); - copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag); - - _draw_gui_primitive(4,dst_pos,NULL,src_uv); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, psize); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE, pscale); + copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE, pmag); + _draw_gui_primitive(4, dst_pos, NULL, src_uv); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo); - glBindTexture(GL_TEXTURE_2D, framebuffer.blur[1].color ); - copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false); - copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,true); + glBindTexture(GL_TEXTURE_2D, framebuffer.blur[1].color); + copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS, false); + copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS, true); copy_shader.bind(); - copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); - copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale); - copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag); - - _draw_gui_primitive(4,dst_pos,NULL,src_uv); - + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, psize); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE, pscale); + copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE, pmag); + _draw_gui_primitive(4, dst_pos, NULL, src_uv); } - copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false); - copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); + copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS, false); + copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR, false); //blur it - - } void RasterizerGLES2::_process_hdr() { @@ -7034,92 +6559,83 @@ void RasterizerGLES2::_process_hdr() { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[0].fbo); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, framebuffer.color ); - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,true); + glBindTexture(GL_TEXTURE_2D, framebuffer.color); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY, true); copy_shader.bind(); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); - glViewport( 0, 0, framebuffer.luminance[0].size, framebuffer.luminance[0].size ); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0); + glViewport(0, 0, framebuffer.luminance[0].size, framebuffer.luminance[0].size); _copy_screen_quad(); - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY, false); //int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]; - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE, true); copy_shader.bind(); - for(int i=1;i<framebuffer.luminance.size();i++) { + for (int i = 1; i < framebuffer.luminance.size(); i++) { - - static const Vector2 src_uv[4]={ - Vector2( 0, 1), - Vector2( 1, 1), - Vector2( 1, 0), - Vector2( 0, 0) + static const Vector2 src_uv[4] = { + Vector2(0, 1), + Vector2(1, 1), + Vector2(1, 0), + Vector2(0, 0) }; - static const Vector2 dst_pos[4]={ + static const Vector2 dst_pos[4] = { Vector2(-1, 1), - Vector2( 1, 1), - Vector2( 1,-1), - Vector2(-1,-1) + Vector2(1, 1), + Vector2(1, -1), + Vector2(-1, -1) }; - - Vector2 psize(1.0/framebuffer.luminance[i-1].size,1.0/framebuffer.luminance[i-1].size); + Vector2 psize(1.0 / framebuffer.luminance[i - 1].size, 1.0 / framebuffer.luminance[i - 1].size); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[i].fbo); - glBindTexture(GL_TEXTURE_2D, framebuffer.luminance[i-1].color ); - glViewport( 0, 0, framebuffer.luminance[i].size, framebuffer.luminance[i].size ); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); + glBindTexture(GL_TEXTURE_2D, framebuffer.luminance[i - 1].color); + glViewport(0, 0, framebuffer.luminance[i].size, framebuffer.luminance[i].size); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0); - if (framebuffer.luminance[i].size==1) { + if (framebuffer.luminance[i].size == 1) { //last step - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,true); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE, true); copy_shader.bind(); glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, current_vd->lum_color ); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_VD_LUM),1); - copy_shader.set_uniform(CopyShaderGLES2::HDR_TIME_DELTA,time_delta); - copy_shader.set_uniform(CopyShaderGLES2::HDR_EXP_ADJ_SPEED,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED])); - copy_shader.set_uniform(CopyShaderGLES2::MIN_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE])); - copy_shader.set_uniform(CopyShaderGLES2::MAX_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE])); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); + glBindTexture(GL_TEXTURE_2D, current_vd->lum_color); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_VD_LUM), 1); + copy_shader.set_uniform(CopyShaderGLES2::HDR_TIME_DELTA, time_delta); + copy_shader.set_uniform(CopyShaderGLES2::HDR_EXP_ADJ_SPEED, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED])); + copy_shader.set_uniform(CopyShaderGLES2::MIN_LUMINANCE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE])); + copy_shader.set_uniform(CopyShaderGLES2::MAX_LUMINANCE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE])); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0); //swap them - SWAP( current_vd->lum_color, framebuffer.luminance[i].color); - SWAP( current_vd->lum_fbo, framebuffer.luminance[i].fbo); - + SWAP(current_vd->lum_color, framebuffer.luminance[i].color); + SWAP(current_vd->lum_fbo, framebuffer.luminance[i].fbo); } - copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); - - _draw_gui_primitive(4,dst_pos,NULL,src_uv); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, psize); + _draw_gui_primitive(4, dst_pos, NULL, src_uv); } + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE, false); - - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,false); - - draw_next_frame=true; - + draw_next_frame = true; } - void RasterizerGLES2::_draw_tex_bg() { glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); - glColorMask(1,1,1,1); - + glColorMask(1, 1, 1, 1); RID texture; - if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { - texture=current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE]; + if (current_env->bg_mode == VS::ENV_BG_TEXTURE) { + texture = current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE]; } else { - texture=current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP]; + texture = current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP]; } if (!texture_owner.owns(texture)) { @@ -7131,51 +6647,48 @@ void RasterizerGLES2::_draw_tex_bg() { glActiveTexture(GL_TEXTURE0); glBindTexture(t->target, t->tex_id); - copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,true); + copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY, true); - if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { - copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false); + if (current_env->bg_mode == VS::ENV_BG_TEXTURE) { + copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false); } else { - copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,true); + copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP, true); } - - copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,true); - + copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, true); copy_shader.bind(); - if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { - glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); + if (current_env->bg_mode == VS::ENV_BG_TEXTURE) { + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0); } else { - glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE),0); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE), 0); } - float nrg =float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]); + float nrg = float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]); if (current_env->fx_enabled[VS::ENV_FX_HDR] && !use_fp16_fb) - nrg*=0.25; //go down a quarter for hdr - copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg); - copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA,float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW])); + nrg *= 0.25; //go down a quarter for hdr + copy_shader.set_uniform(CopyShaderGLES2::ENERGY, nrg); + copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA, float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW])); - float flip_sign = (current_env->bg_mode==VS::ENV_BG_TEXTURE && current_rt && current_rt_vflip)?-1:1; + float flip_sign = (current_env->bg_mode == VS::ENV_BG_TEXTURE && current_rt && current_rt_vflip) ? -1 : 1; - Vector3 vertices[4]={ - Vector3(-1,-1*flip_sign,1), - Vector3( 1,-1*flip_sign,1), - Vector3( 1, 1*flip_sign,1), - Vector3(-1, 1*flip_sign,1) + Vector3 vertices[4] = { + Vector3(-1, -1 * flip_sign, 1), + Vector3(1, -1 * flip_sign, 1), + Vector3(1, 1 * flip_sign, 1), + Vector3(-1, 1 * flip_sign, 1) }; - - Vector3 src_uv[4]={ - Vector3( 0, 1, 0), - Vector3( 1, 1, 0), - Vector3( 1, 0, 0), - Vector3( 0, 0, 0) + Vector3 src_uv[4] = { + Vector3(0, 1, 0), + Vector3(1, 1, 0), + Vector3(1, 0, 0), + Vector3(0, 0, 0) }; - if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { + if (current_env->bg_mode == VS::ENV_BG_TEXTURE) { //regular texture //adjust aspect @@ -7185,117 +6698,113 @@ void RasterizerGLES2::_draw_tex_bg() { if (aspect_v > aspect_t) { //wider than texture - for(int i=0;i<4;i++) { - src_uv[i].y=(src_uv[i].y-0.5)*(aspect_t/aspect_v)+0.5; + for (int i = 0; i < 4; i++) { + src_uv[i].y = (src_uv[i].y - 0.5) * (aspect_t / aspect_v) + 0.5; } } else { //narrower than texture - for(int i=0;i<4;i++) { - src_uv[i].x=(src_uv[i].x-0.5)*(aspect_v/aspect_t)+0.5; + for (int i = 0; i < 4; i++) { + src_uv[i].x = (src_uv[i].x - 0.5) * (aspect_v / aspect_t) + 0.5; } } - float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE]; - for(int i=0;i<4;i++) { + float scale = current_env->bg_param[VS::ENV_BG_PARAM_SCALE]; + for (int i = 0; i < 4; i++) { - src_uv[i].x*=scale; - src_uv[i].y*=scale; + src_uv[i].x *= scale; + src_uv[i].y *= scale; } } else { //skybox uv vectors - float vw,vh,zn; - camera_projection.get_viewport_size(vw,vh); - zn=camera_projection.get_z_near(); + float vw, vh, zn; + camera_projection.get_viewport_size(vw, vh); + zn = camera_projection.get_z_near(); - float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE]; + float scale = current_env->bg_param[VS::ENV_BG_PARAM_SCALE]; - for(int i=0;i<4;i++) { + for (int i = 0; i < 4; i++) { - Vector3 uv=src_uv[i]; - uv.x=(uv.x*2.0-1.0)*vw*scale; - uv.y=-(uv.y*2.0-1.0)*vh*scale; - uv.z=-zn; + Vector3 uv = src_uv[i]; + uv.x = (uv.x * 2.0 - 1.0) * vw * scale; + uv.y = -(uv.y * 2.0 - 1.0) * vh * scale; + uv.z = -zn; src_uv[i] = camera_transform.basis.xform(uv).normalized(); src_uv[i].z = -src_uv[i].z; - } } - _draw_primitive(4,vertices,NULL,NULL,src_uv); + _draw_primitive(4, vertices, NULL, NULL, src_uv); - copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false); } void RasterizerGLES2::end_scene() { - - glEnable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); - bool use_fb=false; + bool use_fb = false; if (framebuffer.active) { //detect when to use the framebuffer object - if (using_canvas_bg || texscreen_used || framebuffer.scale!=1) { - use_fb=true; + if (using_canvas_bg || texscreen_used || framebuffer.scale != 1) { + use_fb = true; } else if (current_env) { - use_fb=false; - for(int i=0;i<VS::ENV_FX_MAX;i++) { + use_fb = false; + for (int i = 0; i < VS::ENV_FX_MAX; i++) { - if (i==VS::ENV_FX_FOG) //does not need fb + if (i == VS::ENV_FX_FOG) //does not need fb continue; if (current_env->fx_enabled[i]) { - use_fb=true; + use_fb = true; break; } } } } - if (use_fb) { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo); - glViewport( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale ); - glScissor( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale ); + glViewport(0, 0, viewport.width / framebuffer.scale, viewport.height / framebuffer.scale); + glScissor(0, 0, viewport.width / framebuffer.scale, viewport.height / framebuffer.scale); - material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,!use_fp16_fb && current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); + material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR, !use_fp16_fb && current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); } else { if (current_rt) { - glScissor( 0,0,viewport.width,viewport.height); + glScissor(0, 0, viewport.width, viewport.height); } else { - glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); + glScissor(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height); } } glEnable(GL_SCISSOR_TEST); _glClearDepth(1.0); - bool draw_tex_background=false; + bool draw_tex_background = false; - if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) { + if (current_debug == VS::SCENARIO_DEBUG_OVERDRAW) { - glClearColor(0,0,0,1); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + glClearColor(0, 0, 0, 1); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } else if (current_rt && current_rt_transparent) { - glClearColor(0,0,0,0); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } else if (current_env) { - switch(current_env->bg_mode) { + switch (current_env->bg_mode) { case VS::ENV_BG_CANVAS: case VS::ENV_BG_KEEP: { @@ -7306,36 +6815,33 @@ void RasterizerGLES2::end_scene() { case VS::ENV_BG_COLOR: { Color bgcolor; - if (current_env->bg_mode==VS::ENV_BG_COLOR) + if (current_env->bg_mode == VS::ENV_BG_COLOR) bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR]; else bgcolor = GlobalConfig::get_singleton()->get("render/default_clear_color"); bgcolor = _convert_color(bgcolor); float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0; - glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a); + glClearColor(bgcolor.r, bgcolor.g, bgcolor.b, a); _glClearDepth(1.0); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } break; case VS::ENV_BG_TEXTURE: case VS::ENV_BG_CUBEMAP: { - glClear(GL_DEPTH_BUFFER_BIT); - draw_tex_background=true; + draw_tex_background = true; } break; - } } else { - Color c = _convert_color(Color(0.3,0.3,0.3)); - glClearColor(c.r,c.g,c.b,0.0); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + Color c = _convert_color(Color(0.3, 0.3, 0.3)); + glClearColor(c.r, c.g, c.b, 0.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } glDisable(GL_SCISSOR_TEST); - //material_shader.set_uniform_camera(MaterialShaderGLES2::PROJECTION_MATRIX, camera_projection); /* @@ -7349,23 +6855,21 @@ void RasterizerGLES2::end_scene() { */ //material_shader.set_uniform_default(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse); - - current_depth_test=true; - current_depth_mask=true; - texscreen_copied=false; + current_depth_test = true; + current_depth_mask = true; + texscreen_copied = false; glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } - else { + } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } glDisable(GL_BLEND); - current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; + current_blend_mode = VS::MATERIAL_BLEND_MODE_MIX; //material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); opaque_render_list.sort_mat_light_type_flags(); - _render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting); + _render_list_forward(&opaque_render_list, camera_transform, camera_transform_inverse, camera_projection, false, fragment_lighting); if (draw_tex_background) { @@ -7378,38 +6882,35 @@ void RasterizerGLES2::end_scene() { glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } - else { + } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } glDisable(GL_BLEND); - current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; - material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,false); + current_blend_mode = VS::MATERIAL_BLEND_MODE_MIX; + material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW, false); if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { - glColorMask(1,1,1,0); //don't touch alpha + glColorMask(1, 1, 1, 0); //don't touch alpha } alpha_render_list.sort_z(); - _render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); - glColorMask(1,1,1,1); + _render_list_forward(&alpha_render_list, camera_transform, camera_transform_inverse, camera_projection, false, fragment_lighting, true); + glColorMask(1, 1, 1, 1); //material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false); DEBUG_TEST_ERROR("Drawing Scene"); #ifdef GLEW_ENABLED - glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif if (use_fb) { - - - for(int i=0;i<VS::ARRAY_MAX;i++) { + for (int i = 0; i < VS::ARRAY_MAX; i++) { glDisableVertexAttribArray(i); } - glBindBuffer(GL_ARRAY_BUFFER,0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); @@ -7419,57 +6920,55 @@ void RasterizerGLES2::end_scene() { if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) { int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]; - switch(hdr_tm) { + switch (hdr_tm) { case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: { - } break; case VS::ENV_FX_HDR_TONE_MAPPER_LOG: { - copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true); + copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER, true); } break; case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: { - copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); + copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER, true); } break; case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: { - copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); - copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true); + copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER, true); + copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE, true); } break; } - _process_hdr(); } if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { _process_glow_bloom(); - int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]; - if (glow_transfer_mode==1) - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true); - if (glow_transfer_mode==2) - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true); + int glow_transfer_mode = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]; + if (glow_transfer_mode == 1) + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN, true); + if (glow_transfer_mode == 2) + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT, true); } - glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); + glBindFramebuffer(GL_FRAMEBUFFER, current_rt ? current_rt->fbo : base_framebuffer); Size2 size; if (current_rt) { glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo); - glViewport( 0,0,viewport.width,viewport.height); - size=Size2(viewport.width,viewport.height); + glViewport(0, 0, viewport.width, viewport.height); + size = Size2(viewport.width, viewport.height); } else { glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); - glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); - size=Size2(viewport.width,viewport.height); + glViewport(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height); + size = Size2(viewport.width, viewport.height); } //time to copy!!! - copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]); - copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]); - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); - copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true); - copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]); + copy_shader.set_conditional(CopyShaderGLES2::USE_BCS, current_env && current_env->fx_enabled[VS::ENV_FX_BCS]); + copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB, current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW, current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR, current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); + copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, true); + copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA, current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]); copy_shader.bind(); //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0); @@ -7477,78 +6976,71 @@ void RasterizerGLES2::end_scene() { if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color ); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1); - + glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE), 1); } if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) { glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, current_vd->lum_color ); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2); - copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); - copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); - + glBindTexture(GL_TEXTURE_2D, current_vd->lum_color); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE), 2); + copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); + copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); } if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]) - copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y)); - + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, Size2(1.0 / size.x, 1.0 / size.y)); if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) { Vector3 bcs; - bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]; - bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]; - bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]; - copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs); + bcs.x = current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]; + bcs.y = current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]; + bcs.z = current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]; + copy_shader.set_uniform(CopyShaderGLES2::BCS, bcs); } glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, framebuffer.color ); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); + glBindTexture(GL_TEXTURE_2D, framebuffer.color); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0); _copy_screen_quad(); - copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false); - - material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false); - - - if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) { + copy_shader.set_conditional(CopyShaderGLES2::USE_BCS, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER, false); + + material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR, false); + + if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr", false)) { _debug_luminances(); } } - current_env=NULL; - current_debug=VS::SCENARIO_DEBUG_DISABLED; - if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) { + current_env = NULL; + current_debug = VS::SCENARIO_DEBUG_DISABLED; + if (GLOBAL_DEF("rasterizer/debug_shadow_maps", false)) { _debug_shadows(); } //_debug_luminances(); //_debug_samplers(); if (using_canvas_bg) { - using_canvas_bg=false; - glColorMask(1,1,1,1); //don't touch alpha + using_canvas_bg = false; + glColorMask(1, 1, 1, 1); //don't touch alpha } - } void RasterizerGLES2::end_shadow_map() { - - ERR_FAIL_COND(!shadow); glDisable(GL_BLEND); @@ -7557,7 +7049,6 @@ void RasterizerGLES2::end_shadow_map() { glEnable(GL_DEPTH_TEST); glDepthMask(true); - ShadowBuffer *sb = shadow->near_shadow_buffer; ERR_FAIL_COND(!sb); @@ -7571,186 +7062,177 @@ void RasterizerGLES2::end_shadow_map() { //glPolygonOffset( 8.0f, 16.0f); CameraMatrix cm; - float z_near,z_far; + float z_near, z_far; Transform light_transform; - float dp_direction=0.0; - bool flip_facing=false; + float dp_direction = 0.0; + bool flip_facing = false; Rect2 vp_rect; - switch(shadow->base->type) { + switch (shadow->base->type) { case VS::LIGHT_DIRECTIONAL: { - if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + if (shadow->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { cm = shadow->custom_projection[shadow_pass]; - light_transform=shadow->custom_transform[shadow_pass]; + light_transform = shadow->custom_transform[shadow_pass]; - if (shadow_pass==0) { + if (shadow_pass == 0) { - vp_rect=Rect2(0, sb->size/2, sb->size/2, sb->size/2); - glViewport(0, sb->size/2, sb->size/2, sb->size/2); - glScissor(0, sb->size/2, sb->size/2, sb->size/2); - } else if (shadow_pass==1) { + vp_rect = Rect2(0, sb->size / 2, sb->size / 2, sb->size / 2); + glViewport(0, sb->size / 2, sb->size / 2, sb->size / 2); + glScissor(0, sb->size / 2, sb->size / 2, sb->size / 2); + } else if (shadow_pass == 1) { - vp_rect=Rect2(0, 0, sb->size/2, sb->size/2); - glViewport(0, 0, sb->size/2, sb->size/2); - glScissor(0, 0, sb->size/2, sb->size/2); + vp_rect = Rect2(0, 0, sb->size / 2, sb->size / 2); + glViewport(0, 0, sb->size / 2, sb->size / 2); + glScissor(0, 0, sb->size / 2, sb->size / 2); - } else if (shadow_pass==2) { + } else if (shadow_pass == 2) { - vp_rect=Rect2(sb->size/2, sb->size/2, sb->size/2, sb->size/2); - glViewport(sb->size/2, sb->size/2, sb->size/2, sb->size/2); - glScissor(sb->size/2, sb->size/2, sb->size/2, sb->size/2); - } else if (shadow_pass==3) { - - vp_rect=Rect2(sb->size/2, 0, sb->size/2, sb->size/2); - glViewport(sb->size/2, 0, sb->size/2, sb->size/2); - glScissor(sb->size/2, 0, sb->size/2, sb->size/2); + vp_rect = Rect2(sb->size / 2, sb->size / 2, sb->size / 2, sb->size / 2); + glViewport(sb->size / 2, sb->size / 2, sb->size / 2, sb->size / 2); + glScissor(sb->size / 2, sb->size / 2, sb->size / 2, sb->size / 2); + } else if (shadow_pass == 3) { + vp_rect = Rect2(sb->size / 2, 0, sb->size / 2, sb->size / 2); + glViewport(sb->size / 2, 0, sb->size / 2, sb->size / 2); + glScissor(sb->size / 2, 0, sb->size / 2, sb->size / 2); } - - glEnable(GL_SCISSOR_TEST); - } else if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + } else if (shadow->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { - if (shadow_pass==0) { + if (shadow_pass == 0) { cm = shadow->custom_projection[0]; - light_transform=shadow->custom_transform[0]; - vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2); - glViewport(0, sb->size/2, sb->size, sb->size/2); - glScissor(0, sb->size/2, sb->size, sb->size/2); + light_transform = shadow->custom_transform[0]; + vp_rect = Rect2(0, sb->size / 2, sb->size, sb->size / 2); + glViewport(0, sb->size / 2, sb->size, sb->size / 2); + glScissor(0, sb->size / 2, sb->size, sb->size / 2); } else { cm = shadow->custom_projection[1]; - light_transform=shadow->custom_transform[1]; - vp_rect=Rect2(0, 0, sb->size, sb->size/2); - glViewport(0, 0, sb->size, sb->size/2); - glScissor(0, 0, sb->size, sb->size/2); - + light_transform = shadow->custom_transform[1]; + vp_rect = Rect2(0, 0, sb->size, sb->size / 2); + glViewport(0, 0, sb->size, sb->size / 2); + glScissor(0, 0, sb->size, sb->size / 2); } glEnable(GL_SCISSOR_TEST); } else { cm = shadow->custom_projection[0]; - light_transform=shadow->custom_transform[0]; - vp_rect=Rect2(0, 0, sb->size, sb->size); + light_transform = shadow->custom_transform[0]; + vp_rect = Rect2(0, 0, sb->size, sb->size); glViewport(0, 0, sb->size, sb->size); } - z_near=cm.get_z_near(); - z_far=cm.get_z_far(); + z_near = cm.get_z_near(); + z_far = cm.get_z_far(); _glClearDepth(1.0f); - glClearColor(1,1,1,1); + glClearColor(1, 1, 1, 1); if (use_rgba_shadowmaps) - glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); else glClear(GL_DEPTH_BUFFER_BIT); - glDisable(GL_SCISSOR_TEST); } break; case VS::LIGHT_OMNI: { - material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,true); - dp_direction = shadow_pass?1.0:-1.0; + material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID, true); + dp_direction = shadow_pass ? 1.0 : -1.0; flip_facing = (shadow_pass == 1); - light_transform=shadow->transform; - z_near=0; - z_far=shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ]; - shadow->dp.x=1.0/z_far; - shadow->dp.y=dp_direction; - - if (shadow_pass==0) { - vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2); - glViewport(0, sb->size/2, sb->size, sb->size/2); - glScissor(0, sb->size/2, sb->size, sb->size/2); + light_transform = shadow->transform; + z_near = 0; + z_far = shadow->base->vars[VS::LIGHT_PARAM_RADIUS]; + shadow->dp.x = 1.0 / z_far; + shadow->dp.y = dp_direction; + + if (shadow_pass == 0) { + vp_rect = Rect2(0, sb->size / 2, sb->size, sb->size / 2); + glViewport(0, sb->size / 2, sb->size, sb->size / 2); + glScissor(0, sb->size / 2, sb->size, sb->size / 2); } else { - vp_rect=Rect2(0, 0, sb->size, sb->size/2); - glViewport(0, 0, sb->size, sb->size/2); - glScissor(0, 0, sb->size, sb->size/2); + vp_rect = Rect2(0, 0, sb->size, sb->size / 2); + glViewport(0, 0, sb->size, sb->size / 2); + glScissor(0, 0, sb->size, sb->size / 2); } glEnable(GL_SCISSOR_TEST); - shadow->projection=cm; - + shadow->projection = cm; - glClearColor(1,1,1,1); + glClearColor(1, 1, 1, 1); _glClearDepth(1.0f); if (use_rgba_shadowmaps) - glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); else glClear(GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); - } break; case VS::LIGHT_SPOT: { - float far = shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ]; - ERR_FAIL_COND( far<=0 ); - float near= far/200.0; - if (near<0.05) - near=0.05; + float far = shadow->base->vars[VS::LIGHT_PARAM_RADIUS]; + ERR_FAIL_COND(far <= 0); + float near = far / 200.0; + if (near < 0.05) + near = 0.05; - float angle = shadow->base->vars[ VS::LIGHT_PARAM_SPOT_ANGLE ]; + float angle = shadow->base->vars[VS::LIGHT_PARAM_SPOT_ANGLE]; - cm.set_perspective( angle*2.0, 1.0, near, far ); + cm.set_perspective(angle * 2.0, 1.0, near, far); - shadow->projection=cm; // cache - light_transform=shadow->transform; - z_near=cm.get_z_near(); - z_far=cm.get_z_far(); + shadow->projection = cm; // cache + light_transform = shadow->transform; + z_near = cm.get_z_near(); + z_far = cm.get_z_far(); glViewport(0, 0, sb->size, sb->size); - vp_rect=Rect2(0, 0, sb->size, sb->size); + vp_rect = Rect2(0, 0, sb->size, sb->size); _glClearDepth(1.0f); - glClearColor(1,1,1,1); + glClearColor(1, 1, 1, 1); if (use_rgba_shadowmaps) - glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); else glClear(GL_DEPTH_BUFFER_BIT); - } break; } Transform light_transform_inverse = light_transform.affine_inverse(); opaque_render_list.sort_mat_geom(); - _render_list_forward(&opaque_render_list,light_transform,light_transform_inverse,cm,flip_facing,false); - - material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,false); + _render_list_forward(&opaque_render_list, light_transform, light_transform_inverse, cm, flip_facing, false); + material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID, false); //if (!use_rgba_shadowmaps) - if (shadow_filter==SHADOW_FILTER_ESM) { + if (shadow_filter == SHADOW_FILTER_ESM) { - copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,use_rgba_shadowmaps); - copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,!use_rgba_shadowmaps); + copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH, use_rgba_shadowmaps); + copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE, !use_rgba_shadowmaps); - Vector2 psize(1.0/sb->size,1.0/sb->size); + Vector2 psize(1.0 / sb->size, 1.0 / sb->size); float pscale = 1.0; - int passes=shadow->base->vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]; + int passes = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]; glDisable(GL_BLEND); glDisable(GL_CULL_FACE); #ifdef GLEW_ENABLED - glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif - for(int i=0;i<VS::ARRAY_MAX;i++) { + for (int i = 0; i < VS::ARRAY_MAX; i++) { glDisableVertexAttribArray(i); } - glBindBuffer(GL_ARRAY_BUFFER,0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glDisable(GL_SCISSOR_TEST); if (!use_rgba_shadowmaps) { @@ -7761,16 +7243,15 @@ void RasterizerGLES2::end_shadow_map() { glDisable(GL_DEPTH_TEST); } - for(int i=0;i<passes;i++) { + for (int i = 0; i < passes; i++) { - - Vector2 src_sb_uv[4]={ - (vp_rect.pos+Vector2(0,vp_rect.size.y))/sb->size, - (vp_rect.pos+vp_rect.size)/sb->size, - (vp_rect.pos+Vector2(vp_rect.size.x,0))/sb->size, - (vp_rect.pos)/sb->size + Vector2 src_sb_uv[4] = { + (vp_rect.pos + Vector2(0, vp_rect.size.y)) / sb->size, + (vp_rect.pos + vp_rect.size) / sb->size, + (vp_rect.pos + Vector2(vp_rect.size.x, 0)) / sb->size, + (vp_rect.pos) / sb->size }; -/* + /* Vector2 src_uv[4]={ Vector2( 0, 1), Vector2( 1, 1), @@ -7778,39 +7259,37 @@ void RasterizerGLES2::end_shadow_map() { Vector2( 0, 0) }; */ - static const Vector2 dst_pos[4]={ + static const Vector2 dst_pos[4] = { Vector2(-1, 1), - Vector2( 1, 1), - Vector2( 1,-1), - Vector2(-1,-1) + Vector2(1, 1), + Vector2(1, -1), + Vector2(-1, -1) }; glBindFramebuffer(GL_FRAMEBUFFER, blur_shadow_buffer.fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, sb->depth); #ifdef GLEW_ENABLED - //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); +//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); #endif - copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,true); - copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false); + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS, true); + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS, false); copy_shader.bind(); - copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); - copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale); - copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, psize); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE, pscale); + copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE, 1); //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0); + _draw_gui_primitive(4, dst_pos, NULL, src_sb_uv); - _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv); - - - Vector2 src_bb_uv[4]={ - (vp_rect.pos+Vector2(0,vp_rect.size.y))/blur_shadow_buffer.size, - (vp_rect.pos+vp_rect.size)/blur_shadow_buffer.size, - (vp_rect.pos+Vector2(vp_rect.size.x,0))/blur_shadow_buffer.size, - (vp_rect.pos)/blur_shadow_buffer.size, + Vector2 src_bb_uv[4] = { + (vp_rect.pos + Vector2(0, vp_rect.size.y)) / blur_shadow_buffer.size, + (vp_rect.pos + vp_rect.size) / blur_shadow_buffer.size, + (vp_rect.pos + Vector2(vp_rect.size.x, 0)) / blur_shadow_buffer.size, + (vp_rect.pos) / blur_shadow_buffer.size, }; glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo); @@ -7818,161 +7297,141 @@ void RasterizerGLES2::end_shadow_map() { glBindTexture(GL_TEXTURE_2D, blur_shadow_buffer.depth); #ifdef GLEW_ENABLED - //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); +//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); #endif - copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false); - copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true); + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS, false); + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS, true); copy_shader.bind(); - copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); - copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale); - copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1); - glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); - - _draw_gui_primitive(4,dst_pos,NULL,src_bb_uv); - + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, psize); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE, pscale); + copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE, 1); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0); + _draw_gui_primitive(4, dst_pos, NULL, src_bb_uv); } glDepthFunc(GL_LEQUAL); - copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,false); - copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false); - copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false); - + copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH, false); + copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE, false); + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS, false); + copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS, false); } DEBUG_TEST_ERROR("Drawing Shadow"); - shadow=NULL; - glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); + shadow = NULL; + glBindFramebuffer(GL_FRAMEBUFFER, current_rt ? current_rt->fbo : base_framebuffer); glColorMask(1, 1, 1, 1); //glDisable(GL_POLYGON_OFFSET_FILL); - } -void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2& p_rect) { - - - +void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2 &p_rect) { Transform2D modelview; modelview.translate(p_rect.pos.x, p_rect.pos.y); canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview); - glBindTexture(GL_TEXTURE_2D,tex); - - Vector3 coords[4]= { - Vector3(p_rect.pos.x, p_rect.pos.y, 0 ), - Vector3(p_rect.pos.x+p_rect.size.width, - p_rect.pos.y, 0 ), - Vector3(p_rect.pos.x+p_rect.size.width, - p_rect.pos.y+p_rect.size.height, 0 ), + glBindTexture(GL_TEXTURE_2D, tex); + + Vector3 coords[4] = { + Vector3(p_rect.pos.x, p_rect.pos.y, 0), + Vector3(p_rect.pos.x + p_rect.size.width, + p_rect.pos.y, 0), + Vector3(p_rect.pos.x + p_rect.size.width, + p_rect.pos.y + p_rect.size.height, 0), Vector3(p_rect.pos.x, - p_rect.pos.y+p_rect.size.height, 0 ) + p_rect.pos.y + p_rect.size.height, 0) }; - Vector3 texcoords[4]={ - Vector3( 0.0f,0.0f, 0), - Vector3( 1.0f,0.0f, 0), - Vector3( 1.0f, 1.0f, 0), - Vector3( 0.0f, 1.0f, 0), + Vector3 texcoords[4] = { + Vector3(0.0f, 0.0f, 0), + Vector3(1.0f, 0.0f, 0), + Vector3(1.0f, 1.0f, 0), + Vector3(0.0f, 1.0f, 0), }; - _draw_primitive(4,coords,0,0,texcoords); + _draw_primitive(4, coords, 0, 0, texcoords); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); - } -void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs) { - +void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer> &p_shadows, Point2 &ofs) { - Size2 debug_size(128,128); + Size2 debug_size(128, 128); //Size2 debug_size(512,512); + int useblur = shadow_filter == SHADOW_FILTER_ESM ? 1 : 0; + for (int i = 0; i < p_shadows.size() + useblur; i++) { - int useblur=shadow_filter==SHADOW_FILTER_ESM?1:0; - for (int i=0;i<p_shadows.size()+useblur;i++) { + ShadowBuffer *sb = i == p_shadows.size() ? &blur_shadow_buffer : &p_shadows[i]; - ShadowBuffer *sb=i==p_shadows.size()?&blur_shadow_buffer:&p_shadows[i]; - - if (!sb->owner && i!=p_shadows.size()) + if (!sb->owner && i != p_shadows.size()) continue; - _debug_draw_shadow(sb->depth, Rect2( ofs, debug_size )); - ofs.x+=debug_size.x; - if ( (ofs.x+debug_size.x) > viewport.width ) { + _debug_draw_shadow(sb->depth, Rect2(ofs, debug_size)); + ofs.x += debug_size.x; + if ((ofs.x + debug_size.x) > viewport.width) { - ofs.x=0; - ofs.y+=debug_size.y; + ofs.x = 0; + ofs.y += debug_size.y; } } - } - void RasterizerGLES2::_debug_luminances() { - canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,!use_fp16_fb); + canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32, !use_fp16_fb); canvas_begin(); glDisable(GL_BLEND); canvas_shader.bind(); - Size2 debug_size(128,128); + Size2 debug_size(128, 128); Size2 ofs; + for (int i = 0; i <= framebuffer.luminance.size(); i++) { - for (int i=0;i<=framebuffer.luminance.size();i++) { - - if (i==framebuffer.luminance.size()) { + if (i == framebuffer.luminance.size()) { if (!current_vd) break; - _debug_draw_shadow(current_vd->lum_color, Rect2( ofs, debug_size )); + _debug_draw_shadow(current_vd->lum_color, Rect2(ofs, debug_size)); } else { - _debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size )); + _debug_draw_shadow(framebuffer.luminance[i].color, Rect2(ofs, debug_size)); } - ofs.x+=debug_size.x/2; - if ( (ofs.x+debug_size.x) > viewport.width ) { + ofs.x += debug_size.x / 2; + if ((ofs.x + debug_size.x) > viewport.width) { - ofs.x=0; - ofs.y+=debug_size.y; + ofs.x = 0; + ofs.y += debug_size.y; } } - canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false); - + canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32, false); } - void RasterizerGLES2::_debug_samplers() { - canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false); + canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32, false); canvas_begin(); glDisable(GL_BLEND); - _set_color_attrib(Color(1,1,1,1)); + _set_color_attrib(Color(1, 1, 1, 1)); canvas_shader.bind(); - List<RID> samplers; sampled_light_owner.get_owned_list(&samplers); - Size2 debug_size(128,128); + Size2 debug_size(128, 128); Size2 ofs; + for (List<RID>::Element *E = samplers.front(); E; E = E->next()) { - for (List<RID>::Element *E=samplers.front();E;E=E->next()) { - - SampledLight *sl=sampled_light_owner.get(E->get()); + SampledLight *sl = sampled_light_owner.get(E->get()); - _debug_draw_shadow(sl->texture, Rect2( ofs, debug_size )); + _debug_draw_shadow(sl->texture, Rect2(ofs, debug_size)); - ofs.x+=debug_size.x/2; - if ( (ofs.x+debug_size.x) > viewport.width ) { + ofs.x += debug_size.x / 2; + if ((ofs.x + debug_size.x) > viewport.width) { - ofs.x=0; - ofs.y+=debug_size.y; + ofs.x = 0; + ofs.y += debug_size.y; } } - - - } void RasterizerGLES2::_debug_shadows() { @@ -7989,15 +7448,12 @@ void RasterizerGLES2::_debug_shadows() { //glEnable(GL_TEXTURE_2D); */ - - _debug_draw_shadows_type(near_shadow_buffers,ofs); + _debug_draw_shadows_type(near_shadow_buffers, ofs); //_debug_draw_shadows_type(far_shadow_buffers,ofs); - } void RasterizerGLES2::end_frame() { - //print_line("VTX: "+itos(_rinfo.vertex_count)+" OBJ: "+itos(_rinfo.object_count)+" MAT: "+itos(_rinfo.mat_change_count)+" SHD: "+itos(_rinfo.shader_change_count)+" CI: "+itos(_rinfo.ci_draw_commands)); //print_line("TOTAL VTX: "+itos(_rinfo.vertex_count)); @@ -8014,21 +7470,19 @@ void RasterizerGLES2::flush_frame() { void RasterizerGLES2::begin_canvas_bg() { if (framebuffer.active) { - using_canvas_bg=true; + using_canvas_bg = true; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo); - glViewport( 0,0,viewport.width , viewport.height ); + glViewport(0, 0, viewport.width, viewport.height); } else { - using_canvas_bg=false; + using_canvas_bg = false; } - } void RasterizerGLES2::canvas_begin() { - if (using_canvas_bg) { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo); - glColorMask(1,1,1,0); //don't touch alpha + glColorMask(1, 1, 1, 0); //don't touch alpha } glDisable(GL_CULL_FACE); @@ -8042,47 +7496,45 @@ void RasterizerGLES2::canvas_begin() { glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } - else { + } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); glLineWidth(1.0); - glBindBuffer(GL_ARRAY_BUFFER,0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); - for(int i=0;i<VS::ARRAY_MAX;i++) { + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + for (int i = 0; i < VS::ARRAY_MAX; i++) { glDisableVertexAttribArray(i); } glActiveTexture(GL_TEXTURE0); - glBindTexture( GL_TEXTURE_2D, white_tex ); - canvas_tex=RID(); + glBindTexture(GL_TEXTURE_2D, white_tex); + canvas_tex = RID(); //material_shader.unbind(); canvas_shader.unbind(); canvas_shader.set_custom_shader(0); - canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE, false); canvas_shader.bind(); canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0); - canvas_use_modulate=false; - _set_color_attrib(Color(1,1,1)); - canvas_transform=Transform(); + canvas_use_modulate = false; + _set_color_attrib(Color(1, 1, 1)); + canvas_transform = Transform(); canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f); float csy = 1.0; if (current_rt && current_rt_vflip) csy = -1.0; - canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) ); - canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform); - canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Transform2D()); - canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D()); - - canvas_opacity=1.0; - canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; - canvas_texscreen_used=false; - uses_texpixel_size=false; + canvas_transform.scale(Vector3(2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f)); + canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, canvas_transform); + canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, Transform2D()); + canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, Transform2D()); - canvas_last_material=NULL; + canvas_opacity = 1.0; + canvas_blend_mode = VS::MATERIAL_BLEND_MODE_MIX; + canvas_texscreen_used = false; + uses_texpixel_size = false; + canvas_last_material = NULL; } void RasterizerGLES2::canvas_disable_blending() { @@ -8097,56 +7549,50 @@ void RasterizerGLES2::canvas_set_opacity(float p_opacity) { void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) { - if (p_mode==canvas_blend_mode) + if (p_mode == canvas_blend_mode) return; - switch(p_mode) { + switch (p_mode) { - case VS::MATERIAL_BLEND_MODE_MIX: { + case VS::MATERIAL_BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } - else { + } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } - } break; - case VS::MATERIAL_BLEND_MODE_ADD: { + } break; + case VS::MATERIAL_BLEND_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); - } break; - case VS::MATERIAL_BLEND_MODE_SUB: { + } break; + case VS::MATERIAL_BLEND_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - } break; + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + } break; case VS::MATERIAL_BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_DST_COLOR,GL_ZERO); + glBlendFunc(GL_DST_COLOR, GL_ZERO); } break; case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } break; - } - canvas_blend_mode=p_mode; - + canvas_blend_mode = p_mode; } +void RasterizerGLES2::canvas_begin_rect(const Transform2D &p_transform) { -void RasterizerGLES2::canvas_begin_rect(const Transform2D& p_transform) { - - - canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,p_transform); - canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D()); - + canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, p_transform); + canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, Transform2D()); } -void RasterizerGLES2::canvas_set_clip(bool p_clip, const Rect2& p_rect) { +void RasterizerGLES2::canvas_set_clip(bool p_clip, const Rect2 &p_rect) { if (p_clip) { @@ -8154,19 +7600,16 @@ void RasterizerGLES2::canvas_set_clip(bool p_clip, const Rect2& p_rect) { //glScissor(viewport.x+p_rect.pos.x,viewport.y+ (viewport.height-(p_rect.pos.y+p_rect.size.height)), int x = p_rect.pos.x; - int y = window_size.height-(p_rect.pos.y+p_rect.size.y); + int y = window_size.height - (p_rect.pos.y + p_rect.size.y); int w = p_rect.size.x; int h = p_rect.size.y; - glScissor(x,y,w,h); - + glScissor(x, y, w, h); } else { glDisable(GL_SCISSOR_TEST); } - - } void RasterizerGLES2::canvas_end_rect() { @@ -8174,62 +7617,57 @@ void RasterizerGLES2::canvas_end_rect() { //glPopMatrix(); } +RasterizerGLES2::Texture *RasterizerGLES2::_bind_canvas_texture(const RID &p_texture) { -RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_texture) { - - if (p_texture==canvas_tex && !rebind_texpixel_size) { + if (p_texture == canvas_tex && !rebind_texpixel_size) { if (canvas_tex.is_valid()) { - Texture*texture=texture_owner.get(p_texture); + Texture *texture = texture_owner.get(p_texture); return texture; } return NULL; } - rebind_texpixel_size=false; + rebind_texpixel_size = false; if (p_texture.is_valid()) { - - Texture*texture=texture_owner.get(p_texture); + Texture *texture = texture_owner.get(p_texture); if (!texture) { - canvas_tex=RID(); - glBindTexture(GL_TEXTURE_2D,white_tex); + canvas_tex = RID(); + glBindTexture(GL_TEXTURE_2D, white_tex); return NULL; } if (texture->render_target) - texture->render_target->last_pass=frame; + texture->render_target->last_pass = frame; - glBindTexture(GL_TEXTURE_2D,texture->tex_id); - canvas_tex=p_texture; + glBindTexture(GL_TEXTURE_2D, texture->tex_id); + canvas_tex = p_texture; if (uses_texpixel_size) { - canvas_shader.set_uniform(CanvasShaderGLES2::TEXPIXEL_SIZE,Size2(1.0/texture->width,1.0/texture->height)); + canvas_shader.set_uniform(CanvasShaderGLES2::TEXPIXEL_SIZE, Size2(1.0 / texture->width, 1.0 / texture->height)); } return texture; - } else { - - glBindTexture(GL_TEXTURE_2D,white_tex); - canvas_tex=p_texture; + glBindTexture(GL_TEXTURE_2D, white_tex); + canvas_tex = p_texture; } - return NULL; } -void RasterizerGLES2::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width,bool p_antialiased) { +void RasterizerGLES2::canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width, bool p_antialiased) { _bind_canvas_texture(RID()); - Color c=p_color; - c.a*=canvas_opacity; + Color c = p_color; + c.a *= canvas_opacity; _set_color_attrib(c); - Vector3 verts[2]={ - Vector3(p_from.x,p_from.y,0), - Vector3(p_to.x,p_to.y,0) + Vector3 verts[2] = { + Vector3(p_from.x, p_from.y, 0), + Vector3(p_to.x, p_to.y, 0) }; #ifdef GLEW_ENABLED @@ -8237,7 +7675,7 @@ void RasterizerGLES2::canvas_draw_line(const Point2& p_from, const Point2& p_to, glEnable(GL_LINE_SMOOTH); #endif glLineWidth(p_width); - _draw_primitive(2,verts,0,0,0); + _draw_primitive(2, verts, 0, 0, 0); #ifdef GLEW_ENABLED if (p_antialiased) @@ -8247,24 +7685,21 @@ void RasterizerGLES2::canvas_draw_line(const Point2& p_from, const Point2& p_to, _rinfo.ci_draw_commands++; } -void RasterizerGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) { - - - - static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN}; +void RasterizerGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { + static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; //#define GLES_USE_PRIMITIVE_BUFFER #ifndef GLES_NO_CLIENT_ARRAYS glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices ); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices); if (p_colors) { glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors ); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors); } else { glDisableVertexAttribArray(VS::ARRAY_COLOR); } @@ -8272,74 +7707,71 @@ void RasterizerGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertice if (p_uvs) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs ); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } - glDrawArrays(prim[p_points],0,p_points); + glDrawArrays(prim[p_points], 0, p_points); #else - glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer); + glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer); float b[32]; - int ofs=0; + int ofs = 0; glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs ); - for(int i=0;i<p_points;i++) { - b[ofs++]=p_vertices[i].x; - b[ofs++]=p_vertices[i].y; + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs); + for (int i = 0; i < p_points; i++) { + b[ofs++] = p_vertices[i].x; + b[ofs++] = p_vertices[i].y; } if (p_colors) { glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs ); - for(int i=0;i<p_points;i++) { - b[ofs++]=p_colors[i].r; - b[ofs++]=p_colors[i].g; - b[ofs++]=p_colors[i].b; - b[ofs++]=p_colors[i].a; + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(float) * 4, ((float *)0) + ofs); + for (int i = 0; i < p_points; i++) { + b[ofs++] = p_colors[i].r; + b[ofs++] = p_colors[i].g; + b[ofs++] = p_colors[i].b; + b[ofs++] = p_colors[i].a; } } else { glDisableVertexAttribArray(VS::ARRAY_COLOR); } - if (p_uvs) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs ); - for(int i=0;i<p_points;i++) { - b[ofs++]=p_uvs[i].x; - b[ofs++]=p_uvs[i].y; + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs); + for (int i = 0; i < p_points; i++) { + b[ofs++] = p_uvs[i].x; + b[ofs++] = p_uvs[i].y; } } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } - glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]); - glDrawArrays(prim[p_points],0,p_points); - glBindBuffer(GL_ARRAY_BUFFER,0); - + glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]); + glDrawArrays(prim[p_points], 0, p_points); + glBindBuffer(GL_ARRAY_BUFFER, 0); #endif _rinfo.ci_draw_commands++; } -void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2) { - +void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2) { - static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN}; + static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices ); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices); if (p_colors) { glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors ); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors); } else { glDisableVertexAttribArray(VS::ARRAY_COLOR); } @@ -8347,7 +7779,7 @@ void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertic if (p_uvs) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs ); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } @@ -8355,220 +7787,212 @@ void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertic if (p_uvs2) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV2); - glVertexAttribPointer( VS::ARRAY_TEX_UV2, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs2 ); + glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs2); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV2); } - glDrawArrays(prim[p_points],0,p_points); + glDrawArrays(prim[p_points], 0, p_points); _rinfo.ci_draw_commands++; } -void RasterizerGLES2::_draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip, bool p_v_flip, bool p_transpose ) { +void RasterizerGLES2::_draw_textured_quad(const Rect2 &p_rect, const Rect2 &p_src_region, const Size2 &p_tex_size, bool p_h_flip, bool p_v_flip, bool p_transpose) { - Vector2 texcoords[4]= { - Vector2( p_src_region.pos.x/p_tex_size.width, - p_src_region.pos.y/p_tex_size.height), + Vector2 texcoords[4] = { + Vector2(p_src_region.pos.x / p_tex_size.width, + p_src_region.pos.y / p_tex_size.height), - Vector2((p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width, - p_src_region.pos.y/p_tex_size.height), + Vector2((p_src_region.pos.x + p_src_region.size.width) / p_tex_size.width, + p_src_region.pos.y / p_tex_size.height), - Vector2( (p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width, - (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height), + Vector2((p_src_region.pos.x + p_src_region.size.width) / p_tex_size.width, + (p_src_region.pos.y + p_src_region.size.height) / p_tex_size.height), - Vector2( p_src_region.pos.x/p_tex_size.width, - (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height) + Vector2(p_src_region.pos.x / p_tex_size.width, + (p_src_region.pos.y + p_src_region.size.height) / p_tex_size.height) }; if (p_transpose) { - SWAP( texcoords[1], texcoords[3] ); + SWAP(texcoords[1], texcoords[3]); } if (p_h_flip) { - SWAP( texcoords[0], texcoords[1] ); - SWAP( texcoords[2], texcoords[3] ); + SWAP(texcoords[0], texcoords[1]); + SWAP(texcoords[2], texcoords[3]); } if (p_v_flip) { - SWAP( texcoords[1], texcoords[2] ); - SWAP( texcoords[0], texcoords[3] ); + SWAP(texcoords[1], texcoords[2]); + SWAP(texcoords[0], texcoords[3]); } - Vector2 coords[4]= { - Vector2( p_rect.pos.x, p_rect.pos.y ), - Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y ), - Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height ), - Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height ) + Vector2 coords[4] = { + Vector2(p_rect.pos.x, p_rect.pos.y), + Vector2(p_rect.pos.x + p_rect.size.width, p_rect.pos.y), + Vector2(p_rect.pos.x + p_rect.size.width, p_rect.pos.y + p_rect.size.height), + Vector2(p_rect.pos.x, p_rect.pos.y + p_rect.size.height) }; - _draw_gui_primitive(4,coords,0,texcoords); + _draw_gui_primitive(4, coords, 0, texcoords); _rinfo.ci_draw_commands++; } -void RasterizerGLES2::_draw_quad(const Rect2& p_rect) { +void RasterizerGLES2::_draw_quad(const Rect2 &p_rect) { - Vector2 coords[4]= { - Vector2( p_rect.pos.x,p_rect.pos.y ), - Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y ), - Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height ), - Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height ) + Vector2 coords[4] = { + Vector2(p_rect.pos.x, p_rect.pos.y), + Vector2(p_rect.pos.x + p_rect.size.width, p_rect.pos.y), + Vector2(p_rect.pos.x + p_rect.size.width, p_rect.pos.y + p_rect.size.height), + Vector2(p_rect.pos.x, p_rect.pos.y + p_rect.size.height) }; - _draw_gui_primitive(4,coords,0,0); + _draw_gui_primitive(4, coords, 0, 0); _rinfo.ci_draw_commands++; - } -void RasterizerGLES2::canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate) { +void RasterizerGLES2::canvas_draw_rect(const Rect2 &p_rect, int p_flags, const Rect2 &p_source, RID p_texture, const Color &p_modulate) { Color m = p_modulate; - m.a*=canvas_opacity; + m.a *= canvas_opacity; _set_color_attrib(m); Texture *texture = _bind_canvas_texture(p_texture); + if (texture) { - if ( texture ) { - - bool untile=false; + bool untile = false; - if (p_flags&CANVAS_RECT_TILE && !(texture->flags&VS::TEXTURE_FLAG_REPEAT)) { - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - untile=true; + if (p_flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + untile = true; } - if (!(p_flags&CANVAS_RECT_REGION)) { + if (!(p_flags & CANVAS_RECT_REGION)) { - Rect2 region = Rect2(0,0,texture->width,texture->height); - _draw_textured_quad(p_rect,region,region.size,p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V,p_flags&CANVAS_RECT_TRANSPOSE); + Rect2 region = Rect2(0, 0, texture->width, texture->height); + _draw_textured_quad(p_rect, region, region.size, p_flags & CANVAS_RECT_FLIP_H, p_flags & CANVAS_RECT_FLIP_V, p_flags & CANVAS_RECT_TRANSPOSE); } else { - _draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height),p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V,p_flags&CANVAS_RECT_TRANSPOSE); - + _draw_textured_quad(p_rect, p_source, Size2(texture->width, texture->height), p_flags & CANVAS_RECT_FLIP_H, p_flags & CANVAS_RECT_FLIP_V, p_flags & CANVAS_RECT_TRANSPOSE); } if (untile) { - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } } else { //glDisable(GL_TEXTURE_2D); - _draw_quad( p_rect ); + _draw_quad(p_rect); //print_line("rect: "+p_rect); - } _rinfo.ci_draw_commands++; - } -void RasterizerGLES2::canvas_draw_style_box(const Rect2& p_rect, const Rect2& p_src_region, RID p_texture,const float *p_margin, bool p_draw_center,const Color& p_modulate) { +void RasterizerGLES2::canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_src_region, RID p_texture, const float *p_margin, bool p_draw_center, const Color &p_modulate) { Color m = p_modulate; - m.a*=canvas_opacity; + m.a *= canvas_opacity; _set_color_attrib(m); - Texture* texture=_bind_canvas_texture(p_texture); + Texture *texture = _bind_canvas_texture(p_texture); ERR_FAIL_COND(!texture); Rect2 region = p_src_region; - if (region.size.width <= 0 ) - region.size.width = texture->width; + if (region.size.width <= 0) + region.size.width = texture->width; if (region.size.height <= 0) - region.size.height = texture->height; + region.size.height = texture->height; /* CORNERS */ _draw_textured_quad( // top left - Rect2( p_rect.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])), - Rect2( region.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])), - Size2( texture->width, texture->height ) ); + Rect2(p_rect.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])), + Rect2(region.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])), + Size2(texture->width, texture->height)); _draw_textured_quad( // top right - Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])), - Rect2( Point2(region.pos.x+region.size.width-p_margin[MARGIN_RIGHT], region.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])), - Size2( texture->width, texture->height ) ); - + Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_TOP])), + Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_TOP])), + Size2(texture->width, texture->height)); _draw_textured_quad( // bottom left - Rect2( Point2(p_rect.pos.x,p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])), - Rect2( Point2(region.pos.x, region.pos.y+region.size.height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])), - Size2( texture->width, texture->height ) ); + Rect2(Point2(p_rect.pos.x, p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_BOTTOM])), + Rect2(Point2(region.pos.x, region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_BOTTOM])), + Size2(texture->width, texture->height)); _draw_textured_quad( // bottom right - Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])), - Rect2( Point2(region.pos.x+region.size.width-p_margin[MARGIN_RIGHT], region.pos.y+region.size.height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])), - Size2( texture->width, texture->height ) ); - - Rect2 rect_center( p_rect.pos+Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] )); + Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_BOTTOM])), + Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_BOTTOM])), + Size2(texture->width, texture->height)); - Rect2 src_center( Point2(region.pos.x+p_margin[MARGIN_LEFT], region.pos.y+p_margin[MARGIN_TOP]), Size2(region.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], region.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] )); + Rect2 rect_center(p_rect.pos + Point2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2(p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM])); + Rect2 src_center(Point2(region.pos.x + p_margin[MARGIN_LEFT], region.pos.y + p_margin[MARGIN_TOP]), Size2(region.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], region.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM])); _draw_textured_quad( // top - Rect2( Point2(rect_center.pos.x,p_rect.pos.y),Size2(rect_center.size.width,p_margin[MARGIN_TOP])), - Rect2( Point2(src_center.pos.x,region.pos.y), Size2(src_center.size.width,p_margin[MARGIN_TOP])), - Size2( texture->width, texture->height ) ); + Rect2(Point2(rect_center.pos.x, p_rect.pos.y), Size2(rect_center.size.width, p_margin[MARGIN_TOP])), + Rect2(Point2(src_center.pos.x, region.pos.y), Size2(src_center.size.width, p_margin[MARGIN_TOP])), + Size2(texture->width, texture->height)); _draw_textured_quad( // bottom - Rect2( Point2(rect_center.pos.x,rect_center.pos.y+rect_center.size.height),Size2(rect_center.size.width,p_margin[MARGIN_BOTTOM])), - Rect2( Point2(src_center.pos.x,src_center.pos.y+src_center.size.height), Size2(src_center.size.width,p_margin[MARGIN_BOTTOM])), - Size2( texture->width, texture->height ) ); + Rect2(Point2(rect_center.pos.x, rect_center.pos.y + rect_center.size.height), Size2(rect_center.size.width, p_margin[MARGIN_BOTTOM])), + Rect2(Point2(src_center.pos.x, src_center.pos.y + src_center.size.height), Size2(src_center.size.width, p_margin[MARGIN_BOTTOM])), + Size2(texture->width, texture->height)); _draw_textured_quad( // left - Rect2( Point2(p_rect.pos.x,rect_center.pos.y),Size2(p_margin[MARGIN_LEFT],rect_center.size.height)), - Rect2( Point2(region.pos.x,region.pos.y+p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT],src_center.size.height)), - Size2( texture->width, texture->height ) ); + Rect2(Point2(p_rect.pos.x, rect_center.pos.y), Size2(p_margin[MARGIN_LEFT], rect_center.size.height)), + Rect2(Point2(region.pos.x, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT], src_center.size.height)), + Size2(texture->width, texture->height)); _draw_textured_quad( // right - Rect2( Point2(rect_center.pos.x+rect_center.size.width,rect_center.pos.y),Size2(p_margin[MARGIN_RIGHT],rect_center.size.height)), - Rect2( Point2(src_center.pos.x+src_center.size.width,region.pos.y+p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT],src_center.size.height)), - Size2( texture->width, texture->height ) ); + Rect2(Point2(rect_center.pos.x + rect_center.size.width, rect_center.pos.y), Size2(p_margin[MARGIN_RIGHT], rect_center.size.height)), + Rect2(Point2(src_center.pos.x + src_center.size.width, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT], src_center.size.height)), + Size2(texture->width, texture->height)); if (p_draw_center) { _draw_textured_quad( - rect_center, - src_center, - Size2( texture->width, texture->height )); + rect_center, + src_center, + Size2(texture->width, texture->height)); } - _rinfo.ci_draw_commands++; } -void RasterizerGLES2::canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width) { +void RasterizerGLES2::canvas_draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width) { - ERR_FAIL_COND(p_points.size()<1); - _set_color_attrib(Color(1,1,1,canvas_opacity)); + ERR_FAIL_COND(p_points.size() < 1); + _set_color_attrib(Color(1, 1, 1, canvas_opacity)); _bind_canvas_texture(p_texture); - _draw_gui_primitive(p_points.size(),p_points.ptr(),p_colors.ptr(),p_uvs.ptr()); + _draw_gui_primitive(p_points.size(), p_points.ptr(), p_colors.ptr(), p_uvs.ptr()); _rinfo.ci_draw_commands++; } -void RasterizerGLES2::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) { +void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor) { - bool do_colors=false; - Color m; - if (p_singlecolor) { - m = *p_colors; - m.a*=canvas_opacity; - _set_color_attrib(m); - } else if (!p_colors) { - m = Color(1, 1, 1, canvas_opacity); - _set_color_attrib(m); - } else - do_colors=true; + bool do_colors = false; + Color m; + if (p_singlecolor) { + m = *p_colors; + m.a *= canvas_opacity; + _set_color_attrib(m); + } else if (!p_colors) { + m = Color(1, 1, 1, canvas_opacity); + _set_color_attrib(m); + } else + do_colors = true; - Texture *texture = _bind_canvas_texture(p_texture); + Texture *texture = _bind_canvas_texture(p_texture); #ifndef GLES_NO_CLIENT_ARRAYS - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices ); + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices); if (do_colors) { glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors ); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors); } else { glDisableVertexAttribArray(VS::ARRAY_COLOR); } @@ -8576,229 +8000,213 @@ void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int* p_indic if (texture && p_uvs) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs ); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } if (p_indices) { #ifdef GLEW_ENABLED - glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices ); + glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices); #else - static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!! + static const int _max_draw_poly_indices = 16 * 1024; // change this size if needed!!! ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices); static uint16_t _draw_poly_indices[_max_draw_poly_indices]; - for (int i=0; i<p_vertex_count; i++) { + for (int i = 0; i < p_vertex_count; i++) { _draw_poly_indices[i] = p_indices[i]; }; - glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, _draw_poly_indices ); + glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, _draw_poly_indices); #endif } else { - glDrawArrays(GL_TRIANGLES,0,p_vertex_count); + glDrawArrays(GL_TRIANGLES, 0, p_vertex_count); } - #else //WebGL specific impl. glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer); - float *b = GlobalVertexBuffer; - int ofs = 0; - if(p_vertex_count > MAX_POLYGON_VERTICES){ - print_line("Too many vertices to render"); - return; - } - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs ); - for(int i=0;i<p_vertex_count;i++) { - b[ofs++]=p_vertices[i].x; - b[ofs++]=p_vertices[i].y; - } - - if (p_colors && do_colors) { - - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs ); - for(int i=0;i<p_vertex_count;i++) { - b[ofs++]=p_colors[i].r; - b[ofs++]=p_colors[i].g; - b[ofs++]=p_colors[i].b; - b[ofs++]=p_colors[i].a; - } - - } else { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - } - - - if (p_uvs) { - - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs ); - for(int i=0;i<p_vertex_count;i++) { - b[ofs++]=p_uvs[i].x; - b[ofs++]=p_uvs[i].y; - } - - } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); - } - - glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]); - - //bind the indices buffer. - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer); - - static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!! - ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices); - static uint16_t _draw_poly_indices[_max_draw_poly_indices]; - for (int i=0; i<p_vertex_count; i++) { - _draw_poly_indices[i] = p_indices[i]; - //OS::get_singleton()->print("ind: %d ", p_indices[i]); - }; + float *b = GlobalVertexBuffer; + int ofs = 0; + if (p_vertex_count > MAX_POLYGON_VERTICES) { + print_line("Too many vertices to render"); + return; + } + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs); + for (int i = 0; i < p_vertex_count; i++) { + b[ofs++] = p_vertices[i].x; + b[ofs++] = p_vertices[i].y; + } + + if (p_colors && do_colors) { + + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(float) * 4, ((float *)0) + ofs); + for (int i = 0; i < p_vertex_count; i++) { + b[ofs++] = p_colors[i].r; + b[ofs++] = p_colors[i].g; + b[ofs++] = p_colors[i].b; + b[ofs++] = p_colors[i].a; + } + + } else { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + } + + if (p_uvs) { + + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs); + for (int i = 0; i < p_vertex_count; i++) { + b[ofs++] = p_uvs[i].x; + b[ofs++] = p_uvs[i].y; + } + + } else { + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } - //copy the data to GPU. - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]); + glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]); - //draw the triangles. - glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0); + //bind the indices buffer. + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + static const int _max_draw_poly_indices = 16 * 1024; // change this size if needed!!! + ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices); + static uint16_t _draw_poly_indices[_max_draw_poly_indices]; + for (int i = 0; i < p_vertex_count; i++) { + _draw_poly_indices[i] = p_indices[i]; + //OS::get_singleton()->print("ind: %d ", p_indices[i]); + }; + + //copy the data to GPU. + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]); + + //draw the triangles. + glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif _rinfo.ci_draw_commands++; - }; +void RasterizerGLES2::canvas_set_transform(const Transform2D &p_transform) { -void RasterizerGLES2::canvas_set_transform(const Transform2D& p_transform) { - - canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,p_transform); + canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, p_transform); //canvas_transform = Variant(p_transform); } RID RasterizerGLES2::canvas_light_occluder_create() { - CanvasOccluder *co = memnew( CanvasOccluder ); - co->index_id=0; - co->vertex_id=0; - co->len=0; + CanvasOccluder *co = memnew(CanvasOccluder); + co->index_id = 0; + co->vertex_id = 0; + co->len = 0; return canvas_occluder_owner.make_rid(co); } -void RasterizerGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2>& p_lines) { +void RasterizerGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) { CanvasOccluder *co = canvas_occluder_owner.get(p_occluder); ERR_FAIL_COND(!co); - co->lines=p_lines; + co->lines = p_lines; - if (p_lines.size()!=co->len) { + if (p_lines.size() != co->len) { if (co->index_id) - glDeleteBuffers(1,&co->index_id); + glDeleteBuffers(1, &co->index_id); if (co->vertex_id) - glDeleteBuffers(1,&co->vertex_id); - - co->index_id=0; - co->vertex_id=0; - co->len=0; + glDeleteBuffers(1, &co->vertex_id); + co->index_id = 0; + co->vertex_id = 0; + co->len = 0; } if (p_lines.size()) { - - PoolVector<float> geometry; PoolVector<uint16_t> indices; int lc = p_lines.size(); - geometry.resize(lc*6); - indices.resize(lc*3); - - PoolVector<float>::Write vw=geometry.write(); - PoolVector<uint16_t>::Write iw=indices.write(); + geometry.resize(lc * 6); + indices.resize(lc * 3); + PoolVector<float>::Write vw = geometry.write(); + PoolVector<uint16_t>::Write iw = indices.write(); - PoolVector<Vector2>::Read lr=p_lines.read(); + PoolVector<Vector2>::Read lr = p_lines.read(); const int POLY_HEIGHT = 16384; - for(int i=0;i<lc/2;i++) { + for (int i = 0; i < lc / 2; i++) { - vw[i*12+0]=lr[i*2+0].x; - vw[i*12+1]=lr[i*2+0].y; - vw[i*12+2]=POLY_HEIGHT; + vw[i * 12 + 0] = lr[i * 2 + 0].x; + vw[i * 12 + 1] = lr[i * 2 + 0].y; + vw[i * 12 + 2] = POLY_HEIGHT; - vw[i*12+3]=lr[i*2+1].x; - vw[i*12+4]=lr[i*2+1].y; - vw[i*12+5]=POLY_HEIGHT; + vw[i * 12 + 3] = lr[i * 2 + 1].x; + vw[i * 12 + 4] = lr[i * 2 + 1].y; + vw[i * 12 + 5] = POLY_HEIGHT; - vw[i*12+6]=lr[i*2+1].x; - vw[i*12+7]=lr[i*2+1].y; - vw[i*12+8]=-POLY_HEIGHT; + vw[i * 12 + 6] = lr[i * 2 + 1].x; + vw[i * 12 + 7] = lr[i * 2 + 1].y; + vw[i * 12 + 8] = -POLY_HEIGHT; - vw[i*12+9]=lr[i*2+0].x; - vw[i*12+10]=lr[i*2+0].y; - vw[i*12+11]=-POLY_HEIGHT; + vw[i * 12 + 9] = lr[i * 2 + 0].x; + vw[i * 12 + 10] = lr[i * 2 + 0].y; + vw[i * 12 + 11] = -POLY_HEIGHT; - iw[i*6+0]=i*4+0; - iw[i*6+1]=i*4+1; - iw[i*6+2]=i*4+2; - - iw[i*6+3]=i*4+2; - iw[i*6+4]=i*4+3; - iw[i*6+5]=i*4+0; + iw[i * 6 + 0] = i * 4 + 0; + iw[i * 6 + 1] = i * 4 + 1; + iw[i * 6 + 2] = i * 4 + 2; + iw[i * 6 + 3] = i * 4 + 2; + iw[i * 6 + 4] = i * 4 + 3; + iw[i * 6 + 5] = i * 4 + 0; } //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush - if (!co->vertex_id) { - glGenBuffers(1,&co->vertex_id); - glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id); - glBufferData(GL_ARRAY_BUFFER,lc*6*sizeof(real_t),vw.ptr(),GL_STATIC_DRAW); + glGenBuffers(1, &co->vertex_id); + glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id); + glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW); } else { - glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id); - glBufferSubData(GL_ARRAY_BUFFER,0,lc*6*sizeof(real_t),vw.ptr()); - + glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id); + glBufferSubData(GL_ARRAY_BUFFER, 0, lc * 6 * sizeof(real_t), vw.ptr()); } - glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind if (!co->index_id) { - glGenBuffers(1,&co->index_id); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id); - glBufferData(GL_ELEMENT_ARRAY_BUFFER,lc*3*sizeof(uint16_t),iw.ptr(),GL_STATIC_DRAW); + glGenBuffers(1, &co->index_id); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_STATIC_DRAW); } else { - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id); - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,lc*3*sizeof(uint16_t),iw.ptr()); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, lc * 3 * sizeof(uint16_t), iw.ptr()); } - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind - - co->len=lc; + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind + co->len = lc; } - - - } RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { - CanvasLightShadow *cls = memnew( CanvasLightShadow ); - if (p_width>max_texture_size) - p_width=max_texture_size; + CanvasLightShadow *cls = memnew(CanvasLightShadow); + if (p_width > max_texture_size) + p_width = max_texture_size; - cls->size=p_width; + cls->size = p_width; glActiveTexture(GL_TEXTURE0); glGenFramebuffers(1, &cls->fbo); @@ -8818,14 +8226,14 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - cls->height=16; + cls->height = 16; //print_line("ERROR? "+itos(glGetError())); - if ( read_depth_supported ) { + if (read_depth_supported) { // We'll use a depth texture to store the depths in the shadow map glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cls->size, cls->height, 0, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); #ifdef GLEW_ENABLED glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); @@ -8834,7 +8242,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { // Attach the depth texture to FBO depth attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, - GL_TEXTURE_2D, cls->depth, 0); + GL_TEXTURE_2D, cls->depth, 0); #ifdef GLEW_ENABLED glDrawBuffer(GL_NONE); @@ -8848,7 +8256,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { // Attach the RGBA texture to FBO color attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->depth, 0); - cls->rgba=cls->depth; + cls->rgba = cls->depth; // Allocate 16-bit depth buffer glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height); @@ -8856,12 +8264,10 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { // Attach the render buffer as depth buffer - will be ignored glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->rbo); - - } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - //printf("errnum: %x\n",status); +//printf("errnum: %x\n",status); #ifdef GLEW_ENABLED if (read_depth_supported) { //glDrawBuffer(GL_BACK); @@ -8869,7 +8275,7 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { #endif glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); DEBUG_TEST_ERROR("2D Shadow Buffer Init"); - ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() ); + ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID()); #ifdef GLEW_ENABLED if (read_depth_supported) { @@ -8880,12 +8286,11 @@ RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { return canvas_light_shadow_owner.make_rid(cls); } -void RasterizerGLES2::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) { +void RasterizerGLES2::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) { CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer); ERR_FAIL_COND(!cls); - glDisable(GL_BLEND); glDisable(GL_SCISSOR_TEST); glDisable(GL_DITHER); @@ -8902,71 +8307,70 @@ void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Tran glEnableVertexAttribArray(VS::ARRAY_VERTEX); canvas_shadow_shader.bind(); - glViewport(0, 0, cls->size,cls->height); + glViewport(0, 0, cls->size, cls->height); _glClearDepth(1.0f); - glClearColor(1,1,1,1); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); - - VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; + glClearColor(1, 1, 1, 1); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; - for(int i=0;i<4;i++) { + for (int i = 0; i < 4; i++) { //make sure it remains orthogonal, makes easy to read angle later Transform light; - light.origin[0]=p_light_xform[2][0]; - light.origin[1]=p_light_xform[2][1]; - light.basis[0][0]=p_light_xform[0][0]; - light.basis[0][1]=p_light_xform[1][0]; - light.basis[1][0]=p_light_xform[0][1]; - light.basis[1][1]=p_light_xform[1][1]; + light.origin[0] = p_light_xform[2][0]; + light.origin[1] = p_light_xform[2][1]; + light.basis[0][0] = p_light_xform[0][0]; + light.basis[0][1] = p_light_xform[1][0]; + light.basis[1][0] = p_light_xform[0][1]; + light.basis[1][1] = p_light_xform[1][1]; //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); - / //p_near=1; - CameraMatrix projection; + / //p_near=1; + CameraMatrix projection; { - real_t fov = 90; + real_t fov = 90; real_t near = p_near; real_t far = p_far; real_t aspect = 1.0; - real_t ymax = near * Math::tan( Math::deg2rad( fov * 0.5 ) ); - real_t ymin = - ymax; + real_t ymax = near * Math::tan(Math::deg2rad(fov * 0.5)); + real_t ymin = -ymax; real_t xmin = ymin * aspect; real_t xmax = ymax * aspect; - projection.set_frustum( xmin, xmax, ymin, ymax, near, far ); + projection.set_frustum(xmin, xmax, ymin, ymax, near, far); } - Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0)); - projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse()); + Vector3 cam_target = Matrix3(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0)); + projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); - canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX,projection); - canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX,light); + canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection); + canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light); - if (i==0) - *p_xform_cache=projection; + if (i == 0) + *p_xform_cache = projection; - glViewport(0, (cls->height/4)*i, cls->size,cls->height/4); + glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4); - CanvasLightOccluderInstance *instance=p_occluders; + CanvasLightOccluderInstance *instance = p_occluders; - while(instance) { + while (instance) { CanvasOccluder *cc = canvas_occluder_owner.get(instance->polygon_buffer); - if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) { + if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) { - instance=instance->next; + instance = instance->next; continue; } - canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX,instance->xform_cache); - if (cull!=instance->cull_cache) { + canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache); + if (cull != instance->cull_cache) { - cull=instance->cull_cache; - switch(cull) { + cull = instance->cull_cache; + switch (cull) { case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { glDisable(GL_CULL_FACE); @@ -8985,7 +8389,7 @@ void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Tran } break; } } -/* + /* if (i==0) { for(int i=0;i<cc->lines.size();i++) { Vector2 p = instance->xform_cache.xform(cc->lines.get(i)); @@ -8998,24 +8402,21 @@ void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Tran } } */ - glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id); + glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id); glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0); - glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0); + glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0); - - instance=instance->next; + instance = instance->next; } - - } glDisableVertexAttribArray(VS::ARRAY_VERTEX); - glBindBuffer(GL_ARRAY_BUFFER,0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - if (shadow_filter==SHADOW_FILTER_ESM) { - //blur the buffer + if (shadow_filter == SHADOW_FILTER_ESM) { +//blur the buffer #if 0 //this is ignord, it did not make any difference.. if (read_depth_supported) { @@ -9102,17 +8503,13 @@ void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Tran #endif } - glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); + glBindFramebuffer(GL_FRAMEBUFFER, current_rt ? current_rt->fbo : base_framebuffer); glColorMask(1, 1, 1, 1); - - - } +void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight *p_lights_with_shadow) { -void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow) { - - CanvasLight* light=p_lights_with_shadow; + CanvasLight *light = p_lights_with_shadow; canvas_begin(); //reset @@ -9121,60 +8518,56 @@ void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_s int ofs = h; //print_line(" debug lights "); - while(light) { + while (light) { //print_line("debug light"); if (light->shadow_buffer.is_valid()) { //print_line("sb is valid"); - CanvasLightShadow * sb = canvas_light_shadow_owner.get(light->shadow_buffer); + CanvasLightShadow *sb = canvas_light_shadow_owner.get(light->shadow_buffer); if (sb) { glActiveTexture(GL_TEXTURE0); if (read_depth_supported) - glBindTexture(GL_TEXTURE_2D,sb->depth); + glBindTexture(GL_TEXTURE_2D, sb->depth); else - glBindTexture(GL_TEXTURE_2D,sb->rgba); - _draw_textured_quad(Rect2(h,ofs,w-h*2,h),Rect2(0,0,sb->size,10),Size2(sb->size,10),false,false); - ofs+=h*2; - + glBindTexture(GL_TEXTURE_2D, sb->rgba); + _draw_textured_quad(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, sb->size, 10), Size2(sb->size, 10), false, false); + ofs += h * 2; } } - light=light->shadows_next_ptr; + light = light->shadows_next_ptr; } - } -void RasterizerGLES2::_canvas_normal_set_flip(const Vector2& p_flip) { +void RasterizerGLES2::_canvas_normal_set_flip(const Vector2 &p_flip) { - if (p_flip==normal_flip) + if (p_flip == normal_flip) return; - normal_flip=p_flip; - canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,normal_flip); + normal_flip = p_flip; + canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP, normal_flip); } +template <bool use_normalmap> +void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item, CanvasItem *current_clip, bool &reclip) { -template<bool use_normalmap> -void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip) { - - int cc=p_item->commands.size(); + int cc = p_item->commands.size(); CanvasItem::Command **commands = p_item->commands.ptr(); + for (int i = 0; i < cc; i++) { - for(int i=0;i<cc;i++) { - - CanvasItem::Command *c=commands[i]; + CanvasItem::Command *c = commands[i]; - switch(c->type) { + switch (c->type) { case CanvasItem::Command::TYPE_LINE: { - CanvasItem::CommandLine* line = static_cast<CanvasItem::CommandLine*>(c); - canvas_draw_line(line->from,line->to,line->color,line->width,line->antialiased); + CanvasItem::CommandLine *line = static_cast<CanvasItem::CommandLine *>(c); + canvas_draw_line(line->from, line->to, line->color, line->width, line->antialiased); } break; case CanvasItem::Command::TYPE_RECT: { - CanvasItem::CommandRect* rect = static_cast<CanvasItem::CommandRect*>(c); - //canvas_draw_rect(rect->rect,rect->region,rect->source,rect->flags&CanvasItem::CommandRect::FLAG_TILE,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V,rect->texture,rect->modulate); + CanvasItem::CommandRect *rect = static_cast<CanvasItem::CommandRect *>(c); +//canvas_draw_rect(rect->rect,rect->region,rect->source,rect->flags&CanvasItem::CommandRect::FLAG_TILE,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V,rect->texture,rect->modulate); #if 0 int flags=0; @@ -9194,84 +8587,84 @@ void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem } #else - int flags=rect->flags; + int flags = rect->flags; #endif if (use_normalmap) - _canvas_normal_set_flip(Vector2((flags&CANVAS_RECT_FLIP_H)?-1:1,(flags&CANVAS_RECT_FLIP_V)?-1:1)); - canvas_draw_rect(rect->rect,flags,rect->source,rect->texture,rect->modulate); + _canvas_normal_set_flip(Vector2((flags & CANVAS_RECT_FLIP_H) ? -1 : 1, (flags & CANVAS_RECT_FLIP_V) ? -1 : 1)); + canvas_draw_rect(rect->rect, flags, rect->source, rect->texture, rect->modulate); } break; case CanvasItem::Command::TYPE_STYLE: { - CanvasItem::CommandStyle* style = static_cast<CanvasItem::CommandStyle*>(c); + CanvasItem::CommandStyle *style = static_cast<CanvasItem::CommandStyle *>(c); if (use_normalmap) - _canvas_normal_set_flip(Vector2(1,1)); - canvas_draw_style_box(style->rect,style->source,style->texture,style->margin,style->draw_center,style->color); + _canvas_normal_set_flip(Vector2(1, 1)); + canvas_draw_style_box(style->rect, style->source, style->texture, style->margin, style->draw_center, style->color); } break; case CanvasItem::Command::TYPE_PRIMITIVE: { if (use_normalmap) - _canvas_normal_set_flip(Vector2(1,1)); - CanvasItem::CommandPrimitive* primitive = static_cast<CanvasItem::CommandPrimitive*>(c); - canvas_draw_primitive(primitive->points,primitive->colors,primitive->uvs,primitive->texture,primitive->width); + _canvas_normal_set_flip(Vector2(1, 1)); + CanvasItem::CommandPrimitive *primitive = static_cast<CanvasItem::CommandPrimitive *>(c); + canvas_draw_primitive(primitive->points, primitive->colors, primitive->uvs, primitive->texture, primitive->width); } break; case CanvasItem::Command::TYPE_POLYGON: { if (use_normalmap) - _canvas_normal_set_flip(Vector2(1,1)); - CanvasItem::CommandPolygon* polygon = static_cast<CanvasItem::CommandPolygon*>(c); - canvas_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1); + _canvas_normal_set_flip(Vector2(1, 1)); + CanvasItem::CommandPolygon *polygon = static_cast<CanvasItem::CommandPolygon *>(c); + canvas_draw_polygon(polygon->count, polygon->indices.ptr(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->texture, polygon->colors.size() == 1); } break; case CanvasItem::Command::TYPE_POLYGON_PTR: { if (use_normalmap) - _canvas_normal_set_flip(Vector2(1,1)); - CanvasItem::CommandPolygonPtr* polygon = static_cast<CanvasItem::CommandPolygonPtr*>(c); - canvas_draw_polygon(polygon->count,polygon->indices,polygon->points,polygon->uvs,polygon->colors,polygon->texture,false); + _canvas_normal_set_flip(Vector2(1, 1)); + CanvasItem::CommandPolygonPtr *polygon = static_cast<CanvasItem::CommandPolygonPtr *>(c); + canvas_draw_polygon(polygon->count, polygon->indices, polygon->points, polygon->uvs, polygon->colors, polygon->texture, false); } break; case CanvasItem::Command::TYPE_CIRCLE: { - CanvasItem::CommandCircle* circle = static_cast<CanvasItem::CommandCircle*>(c); - static const int numpoints=32; - Vector2 points[numpoints+1]; - points[numpoints]=circle->pos; - int indices[numpoints*3]; + CanvasItem::CommandCircle *circle = static_cast<CanvasItem::CommandCircle *>(c); + static const int numpoints = 32; + Vector2 points[numpoints + 1]; + points[numpoints] = circle->pos; + int indices[numpoints * 3]; - for(int i=0;i<numpoints;i++) { + for (int i = 0; i < numpoints; i++) { - points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius; - indices[i*3+0]=i; - indices[i*3+1]=(i+1)%numpoints; - indices[i*3+2]=numpoints; + points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / numpoints), Math::cos(i * Math_PI * 2.0 / numpoints)) * circle->radius; + indices[i * 3 + 0] = i; + indices[i * 3 + 1] = (i + 1) % numpoints; + indices[i * 3 + 2] = numpoints; } - canvas_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); + canvas_draw_polygon(numpoints * 3, indices, points, NULL, &circle->color, RID(), true); //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1); } break; case CanvasItem::Command::TYPE_TRANSFORM: { - CanvasItem::CommandTransform* transform = static_cast<CanvasItem::CommandTransform*>(c); + CanvasItem::CommandTransform *transform = static_cast<CanvasItem::CommandTransform *>(c); canvas_set_transform(transform->xform); } break; case CanvasItem::Command::TYPE_BLEND_MODE: { - CanvasItem::CommandBlendMode* bm = static_cast<CanvasItem::CommandBlendMode*>(c); + CanvasItem::CommandBlendMode *bm = static_cast<CanvasItem::CommandBlendMode *>(c); canvas_set_blend_mode(bm->blend_mode); } break; case CanvasItem::Command::TYPE_CLIP_IGNORE: { - CanvasItem::CommandClipIgnore* ci = static_cast<CanvasItem::CommandClipIgnore*>(c); + CanvasItem::CommandClipIgnore *ci = static_cast<CanvasItem::CommandClipIgnore *>(c); if (current_clip) { - if (ci->ignore!=reclip) { + if (ci->ignore != reclip) { if (ci->ignore) { glDisable(GL_SCISSOR_TEST); - reclip=true; - } else { + reclip = true; + } else { glEnable(GL_SCISSOR_TEST); //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)), @@ -9287,51 +8680,46 @@ void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem y = current_clip->final_clip_rect.pos.y; w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; - } - else { + } else { x = current_clip->final_clip_rect.pos.x; y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y); w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; } - glScissor(x,y,w,h); + glScissor(x, y, w, h); - - reclip=false; + reclip = false; } } } - - } break; } } - } -void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) { +void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material, Shader *shader) { if (canvas_shader.bind()) - rebind_texpixel_size=true; + rebind_texpixel_size = true; - if (material->shader_version!=shader->version) { + if (material->shader_version != shader->version) { //todo optimize uniforms - material->shader_version=shader->version; + material->shader_version = shader->version; } if (shader->has_texscreen && framebuffer.active) { int x = viewport.x; - int y = window_size.height-(viewport.height+viewport.y); - - canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height)); - canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height)); - canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1); - glActiveTexture(GL_TEXTURE0+max_texture_units-1); - glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); - if (framebuffer.scale==1 && !canvas_texscreen_used) { + int y = window_size.height - (viewport.height + viewport.y); + + canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT, Vector2(float(viewport.width) / framebuffer.width, float(viewport.height) / framebuffer.height)); + canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP, Color(float(x) / framebuffer.width, float(y) / framebuffer.height, float(x + viewport.width) / framebuffer.width, float(y + viewport.height) / framebuffer.height)); + canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX, max_texture_units - 1); + glActiveTexture(GL_TEXTURE0 + max_texture_units - 1); + glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color); + if (framebuffer.scale == 1 && !canvas_texscreen_used) { #ifdef GLEW_ENABLED if (current_rt) { glReadBuffer(GL_COLOR_ATTACHMENT0); @@ -9340,50 +8728,47 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *mater } #endif if (current_rt) { - glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height); - canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(viewport.y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height)); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, viewport.x, viewport.y, viewport.x, viewport.y, viewport.width, viewport.height); + canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP, Color(float(x) / framebuffer.width, float(viewport.y) / framebuffer.height, float(x + viewport.width) / framebuffer.width, float(y + viewport.height) / framebuffer.height)); //window_size.height-(viewport.height+viewport.y) } else { - glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, y, x, y, viewport.width, viewport.height); } - canvas_texscreen_used=true; + canvas_texscreen_used = true; } glActiveTexture(GL_TEXTURE0); - } if (shader->has_screen_uv) { - canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height)); + canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT, Vector2(1.0 / viewport.width, 1.0 / viewport.height)); } - - uses_texpixel_size=shader->uses_texpixel_size; - + uses_texpixel_size = shader->uses_texpixel_size; } -void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* shader) { +void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *material, Shader *shader) { //this can be optimized.. - int tex_id=1; - int idx=0; - for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) { + int tex_id = 1; + int idx = 0; + for (Map<StringName, ShaderLanguage::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) { - Map<StringName,Variant>::Element *F=material->shader_param.find(E->key()); + Map<StringName, Variant>::Element *F = material->shader_param.find(E->key()); - if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) { + if ((E->get().type == ShaderLanguage::TYPE_TEXTURE || E->get().type == ShaderLanguage::TYPE_CUBEMAP)) { RID rid; if (F) { - rid=F->get(); + rid = F->get(); } if (!rid.is_valid()) { - Map<StringName,RID>::Element *DT=shader->default_textures.find(E->key()); + Map<StringName, RID>::Element *DT = shader->default_textures.find(E->key()); if (DT) { - rid=DT->get(); + rid = DT->get(); } } @@ -9391,88 +8776,81 @@ void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *mat int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic.. - glActiveTexture(GL_TEXTURE0+tex_id); - Texture *t=texture_owner.get(rid); + glActiveTexture(GL_TEXTURE0 + tex_id); + Texture *t = texture_owner.get(rid); if (!t) - glBindTexture(GL_TEXTURE_2D,white_tex); + glBindTexture(GL_TEXTURE_2D, white_tex); else - glBindTexture(t->target,t->tex_id); + glBindTexture(t->target, t->tex_id); - glUniform1i(loc,tex_id); + glUniform1i(loc, tex_id); tex_id++; } } else { - Variant &v=F?F->get():E->get().default_value; - canvas_shader.set_custom_uniform(idx,v); + Variant &v = F ? F->get() : E->get().default_value; + canvas_shader.set_custom_uniform(idx, v); } idx++; } - if (tex_id>1) { + if (tex_id > 1) { glActiveTexture(GL_TEXTURE0); } if (shader->uses_time) { - canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback)); - draw_next_frame=true; + canvas_shader.set_uniform(CanvasShaderGLES2::TIME, Math::fmod(last_time, shader_time_rollback)); + draw_next_frame = true; } - //if uses TIME - draw_next_frame=true - - + //if uses TIME - draw_next_frame=true } -void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light) { +void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list, int p_z, const Color &p_modulate, CanvasLight *p_light) { + CanvasItem *current_clip = NULL; + Shader *shader_cache = NULL; - CanvasItem *current_clip=NULL; - Shader *shader_cache=NULL; + bool rebind_shader = true; - bool rebind_shader=true; + canvas_opacity = 1.0; + canvas_use_modulate = p_modulate != Color(1, 1, 1, 1); + canvas_modulate = p_modulate; + canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE, canvas_use_modulate); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD, false); - canvas_opacity=1.0; - canvas_use_modulate=p_modulate!=Color(1,1,1,1); - canvas_modulate=p_modulate; - canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate); - canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false); + bool reset_modulate = false; + bool prev_distance_field = false; + while (p_item_list) { - bool reset_modulate=false; - bool prev_distance_field=false; - - while(p_item_list) { - - CanvasItem *ci=p_item_list; + CanvasItem *ci = p_item_list; if (ci->vp_render) { if (draw_viewport_func) { - draw_viewport_func(ci->vp_render->owner,ci->vp_render->udata,ci->vp_render->rect); + draw_viewport_func(ci->vp_render->owner, ci->vp_render->udata, ci->vp_render->rect); } memdelete(ci->vp_render); - ci->vp_render=NULL; - canvas_last_material=NULL; - canvas_use_modulate=p_modulate!=Color(1,1,1,1); - canvas_modulate=p_modulate; - canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate); - canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false); - prev_distance_field=false; - rebind_shader=true; - reset_modulate=true; - - + ci->vp_render = NULL; + canvas_last_material = NULL; + canvas_use_modulate = p_modulate != Color(1, 1, 1, 1); + canvas_modulate = p_modulate; + canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE, canvas_use_modulate); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD, false); + prev_distance_field = false; + rebind_shader = true; + reset_modulate = true; } - if (prev_distance_field!=ci->distance_field) { + if (prev_distance_field != ci->distance_field) { - canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,ci->distance_field); - prev_distance_field=ci->distance_field; - rebind_shader=true; + canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD, ci->distance_field); + prev_distance_field = ci->distance_field; + rebind_shader = true; } + if (current_clip != ci->final_clip_owner) { - if (current_clip!=ci->final_clip_owner) { - - current_clip=ci->final_clip_owner; + current_clip = ci->final_clip_owner; //setup clip if (current_clip) { @@ -9481,7 +8859,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)), //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); -/* int x = viewport.x+current_clip->final_clip_rect.pos.x; + /* int x = viewport.x+current_clip->final_clip_rect.pos.x; int y = window_size.height-(viewport.y+current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.y); int w = current_clip->final_clip_rect.size.x; int h = current_clip->final_clip_rect.size.y; @@ -9496,15 +8874,14 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const y = current_clip->final_clip_rect.pos.y; w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; - } - else { + } else { x = current_clip->final_clip_rect.pos.x; y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y); w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; } - glScissor(x,y,w,h); + glScissor(x, y, w, h); } else { @@ -9512,21 +8889,21 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const } } - if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) { + if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale == 1) { Rect2 rect; - int x,y; + int x, y; if (ci->copy_back_buffer->full) { x = viewport.x; - y = window_size.height-(viewport.height+viewport.y); + y = window_size.height - (viewport.height + viewport.y); } else { - x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x; - y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y); + x = viewport.x + ci->copy_back_buffer->screen_rect.pos.x; + y = window_size.height - (viewport.y + ci->copy_back_buffer->screen_rect.pos.y + ci->copy_back_buffer->screen_rect.size.y); } - glActiveTexture(GL_TEXTURE0+max_texture_units-1); - glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); + glActiveTexture(GL_TEXTURE0 + max_texture_units - 1); + glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color); #ifdef GLEW_ENABLED if (current_rt) { @@ -9536,150 +8913,137 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const } #endif if (current_rt) { - glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, viewport.x, viewport.y, viewport.x, viewport.y, viewport.width, viewport.height); //window_size.height-(viewport.height+viewport.y) } else { - glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, y, x, y, viewport.width, viewport.height); } - canvas_texscreen_used=true; + canvas_texscreen_used = true; glActiveTexture(GL_TEXTURE0); } - - - //begin rect - CanvasItem *material_owner = ci->material_owner?ci->material_owner:ci; + CanvasItem *material_owner = ci->material_owner ? ci->material_owner : ci; CanvasItemMaterial *material = material_owner->material; - if (material!=canvas_last_material || rebind_shader) { + if (material != canvas_last_material || rebind_shader) { Shader *shader = NULL; if (material && material->shader.is_valid()) { shader = shader_owner.get(material->shader); if (shader && !shader->valid) { - shader=NULL; + shader = NULL; } } - shader_cache=shader; + shader_cache = shader; if (shader) { canvas_shader.set_custom_shader(shader->custom_code_id); - _canvas_item_setup_shader_params(material,shader); + _canvas_item_setup_shader_params(material, shader); } else { - shader_cache=NULL; + shader_cache = NULL; canvas_shader.set_custom_shader(0); canvas_shader.bind(); - uses_texpixel_size=false; - + uses_texpixel_size = false; } - - canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform); + canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, canvas_transform); if (canvas_use_modulate) - reset_modulate=true; - canvas_last_material=material; - rebind_shader=false; + reset_modulate = true; + canvas_last_material = material; + rebind_shader = false; } if (material && shader_cache) { - _canvas_item_setup_shader_uniforms(material,shader_cache); + _canvas_item_setup_shader_uniforms(material, shader_cache); } - bool unshaded = (material && material->shading_mode==VS::CANVAS_ITEM_SHADING_UNSHADED) || ci->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX; + bool unshaded = (material && material->shading_mode == VS::CANVAS_ITEM_SHADING_UNSHADED) || ci->blend_mode != VS::MATERIAL_BLEND_MODE_MIX; if (unshaded) { - canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,Color(1,1,1,1)); - reset_modulate=true; + canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE, Color(1, 1, 1, 1)); + reset_modulate = true; } else if (reset_modulate) { - canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate); - reset_modulate=false; + canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE, canvas_modulate); + reset_modulate = false; } + canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, ci->final_transform); + canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, Transform2D()); + bool reclip = false; - canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform); - canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D()); - - - bool reclip=false; - - if (ci==p_item_list || ci->blend_mode!=canvas_blend_mode) { + if (ci == p_item_list || ci->blend_mode != canvas_blend_mode) { - switch(ci->blend_mode) { + switch (ci->blend_mode) { - case VS::MATERIAL_BLEND_MODE_MIX: { + case VS::MATERIAL_BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } - else { + } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } - } break; - case VS::MATERIAL_BLEND_MODE_ADD: { + } break; + case VS::MATERIAL_BLEND_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); - } break; - case VS::MATERIAL_BLEND_MODE_SUB: { + } break; + case VS::MATERIAL_BLEND_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - } break; + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + } break; case VS::MATERIAL_BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_DST_COLOR,GL_ZERO); + glBlendFunc(GL_DST_COLOR, GL_ZERO); } break; case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } break; - } - canvas_blend_mode=ci->blend_mode; + canvas_blend_mode = ci->blend_mode; } canvas_opacity = ci->final_opacity; + if (unshaded || (p_modulate.a > 0.001 && (!material || material->shading_mode != VS::CANVAS_ITEM_SHADING_ONLY_LIGHT) && !ci->light_masked)) + _canvas_item_render_commands<false>(ci, current_clip, reclip); - if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT) && !ci->light_masked )) - _canvas_item_render_commands<false>(ci,current_clip,reclip); - - if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) { + if (canvas_blend_mode == VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) { CanvasLight *light = p_light; - bool light_used=false; - VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD; + bool light_used = false; + VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD; + while (light) { - while(light) { - - - if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) { + if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) { //intersects this light - if (!light_used || mode!=light->mode) { + if (!light_used || mode != light->mode) { - mode=light->mode; + mode = light->mode; - switch(mode) { + switch (mode) { case VS::CANVAS_LIGHT_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); } break; case VS::CANVAS_LIGHT_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); } break; case VS::CANVAS_LIGHT_MODE_MIX: case VS::CANVAS_LIGHT_MODE_MASK: { @@ -9688,114 +9052,102 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const } break; } - } if (!light_used) { - canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,true); - canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false); - light_used=true; - normal_flip=Vector2(1,1); - + canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE, false); + light_used = true; + normal_flip = Vector2(1, 1); } + bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask; - bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask; - - canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,has_shadow); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow); bool light_rebind = canvas_shader.bind(); if (light_rebind) { if (material && shader_cache) { - _canvas_item_setup_shader_params(material,shader_cache); - _canvas_item_setup_shader_uniforms(material,shader_cache); + _canvas_item_setup_shader_params(material, shader_cache); + _canvas_item_setup_shader_uniforms(material, shader_cache); } - canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform); - canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D()); - canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform); + canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, ci->final_transform); + canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, Transform2D()); + canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, canvas_transform); if (canvas_use_modulate) - canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate); - canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,Vector2(1,1)); - canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE,1.0/light->shadow_buffer_size); - - + canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE, canvas_modulate); + canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP, Vector2(1, 1)); + canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, 1.0 / light->shadow_buffer_size); } - canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX,light->light_shader_xform); - canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos); - canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,Color(light->color.r*light->energy,light->color.g*light->energy,light->color.b*light->energy,light->color.a)); - canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height); - canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse()); - canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA,light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, Color(light->color.r * light->energy, light->color.g * light->energy, light->color.b * light->energy, light->color.a)); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse()); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0); if (has_shadow) { CanvasLightShadow *cls = canvas_light_shadow_owner.get(light->shadow_buffer); - glActiveTexture(GL_TEXTURE0+max_texture_units-3); + glActiveTexture(GL_TEXTURE0 + max_texture_units - 3); if (read_depth_supported) - glBindTexture(GL_TEXTURE_2D,cls->depth); + glBindTexture(GL_TEXTURE_2D, cls->depth); else - glBindTexture(GL_TEXTURE_2D,cls->rgba); - - canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE,max_texture_units-3); - canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache); - canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); - canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color); + glBindTexture(GL_TEXTURE_2D, cls->rgba); + canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE, max_texture_units - 3); + canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache); + canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER, light->shadow_esm_mult); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color); } - - glActiveTexture(GL_TEXTURE0+max_texture_units-2); - canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_TEXTURE,max_texture_units-2); + glActiveTexture(GL_TEXTURE0 + max_texture_units - 2); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_TEXTURE, max_texture_units - 2); Texture *t = texture_owner.get(light->texture); if (!t) { - glBindTexture(GL_TEXTURE_2D,white_tex); + glBindTexture(GL_TEXTURE_2D, white_tex); } else { - glBindTexture(t->target,t->tex_id); + glBindTexture(t->target, t->tex_id); } glActiveTexture(GL_TEXTURE0); - _canvas_item_render_commands<true>(ci,current_clip,reclip); //redraw using light - + _canvas_item_render_commands<true>(ci, current_clip, reclip); //redraw using light } - light=light->next_ptr; + light = light->next_ptr; } if (light_used) { - - canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,false); - canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate); - canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,false); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE, canvas_use_modulate); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false); canvas_shader.bind(); if (material && shader_cache) { - _canvas_item_setup_shader_params(material,shader_cache); - _canvas_item_setup_shader_uniforms(material,shader_cache); + _canvas_item_setup_shader_params(material, shader_cache); + _canvas_item_setup_shader_uniforms(material, shader_cache); } - canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform); - canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D()); + canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, ci->final_transform); + canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, Transform2D()); if (canvas_use_modulate) - canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate); + canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE, canvas_modulate); glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } - else { + } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } - - } if (reclip) { @@ -9814,116 +9166,104 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const y = current_clip->final_clip_rect.pos.y; w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; - } - else { + } else { x = current_clip->final_clip_rect.pos.x; y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y); w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; } - glScissor(x,y,w,h); - - + glScissor(x, y, w, h); } - - - p_item_list=p_item_list->next; + p_item_list = p_item_list->next; } if (current_clip) { glDisable(GL_SCISSOR_TEST); } - } /* ENVIRONMENT */ RID RasterizerGLES2::environment_create() { - Environment * env = memnew( Environment ); + Environment *env = memnew(Environment); return environment_owner.make_rid(env); } -void RasterizerGLES2::environment_set_background(RID p_env,VS::EnvironmentBG p_bg) { +void RasterizerGLES2::environment_set_background(RID p_env, VS::EnvironmentBG p_bg) { - ERR_FAIL_INDEX(p_bg,VS::ENV_BG_MAX); - Environment * env = environment_owner.get(p_env); + ERR_FAIL_INDEX(p_bg, VS::ENV_BG_MAX); + Environment *env = environment_owner.get(p_env); ERR_FAIL_COND(!env); - env->bg_mode=p_bg; + env->bg_mode = p_bg; } -VS::EnvironmentBG RasterizerGLES2::environment_get_background(RID p_env) const{ +VS::EnvironmentBG RasterizerGLES2::environment_get_background(RID p_env) const { - const Environment * env = environment_owner.get(p_env); - ERR_FAIL_COND_V(!env,VS::ENV_BG_MAX); + const Environment *env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env, VS::ENV_BG_MAX); return env->bg_mode; } -void RasterizerGLES2::environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value){ +void RasterizerGLES2::environment_set_background_param(RID p_env, VS::EnvironmentBGParam p_param, const Variant &p_value) { - ERR_FAIL_INDEX(p_param,VS::ENV_BG_PARAM_MAX); - Environment * env = environment_owner.get(p_env); + ERR_FAIL_INDEX(p_param, VS::ENV_BG_PARAM_MAX); + Environment *env = environment_owner.get(p_env); ERR_FAIL_COND(!env); - env->bg_param[p_param]=p_value; - + env->bg_param[p_param] = p_value; } -Variant RasterizerGLES2::environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const{ +Variant RasterizerGLES2::environment_get_background_param(RID p_env, VS::EnvironmentBGParam p_param) const { - ERR_FAIL_INDEX_V(p_param,VS::ENV_BG_PARAM_MAX,Variant()); - const Environment * env = environment_owner.get(p_env); - ERR_FAIL_COND_V(!env,Variant()); + ERR_FAIL_INDEX_V(p_param, VS::ENV_BG_PARAM_MAX, Variant()); + const Environment *env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env, Variant()); return env->bg_param[p_param]; - } -void RasterizerGLES2::environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled){ +void RasterizerGLES2::environment_set_enable_fx(RID p_env, VS::EnvironmentFx p_effect, bool p_enabled) { - ERR_FAIL_INDEX(p_effect,VS::ENV_FX_MAX); - Environment * env = environment_owner.get(p_env); + ERR_FAIL_INDEX(p_effect, VS::ENV_FX_MAX); + Environment *env = environment_owner.get(p_env); ERR_FAIL_COND(!env); - env->fx_enabled[p_effect]=p_enabled; + env->fx_enabled[p_effect] = p_enabled; } -bool RasterizerGLES2::environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const{ +bool RasterizerGLES2::environment_is_fx_enabled(RID p_env, VS::EnvironmentFx p_effect) const { - ERR_FAIL_INDEX_V(p_effect,VS::ENV_FX_MAX,false); - const Environment * env = environment_owner.get(p_env); - ERR_FAIL_COND_V(!env,false); + ERR_FAIL_INDEX_V(p_effect, VS::ENV_FX_MAX, false); + const Environment *env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env, false); return env->fx_enabled[p_effect]; - } -void RasterizerGLES2::environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value){ +void RasterizerGLES2::environment_fx_set_param(RID p_env, VS::EnvironmentFxParam p_param, const Variant &p_value) { - ERR_FAIL_INDEX(p_param,VS::ENV_FX_PARAM_MAX); - Environment * env = environment_owner.get(p_env); + ERR_FAIL_INDEX(p_param, VS::ENV_FX_PARAM_MAX); + Environment *env = environment_owner.get(p_env); ERR_FAIL_COND(!env); - env->fx_param[p_param]=p_value; + env->fx_param[p_param] = p_value; } -Variant RasterizerGLES2::environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const{ +Variant RasterizerGLES2::environment_fx_get_param(RID p_env, VS::EnvironmentFxParam p_param) const { - ERR_FAIL_INDEX_V(p_param,VS::ENV_FX_PARAM_MAX,Variant()); - const Environment * env = environment_owner.get(p_env); - ERR_FAIL_COND_V(!env,Variant()); + ERR_FAIL_INDEX_V(p_param, VS::ENV_FX_PARAM_MAX, Variant()); + const Environment *env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env, Variant()); return env->fx_param[p_param]; - } - - -RID RasterizerGLES2::sampled_light_dp_create(int p_width,int p_height) { +RID RasterizerGLES2::sampled_light_dp_create(int p_width, int p_height) { SampledLight *slight = memnew(SampledLight); - slight->w=p_width; - slight->h=p_height; - slight->multiplier=1.0; - slight->is_float=float_linear_supported; + slight->w = p_width; + slight->h = p_height; + slight->multiplier = 1.0; + slight->is_float = float_linear_supported; glActiveTexture(GL_TEXTURE0); - glGenTextures(1,&slight->texture); + glGenTextures(1, &slight->texture); glBindTexture(GL_TEXTURE_2D, slight->texture); -// for debug, but glitchy + // for debug, but glitchy //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); @@ -9933,17 +9273,15 @@ RID RasterizerGLES2::sampled_light_dp_create(int p_width,int p_height) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - if (slight->is_float) { #ifdef GLEW_ENABLED - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_width, p_height, 0, GL_RGBA, GL_FLOAT, NULL); #else - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_FLOAT, NULL); #endif } else { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); - } return sampled_light_owner.make_rid(slight); @@ -9960,47 +9298,46 @@ void RasterizerGLES2::sampled_light_dp_update(RID p_sampled_light, const Color * if (slight->is_float) { #ifdef GLEW_ENABLED - glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, slight->w, slight->h, GL_RGBA, GL_FLOAT, p_data); #else - glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, slight->w, slight->h, GL_RGBA, GL_FLOAT, p_data); #endif } else { //convert to bytes - uint8_t *tex8 = (uint8_t*)alloca(slight->w*slight->h*4); - const float* src=(const float*)p_data; + uint8_t *tex8 = (uint8_t *)alloca(slight->w * slight->h * 4); + const float *src = (const float *)p_data; - for(int i=0;i<slight->w*slight->h*4;i++) { + for (int i = 0; i < slight->w * slight->h * 4; i++) { - tex8[i]=Math::fast_ftoi(CLAMP(src[i]*255.0,0.0,255.0)); + tex8[i] = Math::fast_ftoi(CLAMP(src[i] * 255.0, 0.0, 255.0)); } - glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_UNSIGNED_BYTE,p_data); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, slight->w, slight->h, GL_RGBA, GL_UNSIGNED_BYTE, p_data); } - slight->multiplier=p_multiplier; - + slight->multiplier = p_multiplier; } /*MISC*/ -bool RasterizerGLES2::is_texture(const RID& p_rid) const { +bool RasterizerGLES2::is_texture(const RID &p_rid) const { return texture_owner.owns(p_rid); } -bool RasterizerGLES2::is_material(const RID& p_rid) const { +bool RasterizerGLES2::is_material(const RID &p_rid) const { return material_owner.owns(p_rid); } -bool RasterizerGLES2::is_mesh(const RID& p_rid) const { +bool RasterizerGLES2::is_mesh(const RID &p_rid) const { return mesh_owner.owns(p_rid); } -bool RasterizerGLES2::is_immediate(const RID& p_rid) const { +bool RasterizerGLES2::is_immediate(const RID &p_rid) const { return immediate_owner.owns(p_rid); } -bool RasterizerGLES2::is_multimesh(const RID& p_rid) const { +bool RasterizerGLES2::is_multimesh(const RID &p_rid) const { return multimesh_owner.owns(p_rid); } @@ -10009,44 +9346,44 @@ bool RasterizerGLES2::is_particles(const RID &p_beam) const { return particles_owner.owns(p_beam); } -bool RasterizerGLES2::is_light(const RID& p_rid) const { +bool RasterizerGLES2::is_light(const RID &p_rid) const { return light_owner.owns(p_rid); } -bool RasterizerGLES2::is_light_instance(const RID& p_rid) const { +bool RasterizerGLES2::is_light_instance(const RID &p_rid) const { return light_instance_owner.owns(p_rid); } -bool RasterizerGLES2::is_particles_instance(const RID& p_rid) const { +bool RasterizerGLES2::is_particles_instance(const RID &p_rid) const { return particles_instance_owner.owns(p_rid); } -bool RasterizerGLES2::is_skeleton(const RID& p_rid) const { +bool RasterizerGLES2::is_skeleton(const RID &p_rid) const { return skeleton_owner.owns(p_rid); } -bool RasterizerGLES2::is_environment(const RID& p_rid) const { +bool RasterizerGLES2::is_environment(const RID &p_rid) const { return environment_owner.owns(p_rid); } -bool RasterizerGLES2::is_shader(const RID& p_rid) const { +bool RasterizerGLES2::is_shader(const RID &p_rid) const { return shader_owner.owns(p_rid); } -bool RasterizerGLES2::is_canvas_light_occluder(const RID& p_rid) const { +bool RasterizerGLES2::is_canvas_light_occluder(const RID &p_rid) const { return false; } -void RasterizerGLES2::free(const RID& p_rid) { +void RasterizerGLES2::free(const RID &p_rid) { if (texture_owner.owns(p_rid)) { // delete the texture Texture *texture = texture_owner.get(p_rid); //glDeleteTextures( 1,&texture->tex_id ); - _rinfo.texture_mem-=texture->total_data_size; + _rinfo.texture_mem -= texture->total_data_size; texture_owner.free(p_rid); memdelete(texture); @@ -10055,7 +9392,7 @@ void RasterizerGLES2::free(const RID& p_rid) { // delete the texture Shader *shader = shader_owner.get(p_rid); - switch(shader->mode) { + switch (shader->mode) { case VS::SHADER_MATERIAL: { material_shader.free_custom_shader(shader->custom_code_id); } break; @@ -10073,7 +9410,7 @@ void RasterizerGLES2::free(const RID& p_rid) { } else if (material_owner.owns(p_rid)) { - Material *material = material_owner.get( p_rid ); + Material *material = material_owner.get(p_rid); ERR_FAIL_COND(!material); _free_fixed_material(p_rid); //just in case @@ -10084,7 +9421,7 @@ void RasterizerGLES2::free(const RID& p_rid) { Mesh *mesh = mesh_owner.get(p_rid); ERR_FAIL_COND(!mesh); - for (int i=0;i<mesh->surfaces.size();i++) { + for (int i = 0; i < mesh->surfaces.size(); i++) { Surface *surface = mesh->surfaces[i]; if (surface->array_local != 0) { @@ -10094,22 +9431,22 @@ void RasterizerGLES2::free(const RID& p_rid) { memfree(surface->index_array_local); }; - if (mesh->morph_target_count>0) { + if (mesh->morph_target_count > 0) { - for(int i=0;i<mesh->morph_target_count;i++) { + for (int i = 0; i < mesh->morph_target_count; i++) { memdelete_arr(surface->morph_targets_local[i].array); } memdelete_arr(surface->morph_targets_local); - surface->morph_targets_local=NULL; + surface->morph_targets_local = NULL; } if (surface->vertex_id) - glDeleteBuffers(1,&surface->vertex_id); + glDeleteBuffers(1, &surface->vertex_id); if (surface->index_id) - glDeleteBuffers(1,&surface->index_id); + glDeleteBuffers(1, &surface->index_id); - memdelete( surface ); + memdelete(surface); }; mesh->surfaces.clear(); @@ -10119,15 +9456,15 @@ void RasterizerGLES2::free(const RID& p_rid) { } else if (multimesh_owner.owns(p_rid)) { - MultiMesh *multimesh = multimesh_owner.get(p_rid); - ERR_FAIL_COND(!multimesh); + MultiMesh *multimesh = multimesh_owner.get(p_rid); + ERR_FAIL_COND(!multimesh); if (multimesh->tex_id) { - glDeleteTextures(1,&multimesh->tex_id); + glDeleteTextures(1, &multimesh->tex_id); } - multimesh_owner.free(p_rid); - memdelete(multimesh); + multimesh_owner.free(p_rid); + memdelete(multimesh); } else if (immediate_owner.owns(p_rid)) { @@ -10153,20 +9490,20 @@ void RasterizerGLES2::free(const RID& p_rid) { } else if (skeleton_owner.owns(p_rid)) { - Skeleton *skeleton = skeleton_owner.get( p_rid ); + Skeleton *skeleton = skeleton_owner.get(p_rid); ERR_FAIL_COND(!skeleton); if (skeleton->dirty_list.in_list()) _skeleton_dirty_list.remove(&skeleton->dirty_list); if (skeleton->tex_id) { - glDeleteTextures(1,&skeleton->tex_id); + glDeleteTextures(1, &skeleton->tex_id); } skeleton_owner.free(p_rid); memdelete(skeleton); } else if (light_owner.owns(p_rid)) { - Light *light = light_owner.get( p_rid ); + Light *light = light_owner.get(p_rid); ERR_FAIL_COND(!light) light_owner.free(p_rid); @@ -10174,53 +9511,52 @@ void RasterizerGLES2::free(const RID& p_rid) { } else if (light_instance_owner.owns(p_rid)) { - LightInstance *light_instance = light_instance_owner.get( p_rid ); + LightInstance *light_instance = light_instance_owner.get(p_rid); ERR_FAIL_COND(!light_instance); light_instance->clear_shadow_buffers(); light_instance_owner.free(p_rid); - memdelete( light_instance ); + memdelete(light_instance); } else if (environment_owner.owns(p_rid)) { - Environment *env = environment_owner.get( p_rid ); + Environment *env = environment_owner.get(p_rid); ERR_FAIL_COND(!env); environment_owner.free(p_rid); - memdelete( env ); + memdelete(env); } else if (viewport_data_owner.owns(p_rid)) { - ViewportData *viewport_data = viewport_data_owner.get( p_rid ); + ViewportData *viewport_data = viewport_data_owner.get(p_rid); ERR_FAIL_COND(!viewport_data); - glDeleteFramebuffers(1,&viewport_data->lum_fbo); - glDeleteTextures(1,&viewport_data->lum_color); + glDeleteFramebuffers(1, &viewport_data->lum_fbo); + glDeleteTextures(1, &viewport_data->lum_color); viewport_data_owner.free(p_rid); - memdelete( viewport_data ); + memdelete(viewport_data); } else if (render_target_owner.owns(p_rid)) { - RenderTarget *render_target = render_target_owner.get( p_rid ); + RenderTarget *render_target = render_target_owner.get(p_rid); ERR_FAIL_COND(!render_target); - render_target_set_size(p_rid,0,0); //clears framebuffer + render_target_set_size(p_rid, 0, 0); //clears framebuffer texture_owner.free(render_target->texture); memdelete(render_target->texture_ptr); render_target_owner.free(p_rid); - memdelete( render_target ); + memdelete(render_target); } else if (sampled_light_owner.owns(p_rid)) { - SampledLight *sampled_light = sampled_light_owner.get( p_rid ); + SampledLight *sampled_light = sampled_light_owner.get(p_rid); ERR_FAIL_COND(!sampled_light); - glDeleteTextures(1,&sampled_light->texture); + glDeleteTextures(1, &sampled_light->texture); sampled_light_owner.free(p_rid); - memdelete( sampled_light ); + memdelete(sampled_light); } else if (canvas_occluder_owner.owns(p_rid)) { - CanvasOccluder *co = canvas_occluder_owner.get(p_rid); if (co->index_id) - glDeleteBuffers(1,&co->index_id); + glDeleteBuffers(1, &co->index_id); if (co->vertex_id) - glDeleteBuffers(1,&co->vertex_id); + glDeleteBuffers(1, &co->vertex_id); canvas_occluder_owner.free(p_rid); memdelete(co); @@ -10228,9 +9564,9 @@ void RasterizerGLES2::free(const RID& p_rid) { } else if (canvas_light_shadow_owner.owns(p_rid)) { CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid); - glDeleteFramebuffers(1,&cls->fbo); - glDeleteRenderbuffers(1,&cls->rbo); - glDeleteTextures(1,&cls->depth); + glDeleteFramebuffers(1, &cls->fbo); + glDeleteRenderbuffers(1, &cls->rbo); + glDeleteTextures(1, &cls->depth); /* if (!read_depth_supported) { glDeleteTextures(1,&cls->rgba); @@ -10242,11 +9578,9 @@ void RasterizerGLES2::free(const RID& p_rid) { }; } +bool RasterizerGLES2::ShadowBuffer::init(int p_size, bool p_use_depth) { - -bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) { - - size=p_size; + size = p_size; // Create a framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); @@ -10266,11 +9600,11 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //print_line("ERROR? "+itos(glGetError())); - if ( p_use_depth ) { + if (p_use_depth) { // We'll use a depth texture to store the depths in the shadow map glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); #ifdef GLEW_ENABLED glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); @@ -10279,7 +9613,7 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) { // Attach the depth texture to FBO depth attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, - GL_TEXTURE_2D, depth, 0); + GL_TEXTURE_2D, depth, 0); #ifdef GLEW_ENABLED glDrawBuffer(GL_NONE); @@ -10294,13 +9628,11 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) { GL_TEXTURE_2D, depth, 0); // Allocate 16-bit depth buffer - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size,size); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); // Attach the render buffer as depth buffer - will be ignored glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); - - } #if 0 @@ -10351,7 +9683,7 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) { #endif GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - //printf("errnum: %x\n",status); +//printf("errnum: %x\n",status); #ifdef GLEW_ENABLED if (p_use_depth) { //glDrawBuffer(GL_BACK); @@ -10359,7 +9691,7 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) { #endif glBindFramebuffer(GL_FRAMEBUFFER, 0); DEBUG_TEST_ERROR("Shadow Buffer Init"); - ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false ); + ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, false); #ifdef GLEW_ENABLED if (p_use_depth) { @@ -10407,81 +9739,74 @@ bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) { #endif return true; - } - - void RasterizerGLES2::_update_framebuffer() { if (!use_framebuffers) return; - int scale = GLOBAL_DEF("rasterizer/framebuffer_shrink",1); - if (scale<1) - scale=1; + int scale = GLOBAL_DEF("rasterizer/framebuffer_shrink", 1); + if (scale < 1) + scale = 1; - int dwidth = OS::get_singleton()->get_video_mode().width/scale; - int dheight = OS::get_singleton()->get_video_mode().height/scale; + int dwidth = OS::get_singleton()->get_video_mode().width / scale; + int dheight = OS::get_singleton()->get_video_mode().height / scale; - if (framebuffer.fbo && dwidth==framebuffer.width && dheight==framebuffer.height) + if (framebuffer.fbo && dwidth == framebuffer.width && dheight == framebuffer.height) return; + bool use_fbo = true; - bool use_fbo=true; - + if (framebuffer.fbo != 0) { - if (framebuffer.fbo!=0) { - - glDeleteFramebuffers(1,&framebuffer.fbo); + glDeleteFramebuffers(1, &framebuffer.fbo); #if 0 glDeleteTextures(1,&framebuffer.depth); #else - glDeleteRenderbuffers(1,&framebuffer.depth); + glDeleteRenderbuffers(1, &framebuffer.depth); #endif - glDeleteTextures(1,&framebuffer.color); - - for(int i=0;i<framebuffer.luminance.size();i++) { + glDeleteTextures(1, &framebuffer.color); - glDeleteTextures(1,&framebuffer.luminance[i].color); - glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo); + for (int i = 0; i < framebuffer.luminance.size(); i++) { + glDeleteTextures(1, &framebuffer.luminance[i].color); + glDeleteFramebuffers(1, &framebuffer.luminance[i].fbo); } - for(int i=0;i<3;i++) { + for (int i = 0; i < 3; i++) { - glDeleteTextures(1,&framebuffer.blur[i].color); - glDeleteFramebuffers(1,&framebuffer.blur[i].fbo); + glDeleteTextures(1, &framebuffer.blur[i].color); + glDeleteFramebuffers(1, &framebuffer.blur[i].fbo); } - glDeleteTextures(1,&framebuffer.sample_color); - glDeleteFramebuffers(1,&framebuffer.sample_fbo); + glDeleteTextures(1, &framebuffer.sample_color); + glDeleteFramebuffers(1, &framebuffer.sample_fbo); framebuffer.luminance.clear(); - framebuffer.blur_size=0; - framebuffer.fbo=0; + framebuffer.blur_size = 0; + framebuffer.fbo = 0; } #ifdef TOOLS_ENABLED - framebuffer.active=use_fbo; + framebuffer.active = use_fbo; #else - framebuffer.active=use_fbo && !low_memory_2d; + framebuffer.active = use_fbo && !low_memory_2d; #endif - framebuffer.width=dwidth; - framebuffer.height=dheight; - framebuffer.scale=scale; + framebuffer.width = dwidth; + framebuffer.height = dheight; + framebuffer.scale = scale; if (!framebuffer.active) return; - glGenFramebuffers(1, &framebuffer.fbo); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo); - //print_line("generating fbo, id: "+itos(framebuffer.fbo)); - //depth +//print_line("generating fbo, id: "+itos(framebuffer.fbo)); +//depth - // Create a render buffer +// Create a render buffer #if 0 glGenTextures(1, &framebuffer.depth); @@ -10495,9 +9820,9 @@ void RasterizerGLES2::_update_framebuffer() { #else glGenRenderbuffers(1, &framebuffer.depth); - glBindRenderbuffer(GL_RENDERBUFFER, framebuffer.depth ); + glBindRenderbuffer(GL_RENDERBUFFER, framebuffer.depth); - glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, framebuffer.width,framebuffer.height); + glRenderbufferStorage(GL_RENDERBUFFER, use_depth24 ? _DEPTH_COMPONENT24_OES : GL_DEPTH_COMPONENT16, framebuffer.width, framebuffer.height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, framebuffer.depth); @@ -10506,28 +9831,25 @@ void RasterizerGLES2::_update_framebuffer() { //GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA; GLuint format_rgba = GL_RGBA; - GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE; - GLuint format_internal=GL_RGBA; + GLuint format_type = use_fp16_fb ? _GL_HALF_FLOAT_OES : GL_UNSIGNED_BYTE; + GLuint format_internal = GL_RGBA; if (use_16bits_fbo) { - format_type=GL_UNSIGNED_SHORT_5_6_5; - format_rgba=GL_RGB; - format_internal=GL_RGB; + format_type = GL_UNSIGNED_SHORT_5_6_5; + format_rgba = GL_RGB; + format_internal = GL_RGB; } /*GLuint format_luminance = use_fp16_fb?GL_RGB16F:GL_RGBA; GLuint format_luminance_type = use_fp16_fb?(use_fu_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE; GLuint format_luminance_components = use_fp16_fb?GL_RGB:GL_RGBA;*/ - GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA; - GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE; - GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA; - - - + GLuint format_luminance = use_fp16_fb ? _GL_RG_EXT : GL_RGBA; + GLuint format_luminance_type = use_fp16_fb ? (full_float_fb_supported ? GL_FLOAT : _GL_HALF_FLOAT_OES) : GL_UNSIGNED_BYTE; + GLuint format_luminance_components = use_fp16_fb ? _GL_RG_EXT : GL_RGBA; glGenTextures(1, &framebuffer.color); glBindTexture(GL_TEXTURE_2D, framebuffer.color); - glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -10541,18 +9863,18 @@ void RasterizerGLES2::_update_framebuffer() { if (status != GL_FRAMEBUFFER_COMPLETE) { - glDeleteFramebuffers(1,&framebuffer.fbo); + glDeleteFramebuffers(1, &framebuffer.fbo); #if 0 glDeleteTextures(1,&framebuffer.depth); #else - glDeleteRenderbuffers(1,&framebuffer.depth); + glDeleteRenderbuffers(1, &framebuffer.depth); #endif - glDeleteTextures(1,&framebuffer.color); - framebuffer.fbo=0; - framebuffer.active=false; + glDeleteTextures(1, &framebuffer.color); + framebuffer.fbo = 0; + framebuffer.active = false; //print_line("**************** NO FAMEBUFFEEEERRRR????"); - WARN_PRINT(String("Could not create framebuffer!!, code: "+itos(status)).ascii().get_data()); + WARN_PRINT(String("Could not create framebuffer!!, code: " + itos(status)).ascii().get_data()); } //sample @@ -10561,7 +9883,7 @@ void RasterizerGLES2::_update_framebuffer() { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo); glGenTextures(1, &framebuffer.sample_color); glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color); - glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -10575,41 +9897,40 @@ void RasterizerGLES2::_update_framebuffer() { if (status != GL_FRAMEBUFFER_COMPLETE) { - glDeleteFramebuffers(1,&framebuffer.fbo); + glDeleteFramebuffers(1, &framebuffer.fbo); #if 0 glDeleteTextures(1,&framebuffer.depth); #else - glDeleteRenderbuffers(1,&framebuffer.depth); + glDeleteRenderbuffers(1, &framebuffer.depth); #endif - glDeleteTextures(1,&framebuffer.color); - glDeleteTextures(1,&framebuffer.sample_color); - glDeleteFramebuffers(1,&framebuffer.sample_fbo); - framebuffer.fbo=0; - framebuffer.active=false; + glDeleteTextures(1, &framebuffer.color); + glDeleteTextures(1, &framebuffer.sample_color); + glDeleteFramebuffers(1, &framebuffer.sample_fbo); + framebuffer.fbo = 0; + framebuffer.active = false; //print_line("**************** NO FAMEBUFFEEEERRRR????"); WARN_PRINT("Could not create framebuffer!!"); } //blur - int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256); + int size = GLOBAL_DEF("rasterizer/blur_buffer_size", 256); - if (size!=framebuffer.blur_size) { + if (size != framebuffer.blur_size) { - - for(int i=0;i<3;i++) { + for (int i = 0; i < 3; i++) { if (framebuffer.blur[i].fbo) { - glDeleteFramebuffers(1,&framebuffer.blur[i].fbo); - glDeleteTextures(1,&framebuffer.blur[i].color); - framebuffer.blur[i].fbo=0; - framebuffer.blur[i].color=0; + glDeleteFramebuffers(1, &framebuffer.blur[i].fbo); + glDeleteTextures(1, &framebuffer.blur[i].color); + framebuffer.blur[i].fbo = 0; + framebuffer.blur[i].color = 0; } } - framebuffer.blur_size=size; + framebuffer.blur_size = size; - for(int i=0;i<3;i++) { + for (int i = 0; i < 3; i++) { glGenFramebuffers(1, &framebuffer.blur[i].fbo); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo); @@ -10621,44 +9942,36 @@ void RasterizerGLES2::_update_framebuffer() { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, size, size, 0, - format_internal, format_type, NULL); + format_internal, format_type, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, framebuffer.blur[i].color, 0); - + GL_TEXTURE_2D, framebuffer.blur[i].color, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, 0); DEBUG_TEST_ERROR("Shadow Buffer Init"); - ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE ); - - + ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } - } // luminance - int base_size = GLOBAL_DEF("rasterizer/luminance_buffer_size",81); - - if (framebuffer.luminance.empty() || framebuffer.luminance[0].size!=base_size) { + int base_size = GLOBAL_DEF("rasterizer/luminance_buffer_size", 81); + if (framebuffer.luminance.empty() || framebuffer.luminance[0].size != base_size) { - for(int i=0;i<framebuffer.luminance.size();i++) { + for (int i = 0; i < framebuffer.luminance.size(); i++) { - glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo); - glDeleteTextures(1,&framebuffer.luminance[i].color); + glDeleteFramebuffers(1, &framebuffer.luminance[i].fbo); + glDeleteTextures(1, &framebuffer.luminance[i].color); } framebuffer.luminance.clear(); - - - while(base_size>0) { + while (base_size > 0) { FrameBuffer::Luminance lb; - lb.size=base_size; - + lb.size = base_size; glGenFramebuffers(1, &lb.fbo); glBindFramebuffer(GL_FRAMEBUFFER, lb.fbo); @@ -10670,32 +9983,27 @@ void RasterizerGLES2::_update_framebuffer() { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0, - format_luminance_components, format_luminance_type, NULL); + format_luminance_components, format_luminance_type, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, lb.color, 0); - + GL_TEXTURE_2D, lb.color, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, 0); - base_size/=3; + base_size /= 3; DEBUG_TEST_ERROR("Shadow Buffer Init"); - ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE ); + ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); framebuffer.luminance.push_back(lb); - } } - - - } void RasterizerGLES2::set_base_framebuffer(GLuint p_id, Vector2 p_size) { - base_framebuffer=p_id; + base_framebuffer = p_id; if (p_size.x != 0) { window_size = p_size; @@ -10755,11 +10063,9 @@ void RasterizerGLES2::_update_blur_buffer() { } #endif - bool RasterizerGLES2::_test_depth_shadow_buffer() { - - int size=16; + int size = 16; GLuint fbo; GLuint rbo; @@ -10784,11 +10090,9 @@ bool RasterizerGLES2::_test_depth_shadow_buffer() { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - // We'll use a depth texture to store the depths in the shadow map glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, - GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); #ifdef GLEW_ENABLED glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); @@ -10797,17 +10101,15 @@ bool RasterizerGLES2::_test_depth_shadow_buffer() { // Attach the depth texture to FBO depth attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, - GL_TEXTURE_2D, depth, 0); - + GL_TEXTURE_2D, depth, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - glDeleteFramebuffers(1,&fbo); - glDeleteRenderbuffers(1,&rbo); - glDeleteTextures(1,&depth); + glDeleteFramebuffers(1, &fbo); + glDeleteRenderbuffers(1, &rbo); + glDeleteTextures(1, &depth); return status == GL_FRAMEBUFFER_COMPLETE; - } void RasterizerGLES2::init() { @@ -10818,9 +10120,9 @@ void RasterizerGLES2::init() { #ifdef GLEW_ENABLED GLuint res = glewInit(); - ERR_FAIL_COND(res!=GLEW_OK); + ERR_FAIL_COND(res != GLEW_OK); if (OS::get_singleton()->is_stdout_verbose()) { - print_line(String("GLES2: Using GLEW ") + (const char*) glewGetString(GLEW_VERSION)); + print_line(String("GLES2: Using GLEW ") + (const char *)glewGetString(GLEW_VERSION)); } // Godot makes use of functions from ARB_framebuffer_object extension which is not implemented by all drivers. @@ -10829,10 +10131,10 @@ void RasterizerGLES2::init() { bool framebuffer_object_is_supported = glewIsSupported("GL_ARB_framebuffer_object"); - if ( !framebuffer_object_is_supported ) { + if (!framebuffer_object_is_supported) { WARN_PRINT("GL_ARB_framebuffer_object not supported by your graphics card."); - if ( glewIsSupported("GL_EXT_framebuffer_object") ) { + if (glewIsSupported("GL_EXT_framebuffer_object")) { // falling-back to the older EXT function if present WARN_PRINT("Falling-back to GL_EXT_framebuffer_object."); @@ -10855,8 +10157,7 @@ void RasterizerGLES2::init() { glGenerateMipmap = glGenerateMipmapEXT; framebuffer_object_is_supported = true; - } - else { + } else { ERR_PRINT("Framebuffer Object is not supported by your graphics card."); } } @@ -10864,24 +10165,21 @@ void RasterizerGLES2::init() { // Check for GL 2.1 compatibility, if not bail out if (!(glewIsSupported("GL_VERSION_2_1") && framebuffer_object_is_supported)) { ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n" - "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot is now going to terminate."); + "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot is now going to terminate."); OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n" - "Godot Engine will self-destruct as soon as you acknowledge this error message.", - "Fatal error: Insufficient OpenGL / GLES drivers"); + "Godot Engine will self-destruct as soon as you acknowledge this error message.", + "Fatal error: Insufficient OpenGL / GLES drivers"); exit(1); } #endif + scene_pass = 1; + if (extensions.size() == 0) { - scene_pass=1; - - if (extensions.size()==0) { - - set_extensions( (const char*)glGetString( GL_EXTENSIONS )); + set_extensions((const char *)glGetString(GL_EXTENSIONS)); } - GLint tmp = 0; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &tmp); //print_line("GL_MAX_VERTEX_ATTRIBS "+itos(tmp)); @@ -10891,7 +10189,7 @@ void RasterizerGLES2::init() { glFrontFace(GL_CW); //glEnable(GL_TEXTURE_2D); - default_material=create_default_material(); + default_material = create_default_material(); material_shader.init(); canvas_shader.init(); @@ -10899,10 +10197,10 @@ void RasterizerGLES2::init() { canvas_shadow_shader.init(); #ifdef GLEW_ENABLED - material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL,true); - canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL,true); - canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_GLES_OVER_GL,true); - copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL,true); + material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL, true); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL, true); + canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_GLES_OVER_GL, true); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL, true); #endif #ifdef ANGLE_ENABLED @@ -10910,113 +10208,108 @@ void RasterizerGLES2::init() { material_shader.set_conditional(MaterialShaderGLES2::DISABLE_FRONT_FACING, true); #endif + shadow = NULL; + shadow_pass = 0; - shadow=NULL; - shadow_pass=0; - - framebuffer.fbo=0; - framebuffer.width=0; - framebuffer.height=0; + framebuffer.fbo = 0; + framebuffer.width = 0; + framebuffer.height = 0; //framebuffer.buff16=false; //framebuffer.blur[0].fbo=false; //framebuffer.blur[1].fbo=false; - framebuffer.active=false; - + framebuffer.active = false; //do a single initial clear - glClearColor(0,0,0,1); + glClearColor(0, 0, 0, 1); //glClearDepth(1.0); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glGenTextures(1, &white_tex); - unsigned char whitetexdata[8*8*3]; - for(int i=0;i<8*8*3;i++) { - whitetexdata[i]=255; + unsigned char whitetexdata[8 * 8 * 3]; + for (int i = 0; i < 8 * 8 * 3; i++) { + whitetexdata[i] = 255; } glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,white_tex); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata); + glBindTexture(GL_TEXTURE_2D, white_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata); glGenerateMipmap(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D,0); + glBindTexture(GL_TEXTURE_2D, 0); #ifdef GLEW_ENABLED - - pvr_supported=false; - etc_supported=false; - use_depth24 =true; + pvr_supported = false; + etc_supported = false; + use_depth24 = true; s3tc_supported = true; atitc_supported = false; //use_texture_instancing=false; //use_attribute_instancing=true; - use_texture_instancing=false; - use_attribute_instancing=true; - full_float_fb_supported=true; - srgb_supported=true; - latc_supported=true; - s3tc_srgb_supported=true; - use_anisotropic_filter=true; - float_linear_supported=true; + use_texture_instancing = false; + use_attribute_instancing = true; + full_float_fb_supported = true; + srgb_supported = true; + latc_supported = true; + s3tc_srgb_supported = true; + use_anisotropic_filter = true; + float_linear_supported = true; GLint vtf; - glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf); + glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vtf); float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float"); - use_hw_skeleton_xform=vtf>0 && float_supported; + use_hw_skeleton_xform = vtf > 0 && float_supported; - read_depth_supported=_test_depth_shadow_buffer(); - use_rgba_shadowmaps=!read_depth_supported; + read_depth_supported = _test_depth_shadow_buffer(); + use_rgba_shadowmaps = !read_depth_supported; //print_line("read depth support? "+itos(read_depth_supported)); - glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level); - anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0))); + glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level); + anisotropic_level = MIN(anisotropic_level, float(GLOBAL_DEF("rasterizer/anisotropic_filter_level", 4.0))); #ifdef OSX_ENABLED - use_rgba_shadowmaps=true; - use_fp16_fb=false; + use_rgba_shadowmaps = true; + use_fp16_fb = false; #else #endif - use_half_float=true; + use_half_float = true; #else - for (Set<String>::Element *E=extensions.front();E;E=E->next()) { + for (Set<String>::Element *E = extensions.front(); E; E = E->next()) { print_line(E->get()); } - read_depth_supported=extensions.has("GL_OES_depth_texture"); - use_rgba_shadowmaps=!read_depth_supported; - if (shadow_filter>=SHADOW_FILTER_ESM && !extensions.has("GL_EXT_frag_depth")) { - use_rgba_shadowmaps=true; //no other way, go back to rgba + read_depth_supported = extensions.has("GL_OES_depth_texture"); + use_rgba_shadowmaps = !read_depth_supported; + if (shadow_filter >= SHADOW_FILTER_ESM && !extensions.has("GL_EXT_frag_depth")) { + use_rgba_shadowmaps = true; //no other way, go back to rgba } - pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc"); - pvr_srgb_supported=extensions.has("GL_EXT_pvrtc_sRGB"); - etc_supported=extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); + pvr_supported = extensions.has("GL_IMG_texture_compression_pvrtc"); + pvr_srgb_supported = extensions.has("GL_EXT_pvrtc_sRGB"); + etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); use_depth24 = extensions.has("GL_OES_depth24"); s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc"); use_half_float = extensions.has("GL_OES_vertex_half_float"); - atitc_supported=extensions.has("GL_AMD_compressed_ATC_texture"); - + atitc_supported = extensions.has("GL_AMD_compressed_ATC_texture"); - srgb_supported=extensions.has("GL_EXT_sRGB"); + srgb_supported = extensions.has("GL_EXT_sRGB"); #ifndef ANGLE_ENABLED - s3tc_srgb_supported = s3tc_supported && extensions.has("GL_EXT_texture_compression_s3tc"); + s3tc_srgb_supported = s3tc_supported && extensions.has("GL_EXT_texture_compression_s3tc"); #else s3tc_srgb_supported = s3tc_supported; #endif latc_supported = extensions.has("GL_EXT_texture_compression_latc"); - anisotropic_level=1.0; - use_anisotropic_filter=extensions.has("GL_EXT_texture_filter_anisotropic"); + anisotropic_level = 1.0; + use_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic"); if (use_anisotropic_filter) { - glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level); - anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0))); + glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level); + anisotropic_level = MIN(anisotropic_level, float(GLOBAL_DEF("rasterizer/anisotropic_filter_level", 4.0))); } - - print_line("S3TC: "+itos(s3tc_supported)+" ATITC: "+itos(atitc_supported)); + print_line("S3TC: " + itos(s3tc_supported) + " ATITC: " + itos(atitc_supported)); GLint vtf; - glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf); + glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vtf); float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float"); - use_hw_skeleton_xform=vtf>0 && float_supported; + use_hw_skeleton_xform = vtf > 0 && float_supported; float_linear_supported = extensions.has("GL_OES_texture_float_linear"); /* @@ -11024,41 +10317,36 @@ void RasterizerGLES2::init() { use_hw_skeleton_xform=false; */ GLint mva; - glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,&mva); - if (vtf==0 && mva>8) { + glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &mva); + if (vtf == 0 && mva > 8) { //tegra 3, mali 400 - use_attribute_instancing=true; - use_texture_instancing=false; - } else if (vtf>0 && extensions.has("GL_OES_texture_float")){ + use_attribute_instancing = true; + use_texture_instancing = false; + } else if (vtf > 0 && extensions.has("GL_OES_texture_float")) { //use_texture_instancing=true; - use_texture_instancing=false; // i don't get it, uniforms are faster. - use_attribute_instancing=false; - - + use_texture_instancing = false; // i don't get it, uniforms are faster. + use_attribute_instancing = false; } else { - use_texture_instancing=false; - use_attribute_instancing=false; + use_texture_instancing = false; + use_attribute_instancing = false; } if (use_fp16_fb) { - use_fp16_fb=extensions.has("GL_OES_texture_half_float") && extensions.has("GL_EXT_color_buffer_half_float") && extensions.has("GL_EXT_texture_rg"); + use_fp16_fb = extensions.has("GL_OES_texture_half_float") && extensions.has("GL_EXT_color_buffer_half_float") && extensions.has("GL_EXT_texture_rg"); } - full_float_fb_supported=extensions.has("GL_EXT_color_buffer_float"); + full_float_fb_supported = extensions.has("GL_EXT_color_buffer_float"); - - //etc_supported=false; +//etc_supported=false; #endif //use_rgba_shadowmaps=true; - - glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units); - glGetIntegerv(GL_MAX_TEXTURE_SIZE,&max_texture_size); + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size); //read_depth_supported=false; canvas_shadow_blur = canvas_light_shadow_buffer_create(max_texture_size); @@ -11067,27 +10355,24 @@ void RasterizerGLES2::init() { //shadowmaps //don't use a shadowbuffer too big in GLES, this should be the maximum - int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024); - int smsize=max_shadow_size; - while(smsize>=16) { + int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size", 1024); + int smsize = max_shadow_size; + while (smsize >= 16) { ShadowBuffer sb; - bool s = sb.init(smsize,!use_rgba_shadowmaps); + bool s = sb.init(smsize, !use_rgba_shadowmaps); if (s) near_shadow_buffers.push_back(sb); - smsize/=2; + smsize /= 2; } - blur_shadow_buffer.init(max_shadow_size,!use_rgba_shadowmaps); - + blur_shadow_buffer.init(max_shadow_size, !use_rgba_shadowmaps); //material_shader - material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps); - canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps); - + material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS, !use_rgba_shadowmaps); + canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_DEPTH_SHADOWS, !use_rgba_shadowmaps); } - shadow_material = material_create(); //empty with nothing shadow_mat_ptr = material_owner.get(shadow_material); @@ -11097,40 +10382,39 @@ void RasterizerGLES2::init() { shadow_mat_double_sided_ptr->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED] = true; overdraw_material = create_overdraw_debug_material(); - copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb); - canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported); + copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR, !use_fp16_fb); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS, read_depth_supported); - canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false)); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("display/use_2d_pixel_snap", false)); - npo2_textures_available=true; + npo2_textures_available = true; //fragment_lighting=false; - _rinfo.texture_mem=0; - current_env=NULL; - current_rt=NULL; - current_vd=NULL; - current_debug=VS::SCENARIO_DEBUG_DISABLED; - camera_ortho=false; - - glGenBuffers(1,&gui_quad_buffer); - glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer); + _rinfo.texture_mem = 0; + current_env = NULL; + current_rt = NULL; + current_vd = NULL; + current_debug = VS::SCENARIO_DEBUG_DISABLED; + camera_ortho = false; + + glGenBuffers(1, &gui_quad_buffer); + glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer); #ifdef GLES_NO_CLIENT_ARRAYS //WebGL specific implementation. - glBufferData(GL_ARRAY_BUFFER, 8 * MAX_POLYGON_VERTICES,NULL,GL_DYNAMIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, 8 * MAX_POLYGON_VERTICES, NULL, GL_DYNAMIC_DRAW); #else - glBufferData(GL_ARRAY_BUFFER,128,NULL,GL_DYNAMIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_DYNAMIC_DRAW); #endif - glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - -#ifdef GLES_NO_CLIENT_ARRAYS //webgl indices buffer - glGenBuffers(1, &indices_buffer); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, 16*1024, NULL, GL_DYNAMIC_DRAW); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);// unbind +#ifdef GLES_NO_CLIENT_ARRAYS //webgl indices buffer + glGenBuffers(1, &indices_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, 16 * 1024, NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // unbind #endif - shader_time_rollback = GLOBAL_DEF("rasterizer/shader_time_rollback",300); + shader_time_rollback = GLOBAL_DEF("rasterizer/shader_time_rollback", 300); - using_canvas_bg=false; + using_canvas_bg = false; _update_framebuffer(); DEBUG_TEST_ERROR("Initializing"); } @@ -11141,12 +10425,12 @@ void RasterizerGLES2::finish() { free(shadow_material); free(shadow_material_double_sided); free(canvas_shadow_blur); - free( overdraw_material ); + free(overdraw_material); } int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) { - switch(p_info) { + switch (p_info) { case VS::INFO_OBJECTS_IN_FRAME: { @@ -11178,7 +10462,7 @@ int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) { } break; case VS::INFO_VIDEO_MEM_USED: { - return get_render_info(VS::INFO_TEXTURE_MEM_USED)+get_render_info(VS::INFO_VERTEX_MEM_USED); + return get_render_info(VS::INFO_TEXTURE_MEM_USED) + get_render_info(VS::INFO_VERTEX_MEM_USED); } break; case VS::INFO_TEXTURE_MEM_USED: { @@ -11195,8 +10479,8 @@ int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) { void RasterizerGLES2::set_extensions(const char *p_strings) { - Vector<String> strings = String(p_strings).split(" ",false); - for(int i=0;i<strings.size();i++) { + Vector<String> strings = String(p_strings).split(" ", false); + for (int i = 0; i < strings.size(); i++) { extensions.insert(strings[i]); //print_line(strings[i]); @@ -11210,96 +10494,88 @@ bool RasterizerGLES2::needs_to_draw_next_frame() const { bool RasterizerGLES2::has_feature(VS::Features p_feature) const { - switch( p_feature) { + switch (p_feature) { case VS::FEATURE_SHADERS: return true; case VS::FEATURE_NEEDS_RELOAD_HOOK: return use_reload_hooks; default: return false; } } - void RasterizerGLES2::reload_vram() { - glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glFrontFace(GL_CW); - - //do a single initial clear - glClearColor(0,0,0,1); + glClearColor(0, 0, 0, 1); //glClearDepth(1.0); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); - + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glGenTextures(1, &white_tex); - unsigned char whitetexdata[8*8*3]; - for(int i=0;i<8*8*3;i++) { - whitetexdata[i]=255; + unsigned char whitetexdata[8 * 8 * 3]; + for (int i = 0; i < 8 * 8 * 3; i++) { + whitetexdata[i] = 255; } glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D,white_tex); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata); + glBindTexture(GL_TEXTURE_2D, white_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata); glGenerateMipmap(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D,0); - - + glBindTexture(GL_TEXTURE_2D, 0); List<RID> textures; texture_owner.get_owned_list(&textures); - keep_copies=false; - for(List<RID>::Element *E=textures.front();E;E=E->next()) { + keep_copies = false; + for (List<RID>::Element *E = textures.front(); E; E = E->next()) { RID tid = E->get(); - Texture *t=texture_owner.get(tid); + Texture *t = texture_owner.get(tid); ERR_CONTINUE(!t); - t->tex_id=0; - t->data_size=0; + t->tex_id = 0; + t->data_size = 0; glGenTextures(1, &t->tex_id); - t->active=false; + t->active = false; if (t->render_target) continue; - texture_allocate(tid,t->width,t->height,t->format,t->flags); - bool had_image=false; - for(int i=0;i<6;i++) { + texture_allocate(tid, t->width, t->height, t->format, t->flags); + bool had_image = false; + for (int i = 0; i < 6; i++) { if (!t->image[i].empty()) { - texture_set_data(tid,t->image[i],VS::CubeMapSide(i)); - had_image=true; + texture_set_data(tid, t->image[i], VS::CubeMapSide(i)); + had_image = true; } } if (!had_image && t->reloader) { Object *rl = ObjectDB::get_instance(t->reloader); if (rl) - rl->call(t->reloader_func,tid); + rl->call(t->reloader_func, tid); } } - keep_copies=true; + keep_copies = true; List<RID> render_targets; render_target_owner.get_owned_list(&render_targets); - for(List<RID>::Element *E=render_targets.front();E;E=E->next()) { + for (List<RID>::Element *E = render_targets.front(); E; E = E->next()) { RenderTarget *rt = render_target_owner.get(E->get()); int w = rt->width; int h = rt->height; - rt->width=0; - rt->height=0; - render_target_set_size(E->get(),w,h); + rt->width = 0; + rt->height = 0; + render_target_set_size(E->get(), w, h); } - List<RID> meshes; mesh_owner.get_owned_list(&meshes); - for(List<RID>::Element *E=meshes.front();E;E=E->next()) { + for (List<RID>::Element *E = meshes.front(); E; E = E->next()) { Mesh *mesh = mesh_owner.get(E->get()); - Vector<Surface*> surfaces =mesh->surfaces; + Vector<Surface *> surfaces = mesh->surfaces; mesh->surfaces.clear(); - for(int i=0;i<surfaces.size();i++) { - mesh_add_surface(E->get(),surfaces[i]->primitive,surfaces[i]->data,surfaces[i]->morph_data,surfaces[i]->alpha_sort); - mesh_surface_set_material(E->get(),i,surfaces[i]->material); + for (int i = 0; i < surfaces.size(); i++) { + mesh_add_surface(E->get(), surfaces[i]->primitive, surfaces[i]->data, surfaces[i]->morph_data, surfaces[i]->alpha_sort); + mesh_surface_set_material(E->get(), i, surfaces[i]->material); if (surfaces[i]->array_local != 0) { memfree(surfaces[i]->array_local); @@ -11308,14 +10584,13 @@ void RasterizerGLES2::reload_vram() { memfree(surfaces[i]->index_array_local); }; - memdelete( surfaces[i] ); + memdelete(surfaces[i]); } - } List<RID> skeletons; skeleton_owner.get_owned_list(&skeletons); - for(List<RID>::Element *E=skeletons.front();E;E=E->next()) { + for (List<RID>::Element *E = skeletons.front(); E; E = E->next()) { Skeleton *sk = skeleton_owner.get(E->get()); if (!sk->tex_id) @@ -11323,15 +10598,15 @@ void RasterizerGLES2::reload_vram() { Vector<Skeleton::Bone> bones = sk->bones; sk->bones.clear(); - sk->tex_id=0; - sk->pixel_size=1.0; - skeleton_resize(E->get(),bones.size()); - sk->bones=bones; + sk->tex_id = 0; + sk->pixel_size = 1.0; + skeleton_resize(E->get(), bones.size()); + sk->bones = bones; } List<RID> multimeshes; multimesh_owner.get_owned_list(&multimeshes); - for(List<RID>::Element *E=multimeshes.front();E;E=E->next()) { + for (List<RID>::Element *E = multimeshes.front(); E; E = E->next()) { MultiMesh *mm = multimesh_owner.get(E->get()); if (!mm->tex_id) @@ -11340,162 +10615,147 @@ void RasterizerGLES2::reload_vram() { Vector<MultiMesh::Element> elements = mm->elements; mm->elements.clear(); - mm->tw=1; - mm->th=1; - mm->tex_id=0; - mm->last_pass=0; + mm->tw = 1; + mm->th = 1; + mm->tex_id = 0; + mm->last_pass = 0; mm->visible = -1; - multimesh_set_instance_count(E->get(),elements.size()); - mm->elements=elements; - + multimesh_set_instance_count(E->get(), elements.size()); + mm->elements = elements; } + if (framebuffer.fbo != 0) { + framebuffer.fbo = 0; + framebuffer.depth = 0; + framebuffer.color = 0; - - if (framebuffer.fbo!=0) { - - framebuffer.fbo=0; - framebuffer.depth=0; - framebuffer.color=0; - - for(int i=0;i<3;i++) { - framebuffer.blur[i].fbo=0; - framebuffer.blur[i].color=0; + for (int i = 0; i < 3; i++) { + framebuffer.blur[i].fbo = 0; + framebuffer.blur[i].color = 0; } framebuffer.luminance.clear(); - } - for(int i=0;i<near_shadow_buffers.size();i++) { - near_shadow_buffers[i].init(near_shadow_buffers[i].size,!use_rgba_shadowmaps); + for (int i = 0; i < near_shadow_buffers.size(); i++) { + near_shadow_buffers[i].init(near_shadow_buffers[i].size, !use_rgba_shadowmaps); } - blur_shadow_buffer.init(near_shadow_buffers[0].size,!use_rgba_shadowmaps); - - + blur_shadow_buffer.init(near_shadow_buffers[0].size, !use_rgba_shadowmaps); canvas_shader.clear_caches(); material_shader.clear_caches(); blur_shader.clear_caches(); copy_shader.clear_caches(); - List<RID> shaders; shader_owner.get_owned_list(&shaders); - for(List<RID>::Element *E=shaders.front();E;E=E->next()) { + for (List<RID>::Element *E = shaders.front(); E; E = E->next()) { Shader *s = shader_owner.get(E->get()); - s->custom_code_id=0; - s->version=1; - s->valid=false; - shader_set_mode(E->get(),s->mode); - + s->custom_code_id = 0; + s->version = 1; + s->valid = false; + shader_set_mode(E->get(), s->mode); } List<RID> materials; material_owner.get_owned_list(&materials); - for(List<RID>::Element *E=materials.front();E;E=E->next()) { - + for (List<RID>::Element *E = materials.front(); E; E = E->next()) { Material *m = material_owner.get(E->get()); RID shader = m->shader; - m->shader_version=0; - material_set_shader(E->get(),shader); - + m->shader_version = 0; + material_set_shader(E->get(), shader); } - - - } void RasterizerGLES2::set_use_framebuffers(bool p_use) { - use_framebuffers=p_use; + use_framebuffers = p_use; } -RasterizerGLES2* RasterizerGLES2::get_singleton() { +RasterizerGLES2 *RasterizerGLES2::get_singleton() { return _singleton; }; -int RasterizerGLES2::RenderList::max_elements=RenderList::DEFAULT_MAX_ELEMENTS; +int RasterizerGLES2::RenderList::max_elements = RenderList::DEFAULT_MAX_ELEMENTS; void RasterizerGLES2::set_force_16_bits_fbo(bool p_force) { - use_16bits_fbo=p_force; + use_16bits_fbo = p_force; } -RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) { +RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays, bool p_keep_ram_copy, bool p_default_fragment_lighting, bool p_use_reload_hooks) { _singleton = this; - shrink_textures_x2=false; - RenderList::max_elements=GLOBAL_DEF("rasterizer/max_render_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS); - if (RenderList::max_elements>64000) - RenderList::max_elements=64000; - if (RenderList::max_elements<1024) - RenderList::max_elements=1024; + shrink_textures_x2 = false; + RenderList::max_elements = GLOBAL_DEF("rasterizer/max_render_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS); + if (RenderList::max_elements > 64000) + RenderList::max_elements = 64000; + if (RenderList::max_elements < 1024) + RenderList::max_elements = 1024; opaque_render_list.init(); alpha_render_list.init(); - skinned_buffer_size = GLOBAL_DEF("rasterizer/skeleton_buffer_size_kb",DEFAULT_SKINNED_BUFFER_SIZE); - if (skinned_buffer_size<256) - skinned_buffer_size=256; - if (skinned_buffer_size>16384) - skinned_buffer_size=16384; - skinned_buffer_size*=1024; - skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size ); - - keep_copies=p_keep_ram_copy; - use_reload_hooks=p_use_reload_hooks; - pack_arrays=p_compress_arrays; - p_default_fragment_lighting=false; - fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true); - read_depth_supported=true; //todo check for extension - shadow_filter=ShadowFilterTechnique((int)(GLOBAL_DEF("rasterizer/shadow_filter",SHADOW_FILTER_PCF5))); - GlobalConfig::get_singleton()->set_custom_property_info("rasterizer/shadow_filter",PropertyInfo(Variant::INT,"rasterizer/shadow_filter",PROPERTY_HINT_ENUM,"None,PCF5,PCF13,ESM")); - use_fp16_fb=bool(GLOBAL_DEF("rasterizer/fp16_framebuffer",true)); - use_shadow_mapping=true; - use_fast_texture_filter=!bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true)); - low_memory_2d=bool(GLOBAL_DEF("rasterizer/low_memory_2d_mode",false)); - skel_default.resize(1024*4); - for(int i=0;i<1024/3;i++) { - - float * ptr = skel_default.ptr(); - ptr+=i*4*4; - ptr[0]=1.0; - ptr[1]=0.0; - ptr[2]=0.0; - ptr[3]=0.0; - - ptr[4]=0.0; - ptr[5]=1.0; - ptr[6]=0.0; - ptr[7]=0.0; - - ptr[8]=0.0; - ptr[9]=0.0; - ptr[10]=1.0; - ptr[12]=0.0; - } - - base_framebuffer=0; + skinned_buffer_size = GLOBAL_DEF("rasterizer/skeleton_buffer_size_kb", DEFAULT_SKINNED_BUFFER_SIZE); + if (skinned_buffer_size < 256) + skinned_buffer_size = 256; + if (skinned_buffer_size > 16384) + skinned_buffer_size = 16384; + skinned_buffer_size *= 1024; + skinned_buffer = memnew_arr(uint8_t, skinned_buffer_size); + + keep_copies = p_keep_ram_copy; + use_reload_hooks = p_use_reload_hooks; + pack_arrays = p_compress_arrays; + p_default_fragment_lighting = false; + fragment_lighting = GLOBAL_DEF("rasterizer/use_fragment_lighting", true); + read_depth_supported = true; //todo check for extension + shadow_filter = ShadowFilterTechnique((int)(GLOBAL_DEF("rasterizer/shadow_filter", SHADOW_FILTER_PCF5))); + GlobalConfig::get_singleton()->set_custom_property_info("rasterizer/shadow_filter", PropertyInfo(Variant::INT, "rasterizer/shadow_filter", PROPERTY_HINT_ENUM, "None,PCF5,PCF13,ESM")); + use_fp16_fb = bool(GLOBAL_DEF("rasterizer/fp16_framebuffer", true)); + use_shadow_mapping = true; + use_fast_texture_filter = !bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter", true)); + low_memory_2d = bool(GLOBAL_DEF("rasterizer/low_memory_2d_mode", false)); + skel_default.resize(1024 * 4); + for (int i = 0; i < 1024 / 3; i++) { + + float *ptr = skel_default.ptr(); + ptr += i * 4 * 4; + ptr[0] = 1.0; + ptr[1] = 0.0; + ptr[2] = 0.0; + ptr[3] = 0.0; + + ptr[4] = 0.0; + ptr[5] = 1.0; + ptr[6] = 0.0; + ptr[7] = 0.0; + + ptr[8] = 0.0; + ptr[9] = 0.0; + ptr[10] = 1.0; + ptr[12] = 0.0; + } + + base_framebuffer = 0; frame = 0; - draw_next_frame=false; - use_framebuffers=true; - framebuffer.active=false; - tc0_id_cache=0; - tc0_idx=0; - use_16bits_fbo=false; + draw_next_frame = false; + use_framebuffers = true; + framebuffer.active = false; + tc0_id_cache = 0; + tc0_idx = 0; + use_16bits_fbo = false; }; void RasterizerGLES2::restore_framebuffer() { glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); - } RasterizerGLES2::~RasterizerGLES2() { @@ -11503,5 +10763,4 @@ RasterizerGLES2::~RasterizerGLES2() { memdelete_arr(skinned_buffer); }; - #endif 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(); }; diff --git a/drivers/gles2/rasterizer_instance_gles2.cpp b/drivers/gles2/rasterizer_instance_gles2.cpp index 647f526147..47bf6d11ff 100644 --- a/drivers/gles2/rasterizer_instance_gles2.cpp +++ b/drivers/gles2/rasterizer_instance_gles2.cpp @@ -33,8 +33,7 @@ Rasterizer *instance_RasterizerGLES2() { - return memnew( RasterizerGLES2 ); + return memnew(RasterizerGLES2); } - #endif diff --git a/drivers/gles2/rasterizer_instance_gles2.h b/drivers/gles2/rasterizer_instance_gles2.h index 51754e0f8a..329e4e2739 100644 --- a/drivers/gles2/rasterizer_instance_gles2.h +++ b/drivers/gles2/rasterizer_instance_gles2.h @@ -33,7 +33,6 @@ #ifdef GLES2_ENABLED - Rasterizer *instance_RasterizerGLES2(); #endif diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index a5aa570e33..25decb37a2 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -38,14 +38,13 @@ typedef ShaderLanguage SL; struct CodeGLSL2 { String code; - }; static String _mktab(int p_level) { String tb; - for(int i=0;i<p_level;i++) { - tb+="\t"; + for (int i = 0; i < p_level; i++) { + tb += "\t"; } return tb; @@ -53,7 +52,7 @@ static String _mktab(int p_level) { static String _typestr(SL::DataType p_type) { - switch(p_type) { + switch (p_type) { case SL::TYPE_VOID: return "void"; case SL::TYPE_BOOL: return "bool"; @@ -77,7 +76,7 @@ static String _mknum(float p_num) { static String _opstr(SL::Operator p_op) { - switch(p_op) { + switch (p_op) { case SL::OP_ASSIGN: return "="; case SL::OP_ADD: return "+"; case SL::OP_SUB: return "-"; @@ -103,7 +102,6 @@ static String _opstr(SL::Operator p_op) { return ""; } - //#ifdef DEBUG_SHADER_ENABLED #if 1 #define ENDL "\n" @@ -111,275 +109,278 @@ static String _opstr(SL::Operator p_op) { #define ENDL "" #endif - - -String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_assign_left) { +String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node, int p_level, bool p_assign_left) { String code; - switch(p_node->type) { + switch (p_node->type) { case SL::Node::TYPE_PROGRAM: { - SL::ProgramNode *pnode=(SL::ProgramNode*)p_node; + SL::ProgramNode *pnode = (SL::ProgramNode *)p_node; - code+=dump_node_code(pnode->body,p_level); + code += dump_node_code(pnode->body, p_level); } break; case SL::Node::TYPE_FUNCTION: { } break; case SL::Node::TYPE_BLOCK: { - SL::BlockNode *bnode=(SL::BlockNode*)p_node; + SL::BlockNode *bnode = (SL::BlockNode *)p_node; //variables - code+="{" ENDL; - for(Map<StringName,SL::DataType>::Element *E=bnode->variables.front();E;E=E->next()) { + code += "{" ENDL; + for (Map<StringName, SL::DataType>::Element *E = bnode->variables.front(); E; E = E->next()) { - code+=_mktab(p_level)+_typestr(E->value())+" "+replace_string(E->key())+";" ENDL; + code += _mktab(p_level) + _typestr(E->value()) + " " + replace_string(E->key()) + ";" ENDL; } - for(int i=0;i<bnode->statements.size();i++) { + for (int i = 0; i < bnode->statements.size(); i++) { - code+=_mktab(p_level)+dump_node_code(bnode->statements[i],p_level)+";" ENDL; + code += _mktab(p_level) + dump_node_code(bnode->statements[i], p_level) + ";" ENDL; } - code+="}" ENDL; + code += "}" ENDL; } break; case SL::Node::TYPE_VARIABLE: { - SL::VariableNode *vnode=(SL::VariableNode*)p_node; + SL::VariableNode *vnode = (SL::VariableNode *)p_node; - if (type==ShaderLanguage::SHADER_MATERIAL_VERTEX) { + if (type == ShaderLanguage::SHADER_MATERIAL_VERTEX) { - if (vnode->name==vname_vertex && p_assign_left) { - vertex_code_writes_vertex=true; + if (vnode->name == vname_vertex && p_assign_left) { + vertex_code_writes_vertex = true; } if (vnode->name == vname_position && p_assign_left) { vertex_code_writes_position = true; } - if (vnode->name==vname_color_interp) { - flags->use_color_interp=true; + if (vnode->name == vname_color_interp) { + flags->use_color_interp = true; } - if (vnode->name==vname_uv_interp) { - flags->use_uv_interp=true; + if (vnode->name == vname_uv_interp) { + flags->use_uv_interp = true; } - if (vnode->name==vname_uv2_interp) { - flags->use_uv2_interp=true; + if (vnode->name == vname_uv2_interp) { + flags->use_uv2_interp = true; } - if (vnode->name==vname_var1_interp) { - flags->use_var1_interp=true; + if (vnode->name == vname_var1_interp) { + flags->use_var1_interp = true; } - if (vnode->name==vname_var2_interp) { - flags->use_var2_interp=true; + if (vnode->name == vname_var2_interp) { + flags->use_var2_interp = true; } - if (vnode->name==vname_tangent_interp || vnode->name==vname_binormal_interp) { - flags->use_tangent_interp=true; + if (vnode->name == vname_tangent_interp || vnode->name == vname_binormal_interp) { + flags->use_tangent_interp = true; } - - } + if (type == ShaderLanguage::SHADER_MATERIAL_FRAGMENT) { - - if (type==ShaderLanguage::SHADER_MATERIAL_FRAGMENT) { - - if (vnode->name==vname_discard) { - uses_discard=true; + if (vnode->name == vname_discard) { + uses_discard = true; } - if (vnode->name==vname_normalmap) { - uses_normalmap=true; + if (vnode->name == vname_normalmap) { + uses_normalmap = true; } - if (vnode->name==vname_screen_uv) { - uses_screen_uv=true; + if (vnode->name == vname_screen_uv) { + uses_screen_uv = true; } - if (vnode->name==vname_diffuse_alpha && p_assign_left) { - uses_alpha=true; + if (vnode->name == vname_diffuse_alpha && p_assign_left) { + uses_alpha = true; } - if (vnode->name==vname_color_interp) { - flags->use_color_interp=true; + if (vnode->name == vname_color_interp) { + flags->use_color_interp = true; } - if (vnode->name==vname_uv_interp) { - flags->use_uv_interp=true; + if (vnode->name == vname_uv_interp) { + flags->use_uv_interp = true; } - if (vnode->name==vname_uv2_interp) { - flags->use_uv2_interp=true; + if (vnode->name == vname_uv2_interp) { + flags->use_uv2_interp = true; } - if (vnode->name==vname_var1_interp) { - flags->use_var1_interp=true; + if (vnode->name == vname_var1_interp) { + flags->use_var1_interp = true; } - if (vnode->name==vname_var2_interp) { - flags->use_var2_interp=true; + if (vnode->name == vname_var2_interp) { + flags->use_var2_interp = true; } - if (vnode->name==vname_tangent_interp || vnode->name==vname_binormal_interp) { - flags->use_tangent_interp=true; + if (vnode->name == vname_tangent_interp || vnode->name == vname_binormal_interp) { + flags->use_tangent_interp = true; } - } - if (type==ShaderLanguage::SHADER_MATERIAL_LIGHT) { + if (type == ShaderLanguage::SHADER_MATERIAL_LIGHT) { - if (vnode->name==vname_light) { - uses_light=true; + if (vnode->name == vname_light) { + uses_light = true; } - if (vnode->name==vname_shadow) { - uses_shadow_color=true; + if (vnode->name == vname_shadow) { + uses_shadow_color = true; } - } - if (type==ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) { + if (type == ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) { - if (vnode->name==vname_var1_interp) { - flags->use_var1_interp=true; + if (vnode->name == vname_var1_interp) { + flags->use_var1_interp = true; } - if (vnode->name==vname_var2_interp) { - flags->use_var2_interp=true; + if (vnode->name == vname_var2_interp) { + flags->use_var2_interp = true; } - if (vnode->name==vname_world_vec) { - uses_worldvec=true; + if (vnode->name == vname_world_vec) { + uses_worldvec = true; } - } + if (type == ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT) { - if (type==ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT) { - - - if (vnode->name==vname_texpixel_size) { - uses_texpixel_size=true; + if (vnode->name == vname_texpixel_size) { + uses_texpixel_size = true; } - if (vnode->name==vname_normal) { - uses_normal=true; + if (vnode->name == vname_normal) { + uses_normal = true; } - if (vnode->name==vname_normalmap || vnode->name==vname_normalmap_depth) { - uses_normalmap=true; - uses_normal=true; + if (vnode->name == vname_normalmap || vnode->name == vname_normalmap_depth) { + uses_normalmap = true; + uses_normal = true; } - if (vnode->name==vname_screen_uv) { - uses_screen_uv=true; + if (vnode->name == vname_screen_uv) { + uses_screen_uv = true; } - if (vnode->name==vname_var1_interp) { - flags->use_var1_interp=true; + if (vnode->name == vname_var1_interp) { + flags->use_var1_interp = true; } - if (vnode->name==vname_var2_interp) { - flags->use_var2_interp=true; + if (vnode->name == vname_var2_interp) { + flags->use_var2_interp = true; } } - if (type==ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT) { + if (type == ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT) { - if (vnode->name==vname_light) { - uses_light=true; + if (vnode->name == vname_light) { + uses_light = true; } - if (vnode->name==vname_normal) { - uses_normal=true; + if (vnode->name == vname_normal) { + uses_normal = true; } - if (vnode->name==vname_shadow) { - uses_shadow_color=true; + if (vnode->name == vname_shadow) { + uses_shadow_color = true; } - } - if (vnode->name==vname_time) { - uses_time=true; + if (vnode->name == vname_time) { + uses_time = true; } - code=replace_string(vnode->name); + code = replace_string(vnode->name); } break; case SL::Node::TYPE_CONSTANT: { - SL::ConstantNode *cnode=(SL::ConstantNode*)p_node; - switch(cnode->datatype) { - - - case SL::TYPE_BOOL: code=cnode->value.operator bool()?"true":"false"; break; - case SL::TYPE_FLOAT: code=_mknum(cnode->value); break; //force zeros, so GLSL doesn't confuse with integer. - case SL::TYPE_VEC2: { Vector2 v = cnode->value; code="vec2("+_mknum(v.x)+", "+_mknum(v.y)+")"; } break; - case SL::TYPE_VEC3: { Vector3 v = cnode->value; code="vec3("+_mknum(v.x)+", "+_mknum(v.y)+", "+_mknum(v.z)+")"; } break; - case SL::TYPE_VEC4: { Plane v = cnode->value; code="vec4("+_mknum(v.normal.x)+", "+_mknum(v.normal.y)+", "+_mknum(v.normal.z)+", "+_mknum(v.d)+")"; } break; - case SL::TYPE_MAT2: { Transform2D x = cnode->value; code="mat2( vec2("+_mknum(x[0][0])+", "+_mknum(x[0][1])+"), vec2("+_mknum(x[1][0])+", "+_mknum(x[1][1])+"))"; } break; - case SL::TYPE_MAT3: { Basis x = cnode->value; code="mat3( vec3("+_mknum(x.get_axis(0).x)+", "+_mknum(x.get_axis(0).y)+", "+_mknum(x.get_axis(0).z)+"), vec3("+_mknum(x.get_axis(1).x)+", "+_mknum(x.get_axis(1).y)+", "+_mknum(x.get_axis(1).z)+"), vec3("+_mknum(x.get_axis(2).x)+", "+_mknum(x.get_axis(2).y)+", "+_mknum(x.get_axis(2).z)+"))"; } break; - case SL::TYPE_MAT4: { Transform x = cnode->value; code="mat4( vec4("+_mknum(x.basis.get_axis(0).x)+", "+_mknum(x.basis.get_axis(0).y)+", "+_mknum(x.basis.get_axis(0).z)+",0.0), vec4("+_mknum(x.basis.get_axis(1).x)+", "+_mknum(x.basis.get_axis(1).y)+", "+_mknum(x.basis.get_axis(1).z)+",0.0), vec4("+_mknum(x.basis.get_axis(2).x)+", "+_mknum(x.basis.get_axis(2).y)+", "+_mknum(x.basis.get_axis(2).z)+",0.0), vec4("+_mknum(x.origin.x)+", "+_mknum(x.origin.y)+", "+_mknum(x.origin.z)+",1.0))"; } break; - default: code="<error: "+Variant::get_type_name(cnode->value.get_type())+" ("+itos(cnode->datatype)+">"; + SL::ConstantNode *cnode = (SL::ConstantNode *)p_node; + switch (cnode->datatype) { + + case SL::TYPE_BOOL: code = cnode->value.operator bool() ? "true" : "false"; break; + case SL::TYPE_FLOAT: + code = _mknum(cnode->value); + break; //force zeros, so GLSL doesn't confuse with integer. + case SL::TYPE_VEC2: { + Vector2 v = cnode->value; + code = "vec2(" + _mknum(v.x) + ", " + _mknum(v.y) + ")"; + } break; + case SL::TYPE_VEC3: { + Vector3 v = cnode->value; + code = "vec3(" + _mknum(v.x) + ", " + _mknum(v.y) + ", " + _mknum(v.z) + ")"; + } break; + case SL::TYPE_VEC4: { + Plane v = cnode->value; + code = "vec4(" + _mknum(v.normal.x) + ", " + _mknum(v.normal.y) + ", " + _mknum(v.normal.z) + ", " + _mknum(v.d) + ")"; + } break; + case SL::TYPE_MAT2: { + Transform2D x = cnode->value; + code = "mat2( vec2(" + _mknum(x[0][0]) + ", " + _mknum(x[0][1]) + "), vec2(" + _mknum(x[1][0]) + ", " + _mknum(x[1][1]) + "))"; + } break; + case SL::TYPE_MAT3: { + Basis x = cnode->value; + code = "mat3( vec3(" + _mknum(x.get_axis(0).x) + ", " + _mknum(x.get_axis(0).y) + ", " + _mknum(x.get_axis(0).z) + "), vec3(" + _mknum(x.get_axis(1).x) + ", " + _mknum(x.get_axis(1).y) + ", " + _mknum(x.get_axis(1).z) + "), vec3(" + _mknum(x.get_axis(2).x) + ", " + _mknum(x.get_axis(2).y) + ", " + _mknum(x.get_axis(2).z) + "))"; + } break; + case SL::TYPE_MAT4: { + Transform x = cnode->value; + code = "mat4( vec4(" + _mknum(x.basis.get_axis(0).x) + ", " + _mknum(x.basis.get_axis(0).y) + ", " + _mknum(x.basis.get_axis(0).z) + ",0.0), vec4(" + _mknum(x.basis.get_axis(1).x) + ", " + _mknum(x.basis.get_axis(1).y) + ", " + _mknum(x.basis.get_axis(1).z) + ",0.0), vec4(" + _mknum(x.basis.get_axis(2).x) + ", " + _mknum(x.basis.get_axis(2).y) + ", " + _mknum(x.basis.get_axis(2).z) + ",0.0), vec4(" + _mknum(x.origin.x) + ", " + _mknum(x.origin.y) + ", " + _mknum(x.origin.z) + ",1.0))"; + } break; + default: code = "<error: " + Variant::get_type_name(cnode->value.get_type()) + " (" + itos(cnode->datatype) + ">"; } } break; case SL::Node::TYPE_OPERATOR: { - SL::OperatorNode *onode=(SL::OperatorNode*)p_node; + SL::OperatorNode *onode = (SL::OperatorNode *)p_node; - - switch(onode->op) { + switch (onode->op) { case SL::OP_ASSIGN_MUL: { + if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC3 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) { - if (onode->arguments[0]->get_datatype()==SL::TYPE_VEC3 && onode->arguments[1]->get_datatype()==SL::TYPE_MAT4) { - - String mul_l=dump_node_code(onode->arguments[0],p_level,true); - String mul_r=dump_node_code(onode->arguments[1],p_level); - code=mul_l+"=(vec4("+mul_l+",1.0)*("+mul_r+")).xyz"; + String mul_l = dump_node_code(onode->arguments[0], p_level, true); + String mul_r = dump_node_code(onode->arguments[1], p_level); + code = mul_l + "=(vec4(" + mul_l + ",1.0)*(" + mul_r + ")).xyz"; break; - } else if (onode->arguments[0]->get_datatype()==SL::TYPE_MAT4 && onode->arguments[1]->get_datatype()==SL::TYPE_VEC3) { + } else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC3) { - String mul_l=dump_node_code(onode->arguments[0],p_level,true); - String mul_r=dump_node_code(onode->arguments[1],p_level); - code=mul_l+"=(("+mul_l+")*vec4("+mul_r+",1.0)).xyz"; + String mul_l = dump_node_code(onode->arguments[0], p_level, true); + String mul_r = dump_node_code(onode->arguments[1], p_level); + code = mul_l + "=((" + mul_l + ")*vec4(" + mul_r + ",1.0)).xyz"; break; - } else if (onode->arguments[0]->get_datatype()==SL::TYPE_VEC2 && onode->arguments[1]->get_datatype()==SL::TYPE_MAT4) { + } else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) { - String mul_l=dump_node_code(onode->arguments[0],p_level,true); - String mul_r=dump_node_code(onode->arguments[1],p_level); - code=mul_l+"=(vec4("+mul_l+",0.0,1.0)*("+mul_r+")).xy"; + String mul_l = dump_node_code(onode->arguments[0], p_level, true); + String mul_r = dump_node_code(onode->arguments[1], p_level); + code = mul_l + "=(vec4(" + mul_l + ",0.0,1.0)*(" + mul_r + ")).xy"; break; - } else if (onode->arguments[0]->get_datatype()==SL::TYPE_MAT4 && onode->arguments[1]->get_datatype()==SL::TYPE_VEC2) { + } else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC2) { - String mul_l=dump_node_code(onode->arguments[0],p_level,true); - String mul_r=dump_node_code(onode->arguments[1],p_level); - code=mul_l+"=(("+mul_l+")*vec4("+mul_r+",0.0,1.0)).xy"; + String mul_l = dump_node_code(onode->arguments[0], p_level, true); + String mul_r = dump_node_code(onode->arguments[1], p_level); + code = mul_l + "=((" + mul_l + ")*vec4(" + mul_r + ",0.0,1.0)).xy"; break; - } else if (onode->arguments[0]->get_datatype()==SL::TYPE_VEC2 && onode->arguments[1]->get_datatype()==SL::TYPE_MAT3) { - String mul_l=dump_node_code(onode->arguments[0],p_level,true); - String mul_r=dump_node_code(onode->arguments[1],p_level); - code=mul_l+"=(("+mul_l+")*vec3("+mul_r+",1.0)).xy"; + } else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT3) { + String mul_l = dump_node_code(onode->arguments[0], p_level, true); + String mul_r = dump_node_code(onode->arguments[1], p_level); + code = mul_l + "=((" + mul_l + ")*vec3(" + mul_r + ",1.0)).xy"; break; } - - }; case SL::OP_ASSIGN: case SL::OP_ASSIGN_ADD: case SL::OP_ASSIGN_SUB: case SL::OP_ASSIGN_DIV: - code="("+dump_node_code(onode->arguments[0],p_level,true)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level)+")"; + code = "(" + dump_node_code(onode->arguments[0], p_level, true) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level) + ")"; break; case SL::OP_MUL: - if (onode->arguments[0]->get_datatype()==SL::TYPE_MAT4 && onode->arguments[1]->get_datatype()==SL::TYPE_VEC3) { + if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC3) { - code="("+dump_node_code(onode->arguments[0],p_level)+"*vec4("+dump_node_code(onode->arguments[1],p_level)+",1.0)).xyz"; + code = "(" + dump_node_code(onode->arguments[0], p_level) + "*vec4(" + dump_node_code(onode->arguments[1], p_level) + ",1.0)).xyz"; break; - } else if (onode->arguments[0]->get_datatype()==SL::TYPE_VEC3 && onode->arguments[1]->get_datatype()==SL::TYPE_MAT4) { + } else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC3 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) { - code="(vec4("+dump_node_code(onode->arguments[0],p_level)+",1.0)*"+dump_node_code(onode->arguments[1],p_level)+").xyz"; + code = "(vec4(" + dump_node_code(onode->arguments[0], p_level) + ",1.0)*" + dump_node_code(onode->arguments[1], p_level) + ").xyz"; break; - } else if (onode->arguments[0]->get_datatype()==SL::TYPE_MAT4 && onode->arguments[1]->get_datatype()==SL::TYPE_VEC2) { + } else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT4 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC2) { - code="("+dump_node_code(onode->arguments[0],p_level)+"*vec4("+dump_node_code(onode->arguments[1],p_level)+",0.0,1.0)).xy"; + code = "(" + dump_node_code(onode->arguments[0], p_level) + "*vec4(" + dump_node_code(onode->arguments[1], p_level) + ",0.0,1.0)).xy"; break; - } else if (onode->arguments[0]->get_datatype()==SL::TYPE_VEC2 && onode->arguments[1]->get_datatype()==SL::TYPE_MAT4) { + } else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT4) { - code="(vec4("+dump_node_code(onode->arguments[0],p_level)+",0.0,1.0)*"+dump_node_code(onode->arguments[1],p_level)+").xy"; + code = "(vec4(" + dump_node_code(onode->arguments[0], p_level) + ",0.0,1.0)*" + dump_node_code(onode->arguments[1], p_level) + ").xy"; break; - } else if (onode->arguments[0]->get_datatype()==SL::TYPE_MAT3 && onode->arguments[1]->get_datatype()==SL::TYPE_VEC2) { + } else if (onode->arguments[0]->get_datatype() == SL::TYPE_MAT3 && onode->arguments[1]->get_datatype() == SL::TYPE_VEC2) { - code="("+dump_node_code(onode->arguments[0],p_level)+"*vec3("+dump_node_code(onode->arguments[1],p_level)+",1.0)).xy"; + code = "(" + dump_node_code(onode->arguments[0], p_level) + "*vec3(" + dump_node_code(onode->arguments[1], p_level) + ",1.0)).xy"; break; - } else if (onode->arguments[0]->get_datatype()==SL::TYPE_VEC2 && onode->arguments[1]->get_datatype()==SL::TYPE_MAT3) { + } else if (onode->arguments[0]->get_datatype() == SL::TYPE_VEC2 && onode->arguments[1]->get_datatype() == SL::TYPE_MAT3) { - code="(vec3("+dump_node_code(onode->arguments[0],p_level)+",1.0)*"+dump_node_code(onode->arguments[1],p_level)+").xy"; + code = "(vec3(" + dump_node_code(onode->arguments[0], p_level) + ",1.0)*" + dump_node_code(onode->arguments[1], p_level) + ").xy"; break; } @@ -395,19 +396,18 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a case SL::OP_CMP_OR: case SL::OP_CMP_AND: //handle binary - code="("+dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level)+")"; + code = "(" + dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level) + ")"; break; case SL::OP_NEG: case SL::OP_NOT: //handle unary - code=_opstr(onode->op)+dump_node_code(onode->arguments[0],p_level); + code = _opstr(onode->op) + dump_node_code(onode->arguments[0], p_level); break; case SL::OP_CONSTRUCT: case SL::OP_CALL: { - String callfunc=dump_node_code(onode->arguments[0],p_level); - + String callfunc = dump_node_code(onode->arguments[0], p_level); - code=callfunc+"("; + code = callfunc + "("; /*if (callfunc=="mat4") { //fix constructor for mat4 for(int i=1;i<onode->arguments.size();i++) { @@ -417,78 +417,80 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a code+="vec4( "+dump_node_code(onode->arguments[i],p_level)+(i==4?",1.0)":",0.0)"); } - } else*/ if (callfunc=="tex") { + } else*/ if (callfunc == "tex") { - code="texture2D( "+dump_node_code(onode->arguments[1],p_level)+","+dump_node_code(onode->arguments[2],p_level)+")"; + code = "texture2D( " + dump_node_code(onode->arguments[1], p_level) + "," + dump_node_code(onode->arguments[2], p_level) + ")"; break; - } else if (callfunc=="texcube") { + } else if (callfunc == "texcube") { - code="(textureCube( "+dump_node_code(onode->arguments[1],p_level)+",("+dump_node_code(onode->arguments[2],p_level)+")).xyz"; + code = "(textureCube( " + dump_node_code(onode->arguments[1], p_level) + ",(" + dump_node_code(onode->arguments[2], p_level) + ")).xyz"; break; - } else if (callfunc=="texscreen") { + } else if (callfunc == "texscreen") { //create the call to sample the screen, and clamp it - uses_texscreen=true; - code="(texture2D( texscreen_tex, clamp(("+dump_node_code(onode->arguments[1],p_level)+").xy*texscreen_screen_mult,texscreen_screen_clamp.xy,texscreen_screen_clamp.zw))).rgb"; + uses_texscreen = true; + code = "(texture2D( texscreen_tex, clamp((" + dump_node_code(onode->arguments[1], p_level) + ").xy*texscreen_screen_mult,texscreen_screen_clamp.xy,texscreen_screen_clamp.zw))).rgb"; //code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb"; break; - } else if (callfunc=="texpos") { + } else if (callfunc == "texpos") { //create the call to sample the screen, and clamp it - uses_texpos=true; - code="get_texpos("+dump_node_code(onode->arguments[1],p_level)+""; + uses_texpos = true; + code = "get_texpos(" + dump_node_code(onode->arguments[1], p_level) + ""; //code="get_texpos(gl_ProjectionMatrixInverse * texture2D( depth_texture, clamp(("+dump_node_code(onode->arguments[1],p_level)+").xy,vec2(0.0),vec2(1.0))*gl_LightSource[5].specular.zw+gl_LightSource[5].specular.xy)"; //code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb"; break; - } else if (custom_h && callfunc=="cosh_custom") { + } else if (custom_h && callfunc == "cosh_custom") { if (!cosh_used) { - global_code= - "float cosh_custom(float val)\n"\ - "{\n"\ - " float tmp = exp(val);\n"\ - " float cosH = (tmp + 1.0 / tmp) / 2.0;\n"\ - " return cosH;\n"\ - "}\n"+global_code; - cosh_used=true; + global_code = + "float cosh_custom(float val)\n" + "{\n" + " float tmp = exp(val);\n" + " float cosH = (tmp + 1.0 / tmp) / 2.0;\n" + " return cosH;\n" + "}\n" + + global_code; + cosh_used = true; } - code="cosh_custom("+dump_node_code(onode->arguments[1],p_level)+""; - } else if (custom_h && callfunc=="sinh_custom") { + code = "cosh_custom(" + dump_node_code(onode->arguments[1], p_level) + ""; + } else if (custom_h && callfunc == "sinh_custom") { if (!sinh_used) { - global_code= - "float sinh_custom(float val)\n"\ - "{\n"\ - " float tmp = exp(val);\n"\ - " float sinH = (tmp - 1.0 / tmp) / 2.0;\n"\ - " return sinH;\n"\ - "}\n"+global_code; - sinh_used=true; + global_code = + "float sinh_custom(float val)\n" + "{\n" + " float tmp = exp(val);\n" + " float sinH = (tmp - 1.0 / tmp) / 2.0;\n" + " return sinH;\n" + "}\n" + + global_code; + sinh_used = true; } - code="sinh_custom("+dump_node_code(onode->arguments[1],p_level)+""; - } else if (custom_h && callfunc=="tanh_custom") { + code = "sinh_custom(" + dump_node_code(onode->arguments[1], p_level) + ""; + } else if (custom_h && callfunc == "tanh_custom") { if (!tanh_used) { - global_code= - "float tanh_custom(float val)\n"\ - "{\n"\ - " float tmp = exp(val);\n"\ - " float tanH = (tmp - 1.0 / tmp) / (tmp + 1.0 / tmp);\n"\ - " return tanH;\n"\ - "}\n"+global_code; - tanh_used=true; + global_code = + "float tanh_custom(float val)\n" + "{\n" + " float tmp = exp(val);\n" + " float tanH = (tmp - 1.0 / tmp) / (tmp + 1.0 / tmp);\n" + " return tanH;\n" + "}\n" + + global_code; + tanh_used = true; } - code="tanh_custom("+dump_node_code(onode->arguments[1],p_level)+""; + code = "tanh_custom(" + dump_node_code(onode->arguments[1], p_level) + ""; } else { - for(int i=1;i<onode->arguments.size();i++) { - if (i>1) - code+=", "; - //transform - code+=dump_node_code(onode->arguments[i],p_level); - + for (int i = 1; i < onode->arguments.size(); i++) { + if (i > 1) + code += ", "; + //transform + code += dump_node_code(onode->arguments[i], p_level); } } - code+=")"; + code += ")"; break; } break; default: {} @@ -496,83 +498,81 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a } break; case SL::Node::TYPE_CONTROL_FLOW: { - SL::ControlFlowNode *cfnode=(SL::ControlFlowNode*)p_node; - if (cfnode->flow_op==SL::FLOW_OP_IF) { + SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node; + if (cfnode->flow_op == SL::FLOW_OP_IF) { - code+="if ("+dump_node_code(cfnode->statements[0],p_level)+") {" ENDL; - code+=dump_node_code(cfnode->statements[1],p_level+1); - if (cfnode->statements.size()==3) { + code += "if (" + dump_node_code(cfnode->statements[0], p_level) + ") {" ENDL; + code += dump_node_code(cfnode->statements[1], p_level + 1); + if (cfnode->statements.size() == 3) { - code+="} else {" ENDL; - code+=dump_node_code(cfnode->statements[2],p_level+1); + code += "} else {" ENDL; + code += dump_node_code(cfnode->statements[2], p_level + 1); } - code+="}" ENDL; + code += "}" ENDL; - } else if (cfnode->flow_op==SL::FLOW_OP_RETURN) { + } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) { if (cfnode->statements.size()) { - code="return "+dump_node_code(cfnode->statements[0],p_level); + code = "return " + dump_node_code(cfnode->statements[0], p_level); } else { - code="return"; + code = "return"; } } } break; case SL::Node::TYPE_MEMBER: { - SL::MemberNode *mnode=(SL::MemberNode*)p_node; + SL::MemberNode *mnode = (SL::MemberNode *)p_node; String m; - if (mnode->basetype==SL::TYPE_MAT4) { - if (mnode->name=="x") - m="[0]"; - else if (mnode->name=="y") - m="[1]"; - else if (mnode->name=="z") - m="[2]"; - else if (mnode->name=="w") - m="[3]"; - } else if (mnode->basetype==SL::TYPE_MAT2) { - if (mnode->name=="x") - m="[0]"; - else if (mnode->name=="y") - m="[1]"; - - } else if (mnode->basetype==SL::TYPE_MAT3) { - if (mnode->name=="x") - m="[0]"; - else if (mnode->name=="y") - m="[1]"; - else if (mnode->name=="z") - m="[2]"; + if (mnode->basetype == SL::TYPE_MAT4) { + if (mnode->name == "x") + m = "[0]"; + else if (mnode->name == "y") + m = "[1]"; + else if (mnode->name == "z") + m = "[2]"; + else if (mnode->name == "w") + m = "[3]"; + } else if (mnode->basetype == SL::TYPE_MAT2) { + if (mnode->name == "x") + m = "[0]"; + else if (mnode->name == "y") + m = "[1]"; + + } else if (mnode->basetype == SL::TYPE_MAT3) { + if (mnode->name == "x") + m = "[0]"; + else if (mnode->name == "y") + m = "[1]"; + else if (mnode->name == "z") + m = "[2]"; } else { - m="."+mnode->name; + m = "." + mnode->name; } - code=dump_node_code(mnode->owner,p_level)+m; + code = dump_node_code(mnode->owner, p_level) + m; } break; } return code; - } - Error ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) { // feed the local replace table and global code - global_code=""; + global_code = ""; // uniforms first! - int ubase=0; + int ubase = 0; if (uniforms) - ubase=uniforms->size(); - for(Map<StringName,SL::Uniform>::Element *E=p_program->uniforms.front();E;E=E->next()) { + ubase = uniforms->size(); + for (Map<StringName, SL::Uniform>::Element *E = p_program->uniforms.front(); E; E = E->next()) { - String uline="uniform "+_typestr(E->get().type)+" _"+E->key().operator String()+";" ENDL; + String uline = "uniform " + _typestr(E->get().type) + " _" + E->key().operator String() + ";" ENDL; - global_code+=uline; + global_code += uline; if (uniforms) { /* if (uniforms->has(E->key())) { @@ -582,138 +582,134 @@ Error ShaderCompilerGLES2::compile_node(SL::ProgramNode *p_program) { } */ SL::Uniform u = E->get(); - u.order+=ubase; - uniforms->insert(E->key(),u); + u.order += ubase; + uniforms->insert(E->key(), u); } } - for(int i=0;i<p_program->functions.size();i++) { - + for (int i = 0; i < p_program->functions.size(); i++) { - SL::FunctionNode *fnode=p_program->functions[i].function; + SL::FunctionNode *fnode = p_program->functions[i].function; - StringName funcname=fnode->name; - String newfuncname=replace_string(funcname); + StringName funcname = fnode->name; + String newfuncname = replace_string(funcname); String header; - header=_typestr(fnode->return_type)+" "+newfuncname+"("; - for(int i=0;i<fnode->arguments.size();i++) { + header = _typestr(fnode->return_type) + " " + newfuncname + "("; + for (int i = 0; i < fnode->arguments.size(); i++) { - if (i>0) - header+=", "; - header+=_typestr(fnode->arguments[i].type)+" "+replace_string(fnode->arguments[i].name); + if (i > 0) + header += ", "; + header += _typestr(fnode->arguments[i].type) + " " + replace_string(fnode->arguments[i].name); } - header+=") {" ENDL; - String fcode=header; - fcode+=dump_node_code(fnode->body,1); - fcode+="}" ENDL; - global_code+=fcode; - + header += ") {" ENDL; + String fcode = header; + fcode += dump_node_code(fnode->body, 1); + fcode += "}" ENDL; + global_code += fcode; } -/* for(Map<StringName,SL::DataType>::Element *E=p_program->preexisting_variables.front();E;E=E->next()) { + /* for(Map<StringName,SL::DataType>::Element *E=p_program->preexisting_variables.front();E;E=E->next()) { StringName varname=E->key(); String newvarname=replace_string(varname); global_code+="uniform "+_typestr(E->get())+" "+newvarname+";" ENDL; }*/ - code=dump_node_code(p_program,0); + code = dump_node_code(p_program, 0); #ifdef DEBUG_SHADER_ENABLED print_line("GLOBAL CODE:\n\n"); print_line(global_code); - global_code=global_code.replace("\n",""); + global_code = global_code.replace("\n", ""); print_line("CODE:\n\n"); print_line(code); - code=code.replace("\n",""); + code = code.replace("\n", ""); #endif return OK; } -Error ShaderCompilerGLES2::create_glsl_120_code(void *p_str,SL::ProgramNode *p_program) { +Error ShaderCompilerGLES2::create_glsl_120_code(void *p_str, SL::ProgramNode *p_program) { - ShaderCompilerGLES2 *compiler=(ShaderCompilerGLES2*)p_str; + ShaderCompilerGLES2 *compiler = (ShaderCompilerGLES2 *)p_str; return compiler->compile_node(p_program); } +String ShaderCompilerGLES2::replace_string(const StringName &p_string) { -String ShaderCompilerGLES2::replace_string(const StringName& p_string) { - - Map<StringName,StringName>::Element *E=NULL; - E=replace_table.find(p_string); + Map<StringName, StringName>::Element *E = NULL; + E = replace_table.find(p_string); if (E) return E->get(); - E=mode_replace_table[type].find(p_string); + E = mode_replace_table[type].find(p_string); if (E) return E->get(); - - return "_"+p_string.operator String(); + return "_" + p_string.operator String(); } -Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms) { - - uses_texscreen=false; - uses_texpos=false; - uses_alpha=false; - uses_discard=false; - uses_screen_uv=false; - uses_light=false; - uses_time=false; - uses_normalmap=false; - uses_normal=false; - uses_texpixel_size=false; - uses_worldvec=false; - vertex_code_writes_vertex=false; +Error ShaderCompilerGLES2::compile(const String &p_code, ShaderLanguage::ShaderType p_type, String &r_code_line, String &r_globals_line, Flags &r_flags, Map<StringName, ShaderLanguage::Uniform> *r_uniforms) { + + uses_texscreen = false; + uses_texpos = false; + uses_alpha = false; + uses_discard = false; + uses_screen_uv = false; + uses_light = false; + uses_time = false; + uses_normalmap = false; + uses_normal = false; + uses_texpixel_size = false; + uses_worldvec = false; + vertex_code_writes_vertex = false; vertex_code_writes_position = false; - uses_shadow_color=false; - uniforms=r_uniforms; - flags=&r_flags; - r_flags.use_color_interp=false; - r_flags.use_uv_interp=false; - r_flags.use_uv2_interp=false; - r_flags.use_tangent_interp=false; - r_flags.use_var1_interp=false; - r_flags.use_var2_interp=false; - r_flags.uses_normalmap=false; - r_flags.uses_normal=false; - sinh_used=false; - tanh_used=false; - cosh_used=false; + uses_shadow_color = false; + uniforms = r_uniforms; + flags = &r_flags; + r_flags.use_color_interp = false; + r_flags.use_uv_interp = false; + r_flags.use_uv2_interp = false; + r_flags.use_tangent_interp = false; + r_flags.use_var1_interp = false; + r_flags.use_var2_interp = false; + r_flags.uses_normalmap = false; + r_flags.uses_normal = false; + sinh_used = false; + tanh_used = false; + cosh_used = false; String error; - int errline,errcol; + int errline, errcol; - type=p_type; - Error err = SL::compile(p_code,p_type,create_glsl_120_code,this,&error,&errline,&errcol); + type = p_type; + Error err = SL::compile(p_code, p_type, create_glsl_120_code, this, &error, &errline, &errcol); if (err) { - print_line("***Error precompiling shader: "+error); - print_line("error "+itos(errline)+":"+itos(errcol)); + print_line("***Error precompiling shader: " + error); + print_line("error " + itos(errline) + ":" + itos(errcol)); return err; } - r_flags.uses_alpha=uses_alpha; - r_flags.uses_texscreen=uses_texscreen; - r_flags.uses_texpos=uses_texpos; - r_flags.vertex_code_writes_vertex=vertex_code_writes_vertex; - r_flags.vertex_code_writes_position=vertex_code_writes_position; - r_flags.uses_discard=uses_discard; - r_flags.uses_screen_uv=uses_screen_uv; - r_flags.uses_light=uses_light; - r_flags.uses_time=uses_time; - r_flags.uses_normalmap=uses_normalmap; - r_flags.uses_normal=uses_normal; - r_flags.uses_texpixel_size=uses_texpixel_size; - r_flags.uses_worldvec=uses_worldvec; - r_flags.uses_shadow_color=uses_shadow_color; - r_code_line=code; - r_globals_line=global_code; + r_flags.uses_alpha = uses_alpha; + r_flags.uses_texscreen = uses_texscreen; + r_flags.uses_texpos = uses_texpos; + r_flags.vertex_code_writes_vertex = vertex_code_writes_vertex; + r_flags.vertex_code_writes_position = vertex_code_writes_position; + r_flags.uses_discard = uses_discard; + r_flags.uses_screen_uv = uses_screen_uv; + r_flags.uses_light = uses_light; + r_flags.uses_time = uses_time; + r_flags.uses_normalmap = uses_normalmap; + r_flags.uses_normal = uses_normal; + r_flags.uses_texpixel_size = uses_texpixel_size; + r_flags.uses_worldvec = uses_worldvec; + r_flags.uses_shadow_color = uses_shadow_color; + r_code_line = code; + r_globals_line = global_code; return OK; } @@ -721,228 +717,222 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { #ifdef GLEW_ENABLED //use custom functions because they are not supported in GLSL120 - custom_h=true; + custom_h = true; #else - custom_h=false; + custom_h = false; #endif - replace_table["bool"]= "bool"; - replace_table["float" ]= "float"; - replace_table["vec2" ]= "vec2"; - replace_table["vec3" ]= "vec3"; - replace_table["vec4" ]= "vec4"; - replace_table["mat2" ]= "mat2"; - replace_table["mat3" ]= "mat3"; - replace_table["mat4" ]= "mat4"; - replace_table["texture" ]= "sampler2D"; - replace_table["cubemap" ]= "samplerCube"; - - replace_table["sin"]= "sin"; - replace_table["cos" ]= "cos"; - replace_table["tan" ]= "tan"; - replace_table["asin" ]= "asin"; - replace_table["acos" ]= "acos"; - replace_table["atan" ]= "atan"; - replace_table["atan2"]= "atan"; + replace_table["bool"] = "bool"; + replace_table["float"] = "float"; + replace_table["vec2"] = "vec2"; + replace_table["vec3"] = "vec3"; + replace_table["vec4"] = "vec4"; + replace_table["mat2"] = "mat2"; + replace_table["mat3"] = "mat3"; + replace_table["mat4"] = "mat4"; + replace_table["texture"] = "sampler2D"; + replace_table["cubemap"] = "samplerCube"; + + replace_table["sin"] = "sin"; + replace_table["cos"] = "cos"; + replace_table["tan"] = "tan"; + replace_table["asin"] = "asin"; + replace_table["acos"] = "acos"; + replace_table["atan"] = "atan"; + replace_table["atan2"] = "atan"; if (custom_h) { - replace_table["sinh" ]= "sinh_custom"; - replace_table["cosh" ]= "cosh_custom"; - replace_table["tanh" ]= "tanh_custom"; + replace_table["sinh"] = "sinh_custom"; + replace_table["cosh"] = "cosh_custom"; + replace_table["tanh"] = "tanh_custom"; } else { - replace_table["sinh" ]= "sinh"; - replace_table["cosh" ]= "cosh"; - replace_table["tanh" ]= "tanh"; + replace_table["sinh"] = "sinh"; + replace_table["cosh"] = "cosh"; + replace_table["tanh"] = "tanh"; } - replace_table["pow" ]= "pow"; - replace_table["exp" ]= "exp"; - replace_table["log" ]= "log"; - replace_table["sqrt"]= "sqrt"; - replace_table["abs" ]= "abs"; - replace_table["sign"]= "sign"; - replace_table["floor"]= "floor"; - replace_table["trunc"]= "trunc"; + replace_table["pow"] = "pow"; + replace_table["exp"] = "exp"; + replace_table["log"] = "log"; + replace_table["sqrt"] = "sqrt"; + replace_table["abs"] = "abs"; + replace_table["sign"] = "sign"; + replace_table["floor"] = "floor"; + replace_table["trunc"] = "trunc"; #ifdef GLEW_ENABLED - replace_table["round"]= "roundfix"; + replace_table["round"] = "roundfix"; #else - replace_table["round"]= "round"; + replace_table["round"] = "round"; #endif - replace_table["ceil" ]= "ceil"; - replace_table["fract"]= "fract"; - replace_table["mod" ]= "mod"; - replace_table["min" ]= "min"; - replace_table["max"]= "max"; - replace_table["clamp"]= "clamp"; - replace_table["mix" ]= "mix"; - replace_table["step" ]= "step"; - replace_table["smoothstep" ]= "smoothstep"; - replace_table["length"]= "length"; - replace_table["distance"]= "distance"; - replace_table["dot" ]= "dot"; - replace_table["cross" ]="cross"; - replace_table["normalize"]= "normalize"; - replace_table["reflect"]= "reflect"; - replace_table["refract"]= "refract"; - replace_table["tex"]= "tex"; - replace_table["texa"]= "texa"; - replace_table["tex2"]= "tex2"; - replace_table["texcube"]= "textureCube"; - replace_table["texscreen"]= "texscreen"; - replace_table["texpos"]= "texpos"; - - + replace_table["ceil"] = "ceil"; + replace_table["fract"] = "fract"; + replace_table["mod"] = "mod"; + replace_table["min"] = "min"; + replace_table["max"] = "max"; + replace_table["clamp"] = "clamp"; + replace_table["mix"] = "mix"; + replace_table["step"] = "step"; + replace_table["smoothstep"] = "smoothstep"; + replace_table["length"] = "length"; + replace_table["distance"] = "distance"; + replace_table["dot"] = "dot"; + replace_table["cross"] = "cross"; + replace_table["normalize"] = "normalize"; + replace_table["reflect"] = "reflect"; + replace_table["refract"] = "refract"; + replace_table["tex"] = "tex"; + replace_table["texa"] = "texa"; + replace_table["tex2"] = "tex2"; + replace_table["texcube"] = "textureCube"; + replace_table["texscreen"] = "texscreen"; + replace_table["texpos"] = "texpos"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_VERTEX"] = "vertex_in.xyz"; mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_NORMAL"] = "normal_in"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_TANGENT"]="tangent_in"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_BINORMALF"]="binormalf"; - + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_TANGENT"] = "tangent_in"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SRC_BINORMALF"] = "binormalf"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POSITION"] = "gl_Position"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VERTEX"]="vertex_interp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["NORMAL"]="normal_interp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TANGENT"]="tangent_interp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["BINORMAL"]="binormal_interp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["UV"]="uv_interp.xy"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["UV2"]="uv_interp.zw"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["COLOR"]="color_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VERTEX"] = "vertex_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["NORMAL"] = "normal_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TANGENT"] = "tangent_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["BINORMAL"] = "binormal_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["UV"] = "uv_interp.xy"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["UV2"] = "uv_interp.zw"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["COLOR"] = "color_interp"; //@TODO convert to glsl stuff - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SPEC_EXP"]="vertex_specular_exp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["WORLD_MATRIX"]="world_transform"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INV_CAMERA_MATRIX"]="camera_inverse_transform"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["PROJECTION_MATRIX"]="projection_transform"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["MODELVIEW_MATRIX"]="modelview"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POINT_SIZE"]="gl_PointSize"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR1"]="var1_interp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR2"]="var2_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SPEC_EXP"] = "vertex_specular_exp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["WORLD_MATRIX"] = "world_transform"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INV_CAMERA_MATRIX"] = "camera_inverse_transform"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["PROJECTION_MATRIX"] = "projection_transform"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["MODELVIEW_MATRIX"] = "modelview"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["POINT_SIZE"] = "gl_PointSize"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR1"] = "var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["VAR2"] = "var2_interp"; //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_POS"]="SCREEN_POS"; //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["SCREEN_SIZE"]="SCREEN_SIZE"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INSTANCE_ID"]="instance_id"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TIME"]="time"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["INSTANCE_ID"] = "instance_id"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_VERTEX]["TIME"] = "time"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VERTEX"]="vertex"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VERTEX"] = "vertex"; //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POSITION"]="IN_POSITION"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMAL"]="normal"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["TANGENT"]="tangent"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POSITION"]="gl_Position"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["BINORMAL"]="binormal"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMALMAP"]="normalmap"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMALMAP_DEPTH"]="normaldepth"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR1"]="var1_interp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR2"]="var2_interp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["UV"]="uv"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["UV2"]="uv2"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_UV"]="screen_uv"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR1"]="var1_interp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR2"]="var2_interp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["COLOR"]="color"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DIFFUSE"]="diffuse.rgb"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DIFFUSE_ALPHA"]="diffuse"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SPECULAR"]="specular"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["EMISSION"]="emission"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SHADE_PARAM"]="shade_param"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SPEC_EXP"]="specular_exp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["GLOW"]="glow"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DISCARD"]="discard_"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POINT_COORD"]="gl_PointCoord"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["INV_CAMERA_MATRIX"]="camera_inverse_transform"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMAL"] = "normal"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["TANGENT"] = "tangent"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POSITION"] = "gl_Position"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["BINORMAL"] = "binormal"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMALMAP"] = "normalmap"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["NORMALMAP_DEPTH"] = "normaldepth"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR1"] = "var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR2"] = "var2_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["UV"] = "uv"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["UV2"] = "uv2"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_UV"] = "screen_uv"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR1"] = "var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["VAR2"] = "var2_interp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["COLOR"] = "color"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DIFFUSE"] = "diffuse.rgb"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DIFFUSE_ALPHA"] = "diffuse"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SPECULAR"] = "specular"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["EMISSION"] = "emission"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SHADE_PARAM"] = "shade_param"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SPEC_EXP"] = "specular_exp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["GLOW"] = "glow"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["DISCARD"] = "discard_"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["POINT_COORD"] = "gl_PointCoord"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["INV_CAMERA_MATRIX"] = "camera_inverse_transform"; //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_POS"]="SCREEN_POS"; //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["TIME"]="time"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_FRAGMENT]["TIME"] = "time"; ////////////// - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["NORMAL"]="normal"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["NORMAL"] = "normal"; //mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POSITION"]="IN_POSITION"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_DIR"]="light_dir"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_DIFFUSE"]="light_diffuse"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_SPECULAR"]="light_specular"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["EYE_VEC"]="eye_vec"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["DIFFUSE"]="mdiffuse"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SPECULAR"]="specular"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SPECULAR_EXP"]="specular_exp"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADE_PARAM"]="shade_param"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT"]="light"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POINT_COORD"]="gl_PointCoord"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["TIME"]="time"; - mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADOW"]="shadow_color"; - - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["SRC_VERTEX"]="src_vtx"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VERTEX"]="outvec.xy"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["WORLD_VERTEX"]="outvec.xy"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["UV"]="uv_interp"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["COLOR"]="color_interp"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VAR1"]="var1_interp"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VAR2"]="var2_interp"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["POINT_SIZE"]="gl_PointSize"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["WORLD_MATRIX"]="modelview_matrix"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["PROJECTION_MATRIX"]="projection_matrix"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["EXTRA_MATRIX"]="extra_matrix"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["TIME"]="time"; - - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POSITION"]="gl_Position"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMAL"]="normal"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMALMAP"]="normal_map"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMALMAP_DEPTH"]="normal_depth"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["UV"]="uv_interp"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["SRC_COLOR"]="color_interp"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["COLOR"]="color"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TEXTURE"]="texture"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TEXTURE_PIXEL_SIZE"]="texpixel_size"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["VAR1"]="var1_interp"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["VAR2"]="var2_interp"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["SCREEN_UV"]="screen_uv"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POINT_COORD"]="gl_PointCoord"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TIME"]="time"; - - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["POSITION"]="gl_Position"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["NORMAL"]="normal"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["UV"]="uv_interp"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["COLOR"]="color"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TEXTURE"]="texture"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TEXTURE_PIXEL_SIZE"]="texpixel_size"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["VAR1"]="var1_interp"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["VAR2"]="var2_interp"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_VEC"]="light_vec"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_HEIGHT"]="light_height"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_COLOR"]="light"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_SHADOW"]="light_shadow_color"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_UV"]="light_uv"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT"]="light_out"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SHADOW"]="shadow_color"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SCREEN_UV"]="screen_uv"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["POINT_COORD"]="gl_PointCoord"; - mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TIME"]="time"; - - + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_DIR"] = "light_dir"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_DIFFUSE"] = "light_diffuse"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT_SPECULAR"] = "light_specular"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["EYE_VEC"] = "eye_vec"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["DIFFUSE"] = "mdiffuse"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SPECULAR"] = "specular"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SPECULAR_EXP"] = "specular_exp"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADE_PARAM"] = "shade_param"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["LIGHT"] = "light"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["POINT_COORD"] = "gl_PointCoord"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["TIME"] = "time"; + mode_replace_table[ShaderLanguage::SHADER_MATERIAL_LIGHT]["SHADOW"] = "shadow_color"; + + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["SRC_VERTEX"] = "src_vtx"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VERTEX"] = "outvec.xy"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["WORLD_VERTEX"] = "outvec.xy"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["UV"] = "uv_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["COLOR"] = "color_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VAR1"] = "var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["VAR2"] = "var2_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["POINT_SIZE"] = "gl_PointSize"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["WORLD_MATRIX"] = "modelview_matrix"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["PROJECTION_MATRIX"] = "projection_matrix"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["EXTRA_MATRIX"] = "extra_matrix"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX]["TIME"] = "time"; + + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POSITION"] = "gl_Position"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMAL"] = "normal"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMALMAP"] = "normal_map"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["NORMALMAP_DEPTH"] = "normal_depth"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["UV"] = "uv_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["SRC_COLOR"] = "color_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["COLOR"] = "color"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TEXTURE"] = "texture"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TEXTURE_PIXEL_SIZE"] = "texpixel_size"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["VAR1"] = "var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["VAR2"] = "var2_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["SCREEN_UV"] = "screen_uv"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["POINT_COORD"] = "gl_PointCoord"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT]["TIME"] = "time"; + + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["POSITION"] = "gl_Position"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["NORMAL"] = "normal"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["UV"] = "uv_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["COLOR"] = "color"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TEXTURE"] = "texture"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TEXTURE_PIXEL_SIZE"] = "texpixel_size"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["VAR1"] = "var1_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["VAR2"] = "var2_interp"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_VEC"] = "light_vec"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_HEIGHT"] = "light_height"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_COLOR"] = "light"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_SHADOW"] = "light_shadow_color"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT_UV"] = "light_uv"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["LIGHT"] = "light_out"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SHADOW"] = "shadow_color"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["SCREEN_UV"] = "screen_uv"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["POINT_COORD"] = "gl_PointCoord"; + mode_replace_table[ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT]["TIME"] = "time"; //mode_replace_table[2]["SCREEN_POS"]="SCREEN_POS"; //mode_replace_table[2]["SCREEN_TEXEL_SIZE"]="SCREEN_TEXEL_SIZE"; - - out_vertex_name="VERTEX"; - - vname_discard="DISCARD"; - vname_screen_uv="SCREEN_UV"; - vname_diffuse_alpha="DIFFUSE_ALPHA"; - vname_color_interp="COLOR"; - vname_uv_interp="UV"; - vname_uv2_interp="UV2"; - vname_tangent_interp="TANGENT"; - vname_binormal_interp="BINORMAL"; - vname_var1_interp="VAR1"; - vname_var2_interp="VAR2"; - vname_vertex="VERTEX"; + out_vertex_name = "VERTEX"; + + vname_discard = "DISCARD"; + vname_screen_uv = "SCREEN_UV"; + vname_diffuse_alpha = "DIFFUSE_ALPHA"; + vname_color_interp = "COLOR"; + vname_uv_interp = "UV"; + vname_uv2_interp = "UV2"; + vname_tangent_interp = "TANGENT"; + vname_binormal_interp = "BINORMAL"; + vname_var1_interp = "VAR1"; + vname_var2_interp = "VAR2"; + vname_vertex = "VERTEX"; vname_position = "POSITION"; - vname_light="LIGHT"; - vname_time="TIME"; - vname_normalmap="NORMALMAP"; - vname_normalmap_depth="NORMALMAP_DEPTH"; - vname_normal="NORMAL"; - vname_texpixel_size="TEXTURE_PIXEL_SIZE"; - vname_world_vec="WORLD_VERTEX"; - vname_shadow="SHADOW"; - + vname_light = "LIGHT"; + vname_time = "TIME"; + vname_normalmap = "NORMALMAP"; + vname_normalmap_depth = "NORMALMAP_DEPTH"; + vname_normal = "NORMAL"; + vname_texpixel_size = "TEXTURE_PIXEL_SIZE"; + vname_world_vec = "WORLD_VERTEX"; + vname_shadow = "SHADOW"; } diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h index 3c39e101ca..2565adcd5d 100644 --- a/drivers/gles2/shader_compiler_gles2.h +++ b/drivers/gles2/shader_compiler_gles2.h @@ -33,15 +33,15 @@ class ShaderCompilerGLES2 { class Uniform; + public: struct Flags; -private: +private: ShaderLanguage::ProgramNode *program_node; - String dump_node_code(ShaderLanguage::Node *p_node,int p_level,bool p_assign_left=false); + String dump_node_code(ShaderLanguage::Node *p_node, int p_level, bool p_assign_left = false); Error compile_node(ShaderLanguage::ProgramNode *p_program); - static Error create_glsl_120_code(void *p_str,ShaderLanguage::ProgramNode *p_program); - + static Error create_glsl_120_code(void *p_str, ShaderLanguage::ProgramNode *p_program); bool uses_light; bool uses_texscreen; @@ -87,7 +87,7 @@ private: StringName vname_world_vec; StringName vname_shadow; - Map<StringName,ShaderLanguage::Uniform> *uniforms; + Map<StringName, ShaderLanguage::Uniform> *uniforms; StringName out_vertex_name; @@ -95,13 +95,12 @@ private: String code; ShaderLanguage::ShaderType type; - String replace_string(const StringName& p_string); + String replace_string(const StringName &p_string); - Map<StringName,StringName> mode_replace_table[9]; - Map<StringName,StringName> replace_table; + Map<StringName, StringName> mode_replace_table[9]; + Map<StringName, StringName> replace_table; public: - struct Flags { bool uses_alpha; @@ -126,10 +125,9 @@ public: bool uses_shadow_color; }; - Error compile(const String& p_code, ShaderLanguage::ShaderType p_type, String& r_code_line, String& r_globals_line, Flags& r_flags, Map<StringName,ShaderLanguage::Uniform> *r_uniforms=NULL); + Error compile(const String &p_code, ShaderLanguage::ShaderType p_type, String &r_code_line, String &r_globals_line, Flags &r_flags, Map<StringName, ShaderLanguage::Uniform> *r_uniforms = NULL); ShaderCompilerGLES2(); - }; #endif // SHADER_COMPILERL_GL_H diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index 97c31dfc1c..08b9c21d5b 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -35,22 +35,20 @@ #ifdef DEBUG_OPENGL -#define DEBUG_TEST_ERROR(m_section)\ -{\ - uint32_t err = glGetError();\ - if (err) {\ - print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\ - }\ -} +#define DEBUG_TEST_ERROR(m_section) \ + { \ + uint32_t err = glGetError(); \ + if (err) { \ + print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \ + } \ + } #else #define DEBUG_TEST_ERROR(m_section) #endif -ShaderGLES2 *ShaderGLES2::active=NULL; - - +ShaderGLES2 *ShaderGLES2::active = NULL; //#define DEBUG_SHADER @@ -64,7 +62,6 @@ ShaderGLES2 *ShaderGLES2::active=NULL; #endif - void ShaderGLES2::bind_uniforms() { if (!uniforms_dirty) { @@ -72,34 +69,33 @@ void ShaderGLES2::bind_uniforms() { }; // upload default uniforms - const Map<uint32_t,Variant>::Element *E =uniform_defaults.front(); + const Map<uint32_t, Variant>::Element *E = uniform_defaults.front(); - while(E) { - int idx=E->key(); - int location=version->uniform_location[idx]; + while (E) { + int idx = E->key(); + int location = version->uniform_location[idx]; - if (location<0) { - E=E->next(); + if (location < 0) { + E = E->next(); continue; - } - const Variant &v=E->value(); + const Variant &v = E->value(); _set_uniform_variant(location, v); //print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type())); - E=E->next(); + E = E->next(); }; - const Map<uint32_t,CameraMatrix>::Element* C = uniform_cameras.front(); + const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front(); while (C) { int location = version->uniform_location[C->key()]; - if (location<0) { - C=C->next(); + if (location < 0) { + C = C->next(); continue; } - glUniformMatrix4fv(location,1,false,&(C->get().matrix[0][0])); + glUniformMatrix4fv(location, 1, false, &(C->get().matrix[0][0])); C = C->next(); }; @@ -114,24 +110,24 @@ GLint ShaderGLES2::get_uniform_location(int p_idx) const { }; bool ShaderGLES2::bind() { - - if (active!=this || !version || new_conditional_version.key!=conditional_version.key) { - conditional_version=new_conditional_version; + + if (active != this || !version || new_conditional_version.key != conditional_version.key) { + conditional_version = new_conditional_version; version = get_current_version(); } else { return false; } - - ERR_FAIL_COND_V(!version,false); - glUseProgram( version->id ); + ERR_FAIL_COND_V(!version, false); + + glUseProgram(version->id); DEBUG_TEST_ERROR("Use Program"); - active=this; + active = this; uniforms_dirty = true; -/* + /* * why on earth is this code here? for (int i=0;i<texunit_pair_count;i++) { @@ -145,184 +141,172 @@ bool ShaderGLES2::bind() { void ShaderGLES2::unbind() { - version=NULL; + version = NULL; glUseProgram(0); uniforms_dirty = true; - active=NULL; + active = NULL; } +static String _fix_error_code_line(const String &p_error, int p_code_start, int p_offset) { -static String _fix_error_code_line(const String& p_error,int p_code_start,int p_offset) { - - int last_find_pos=-1; + int last_find_pos = -1; // NVIDIA - String error=p_error; - while((last_find_pos=p_error.find("(",last_find_pos+1))!=-1) { + String error = p_error; + while ((last_find_pos = p_error.find("(", last_find_pos + 1)) != -1) { - int end_pos=last_find_pos+1; + int end_pos = last_find_pos + 1; - while(true) { + while (true) { - if (p_error[end_pos]>='0' && p_error[end_pos]<='9') { + if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') { end_pos++; continue; - } else if (p_error[end_pos]==')') { + } else if (p_error[end_pos] == ')') { break; } else { - end_pos=-1; + end_pos = -1; break; } - } - if (end_pos==-1) + if (end_pos == -1) continue; - String numstr = error.substr(last_find_pos+1,(end_pos-last_find_pos)-1); - String begin = error.substr(0,last_find_pos+1); - String end = error.substr(end_pos,error.length()); - int num = numstr.to_int()+p_code_start-p_offset; - error = begin+itos(num)+end; + String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1); + String begin = error.substr(0, last_find_pos + 1); + String end = error.substr(end_pos, error.length()); + int num = numstr.to_int() + p_code_start - p_offset; + error = begin + itos(num) + end; } - // ATI - last_find_pos=-1; - while((last_find_pos=p_error.find("ERROR: ",last_find_pos+1))!=-1) { - - last_find_pos+=6; - int end_pos=last_find_pos+1; + // ATI + last_find_pos = -1; + while ((last_find_pos = p_error.find("ERROR: ", last_find_pos + 1)) != -1) { - while(true) { + last_find_pos += 6; + int end_pos = last_find_pos + 1; - if (p_error[end_pos]>='0' && p_error[end_pos]<='9') { + while (true) { - end_pos++; - continue; - } else if (p_error[end_pos]==':') { - break; - } else { + if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') { - end_pos=-1; - break; - } + end_pos++; + continue; + } else if (p_error[end_pos] == ':') { + break; + } else { - } + end_pos = -1; + break; + } + } continue; - if (end_pos==-1) - continue; - - String numstr = error.substr(last_find_pos+1,(end_pos-last_find_pos)-1); - print_line("numstr: "+numstr); - String begin = error.substr(0,last_find_pos+1); - String end = error.substr(end_pos,error.length()); - int num = numstr.to_int()+p_code_start-p_offset; - error = begin+itos(num)+end; - } + if (end_pos == -1) + continue; + + String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1); + print_line("numstr: " + numstr); + String begin = error.substr(0, last_find_pos + 1); + String end = error.substr(end_pos, error.length()); + int num = numstr.to_int() + p_code_start - p_offset; + error = begin + itos(num) + end; + } return error; } -ShaderGLES2::Version* ShaderGLES2::get_current_version() { +ShaderGLES2::Version *ShaderGLES2::get_current_version() { - Version *_v=version_map.getptr(conditional_version); + Version *_v = version_map.getptr(conditional_version); if (_v) { - if (conditional_version.code_version!=0) { - CustomCode *cc=custom_code_map.getptr(conditional_version.code_version); - ERR_FAIL_COND_V(!cc,_v); - if (cc->version==_v->code_version) + if (conditional_version.code_version != 0) { + CustomCode *cc = custom_code_map.getptr(conditional_version.code_version); + ERR_FAIL_COND_V(!cc, _v); + if (cc->version == _v->code_version) return _v; } else { return _v; } - } - - if (!_v) - version_map[conditional_version]=Version(); - + version_map[conditional_version] = Version(); Version &v = version_map[conditional_version]; if (!_v) { - v.uniform_location = memnew_arr( GLint, uniform_count ); + v.uniform_location = memnew_arr(GLint, uniform_count); } else { if (v.ok) { //bye bye shaders - glDeleteShader( v.vert_id ); - glDeleteShader( v.frag_id ); - glDeleteProgram( v.id ); - v.id=0; + glDeleteShader(v.vert_id); + glDeleteShader(v.frag_id); + glDeleteProgram(v.id); + v.id = 0; } - } - v.ok=false; + v.ok = false; /* SETUP CONDITIONALS */ - - Vector<const char*> strings; + + Vector<const char *> strings; #ifdef GLEW_ENABLED strings.push_back("#version 120\n"); //ATI requieres this before anything #endif - int define_line_ofs=1; + int define_line_ofs = 1; - for(int j=0;j<conditional_count;j++) { - - bool enable=((1<<j)&conditional_version.version); - strings.push_back(enable?conditional_defines[j]:""); + for (int j = 0; j < conditional_count; j++) { + + bool enable = ((1 << j) & conditional_version.version); + strings.push_back(enable ? conditional_defines[j] : ""); if (enable) define_line_ofs++; if (enable) { DEBUG_PRINT(conditional_defines[j]); } - } - + //keep them around during the function CharString code_string; CharString code_string2; CharString code_globals; - //print_line("code version? "+itos(conditional_version.code_version)); - CustomCode *cc=NULL; + CustomCode *cc = NULL; - if ( conditional_version.code_version>0 ) { + if (conditional_version.code_version > 0) { //do custom code related stuff - ERR_FAIL_COND_V( !custom_code_map.has( conditional_version.code_version ), NULL ); - cc=&custom_code_map[conditional_version.code_version]; - v.code_version=cc->version; - define_line_ofs+=2; + ERR_FAIL_COND_V(!custom_code_map.has(conditional_version.code_version), NULL); + cc = &custom_code_map[conditional_version.code_version]; + v.code_version = cc->version; + define_line_ofs += 2; } - /* CREATE PROGRAM */ - + v.id = glCreateProgram(); - - ERR_FAIL_COND_V(v.id==0, NULL); - - /* VERTEX SHADER */ + ERR_FAIL_COND_V(v.id == 0, NULL); + + /* VERTEX SHADER */ if (cc) { - for(int i=0;i<cc->custom_defines.size();i++) { + for (int i = 0; i < cc->custom_defines.size(); i++) { strings.push_back(cc->custom_defines[i]); - DEBUG_PRINT("CD #"+itos(i)+": "+String(cc->custom_defines[i])); + DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i])); } } - int strings_base_size=strings.size(); + int strings_base_size = strings.size(); #if 0 if (cc) { @@ -338,76 +322,72 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() { } #endif - strings.push_back(vertex_code0.get_data()); if (cc) { - code_globals=cc->vertex_globals.ascii(); + code_globals = cc->vertex_globals.ascii(); strings.push_back(code_globals.get_data()); } strings.push_back(vertex_code1.get_data()); if (cc) { - code_string=cc->vertex.ascii(); + code_string = cc->vertex.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(vertex_code2.get_data()); #ifdef DEBUG_SHADER - DEBUG_PRINT("\nVertex Code:\n\n"+String(code_string.get_data())); - for(int i=0;i<strings.size();i++) { + DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data())); + for (int i = 0; i < strings.size(); i++) { //print_line("vert strings "+itos(i)+":"+String(strings[i])); } #endif - v.vert_id = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(v.vert_id,strings.size(),&strings[0],NULL); + glShaderSource(v.vert_id, strings.size(), &strings[0], NULL); glCompileShader(v.vert_id); - + GLint status; - - glGetShaderiv(v.vert_id,GL_COMPILE_STATUS,&status); - if (status==GL_FALSE) { - // error compiling + + glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status); + if (status == GL_FALSE) { + // error compiling GLsizei iloglen; - glGetShaderiv(v.vert_id,GL_INFO_LOG_LENGTH,&iloglen); - - if (iloglen<0) { - + glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen); + + if (iloglen < 0) { + glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; - + glDeleteProgram(v.id); + v.id = 0; + ERR_PRINT("NO LOG, WTF"); } else { - if (iloglen==0) { + if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } - - char *ilogmem = (char*)Memory::alloc_static(iloglen+1); - ilogmem[iloglen]=0; - glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem); - - String err_string=get_shader_name()+": Vertex Program Compilation Failed:\n"; - - err_string+=ilogmem; - err_string=_fix_error_code_line(err_string,vertex_code_start,define_line_ofs); + char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); + ilogmem[iloglen] = 0; + glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem); + + String err_string = get_shader_name() + ": Vertex Program Compilation Failed:\n"; + + err_string += ilogmem; + err_string = _fix_error_code_line(err_string, vertex_code_start, define_line_ofs); ERR_PRINT(err_string.ascii().get_data()); Memory::free_static(ilogmem); glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; - + glDeleteProgram(v.id); + v.id = 0; } - + ERR_FAIL_V(NULL); - } - + } + /* FRAGMENT SHADER */ strings.resize(strings_base_size); @@ -426,347 +406,330 @@ ShaderGLES2::Version* ShaderGLES2::get_current_version() { } #endif - strings.push_back(fragment_code0.get_data()); if (cc) { - code_globals=cc->fragment_globals.ascii(); + code_globals = cc->fragment_globals.ascii(); strings.push_back(code_globals.get_data()); } strings.push_back(fragment_code1.get_data()); if (cc) { - code_string=cc->fragment.ascii(); + code_string = cc->fragment.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(fragment_code2.get_data()); if (cc) { - code_string2=cc->light.ascii(); + code_string2 = cc->light.ascii(); strings.push_back(code_string2.get_data()); } strings.push_back(fragment_code3.get_data()); #ifdef DEBUG_SHADER - DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data())); - for(int i=0;i<strings.size();i++) { + DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data())); + for (int i = 0; i < strings.size(); i++) { //print_line("frag strings "+itos(i)+":"+String(strings[i])); } #endif v.frag_id = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(v.frag_id,strings.size(),&strings[0],NULL); + glShaderSource(v.frag_id, strings.size(), &strings[0], NULL); glCompileShader(v.frag_id); - - glGetShaderiv(v.frag_id,GL_COMPILE_STATUS,&status); - if (status==GL_FALSE) { - // error compiling + + glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status); + if (status == GL_FALSE) { + // error compiling GLsizei iloglen; - glGetShaderiv(v.frag_id,GL_INFO_LOG_LENGTH,&iloglen); - - if (iloglen<0) { + glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen); + + if (iloglen < 0) { glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; + glDeleteProgram(v.id); + v.id = 0; ERR_PRINT("NO LOG, WTF"); } else { - - if (iloglen==0) { + + if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } - char *ilogmem = (char*)Memory::alloc_static(iloglen+1); - ilogmem[iloglen]=0; - glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem); - - String err_string=get_shader_name()+": Fragment Program Compilation Failed:\n"; - - err_string+=ilogmem; - err_string=_fix_error_code_line(err_string,fragment_code_start,define_line_ofs); + char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); + ilogmem[iloglen] = 0; + glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem); + + String err_string = get_shader_name() + ": Fragment Program Compilation Failed:\n"; + + err_string += ilogmem; + err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs); ERR_PRINT(err_string.ascii().get_data()); Memory::free_static(ilogmem); glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; - + glDeleteProgram(v.id); + v.id = 0; } - - ERR_FAIL_V( NULL ); - } - - glAttachShader(v.id,v.frag_id); - glAttachShader(v.id,v.vert_id); + + ERR_FAIL_V(NULL); + } + + glAttachShader(v.id, v.frag_id); + glAttachShader(v.id, v.vert_id); // bind attributes before linking - for (int i=0;i<attribute_pair_count;i++) { + for (int i = 0; i < attribute_pair_count; i++) { - glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name ); + glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name); } glLinkProgram(v.id); - + glGetProgramiv(v.id, GL_LINK_STATUS, &status); - - if (status==GL_FALSE) { - // error linking + + if (status == GL_FALSE) { + // error linking GLsizei iloglen; - glGetProgramiv(v.id,GL_INFO_LOG_LENGTH,&iloglen); - - if (iloglen<0) { - + glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen); + + if (iloglen < 0) { + glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; - ERR_FAIL_COND_V(iloglen<=0, NULL); + glDeleteProgram(v.id); + v.id = 0; + ERR_FAIL_COND_V(iloglen <= 0, NULL); } - if (iloglen==0) { + if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } - - char *ilogmem = (char*)Memory::alloc_static(iloglen+1); - ilogmem[iloglen]=0; - glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem); - - String err_string=get_shader_name()+": Program LINK FAILED:\n"; - - err_string+=ilogmem; - err_string=_fix_error_code_line(err_string,fragment_code_start,define_line_ofs); + char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); + ilogmem[iloglen] = 0; + glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem); + + String err_string = get_shader_name() + ": Program LINK FAILED:\n"; + + err_string += ilogmem; + err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs); ERR_PRINT(err_string.ascii().get_data()); Memory::free_static(ilogmem); glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; - + glDeleteProgram(v.id); + v.id = 0; + ERR_FAIL_V(NULL); } - - /* UNIFORMS */ - - glUseProgram(v.id); + /* UNIFORMS */ + + glUseProgram(v.id); //print_line("uniforms: "); - for(int j=0;j<uniform_count;j++) { - - - v.uniform_location[j]=glGetUniformLocation(v.id,uniform_names[j]); + for (int j = 0; j < uniform_count; j++) { + + v.uniform_location[j] = glGetUniformLocation(v.id, uniform_names[j]); //print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j])); } - + // set texture uniforms - for (int i=0;i<texunit_pair_count;i++) { + for (int i = 0; i < texunit_pair_count; i++) { - GLint loc = glGetUniformLocation(v.id,texunit_pairs[i].name); - if (loc>=0) - glUniform1i(loc,texunit_pairs[i].index); + GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name); + if (loc >= 0) + glUniform1i(loc, texunit_pairs[i].index); } - if ( cc ) { + if (cc) { v.custom_uniform_locations.resize(cc->custom_uniforms.size()); - for(int i=0;i<cc->custom_uniforms.size();i++) { + for (int i = 0; i < cc->custom_uniforms.size(); i++) { - v.custom_uniform_locations[i]=glGetUniformLocation(v.id,String(cc->custom_uniforms[i]).ascii().get_data()); + v.custom_uniform_locations[i] = glGetUniformLocation(v.id, String(cc->custom_uniforms[i]).ascii().get_data()); } } glUseProgram(0); - - v.ok=true; + v.ok = true; return &v; } -GLint ShaderGLES2::get_uniform_location(const String& p_name) const { +GLint ShaderGLES2::get_uniform_location(const String &p_name) const { - ERR_FAIL_COND_V(!version,-1); - return glGetUniformLocation(version->id,p_name.ascii().get_data()); + ERR_FAIL_COND_V(!version, -1); + return glGetUniformLocation(version->id, p_name.ascii().get_data()); } - -void ShaderGLES2::setup(const char** p_conditional_defines, int p_conditional_count,const char** p_uniform_names,int p_uniform_count, const AttributePair* p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count,const char*p_vertex_code, const char *p_fragment_code,int p_vertex_code_start,int p_fragment_code_start) { +void ShaderGLES2::setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start) { ERR_FAIL_COND(version); - conditional_version.key=0; - new_conditional_version.key=0; - uniform_count=p_uniform_count; - conditional_count=p_conditional_count; - conditional_defines=p_conditional_defines; - uniform_names=p_uniform_names; - vertex_code=p_vertex_code; - fragment_code=p_fragment_code; - texunit_pairs=p_texunit_pairs; - texunit_pair_count=p_texunit_pair_count; - vertex_code_start=p_vertex_code_start; - fragment_code_start=p_fragment_code_start; - attribute_pairs=p_attribute_pairs; - attribute_pair_count=p_attribute_count; + conditional_version.key = 0; + new_conditional_version.key = 0; + uniform_count = p_uniform_count; + conditional_count = p_conditional_count; + conditional_defines = p_conditional_defines; + uniform_names = p_uniform_names; + vertex_code = p_vertex_code; + fragment_code = p_fragment_code; + texunit_pairs = p_texunit_pairs; + texunit_pair_count = p_texunit_pair_count; + vertex_code_start = p_vertex_code_start; + fragment_code_start = p_fragment_code_start; + attribute_pairs = p_attribute_pairs; + attribute_pair_count = p_attribute_count; //split vertex and shader code (thank you, retarded shader compiler programmers from you know what company). { - String globals_tag="\nVERTEX_SHADER_GLOBALS"; - String code_tag="\nVERTEX_SHADER_CODE"; - String code = vertex_code; + String globals_tag = "\nVERTEX_SHADER_GLOBALS"; + String code_tag = "\nVERTEX_SHADER_CODE"; + String code = vertex_code; int cpos = code.find(globals_tag); - if (cpos==-1) { - vertex_code0=code.ascii(); + if (cpos == -1) { + vertex_code0 = code.ascii(); } else { - vertex_code0=code.substr(0,cpos).ascii(); - code = code.substr(cpos+globals_tag.length(),code.length()); + vertex_code0 = code.substr(0, cpos).ascii(); + code = code.substr(cpos + globals_tag.length(), code.length()); cpos = code.find(code_tag); - if (cpos==-1) { - vertex_code1=code.ascii(); + if (cpos == -1) { + vertex_code1 = code.ascii(); } else { - vertex_code1=code.substr(0,cpos).ascii(); - vertex_code2=code.substr(cpos+code_tag.length(),code.length()).ascii(); + vertex_code1 = code.substr(0, cpos).ascii(); + vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii(); } } } { - String globals_tag="\nFRAGMENT_SHADER_GLOBALS"; - String code_tag="\nFRAGMENT_SHADER_CODE"; - String light_code_tag="\nLIGHT_SHADER_CODE"; - String code = fragment_code; + String globals_tag = "\nFRAGMENT_SHADER_GLOBALS"; + String code_tag = "\nFRAGMENT_SHADER_CODE"; + String light_code_tag = "\nLIGHT_SHADER_CODE"; + String code = fragment_code; int cpos = code.find(globals_tag); - if (cpos==-1) { - fragment_code0=code.ascii(); + if (cpos == -1) { + fragment_code0 = code.ascii(); } else { - fragment_code0=code.substr(0,cpos).ascii(); - code = code.substr(cpos+globals_tag.length(),code.length()); + fragment_code0 = code.substr(0, cpos).ascii(); + code = code.substr(cpos + globals_tag.length(), code.length()); cpos = code.find(code_tag); - if (cpos==-1) { - fragment_code1=code.ascii(); + if (cpos == -1) { + fragment_code1 = code.ascii(); } else { - fragment_code1=code.substr(0,cpos).ascii(); - String code2 = code.substr(cpos+code_tag.length(),code.length()); + fragment_code1 = code.substr(0, cpos).ascii(); + String code2 = code.substr(cpos + code_tag.length(), code.length()); cpos = code2.find(light_code_tag); - if (cpos==-1) { - fragment_code2=code2.ascii(); + if (cpos == -1) { + fragment_code2 = code2.ascii(); } else { - fragment_code2=code2.substr(0,cpos).ascii(); - fragment_code3 = code2.substr(cpos+light_code_tag.length(),code2.length()).ascii(); + fragment_code2 = code2.substr(0, cpos).ascii(); + fragment_code3 = code2.substr(cpos + light_code_tag.length(), code2.length()).ascii(); } } } } - } void ShaderGLES2::finish() { - - const VersionKey *V=NULL; - while((V=version_map.next(V))) { - - Version &v=version_map[*V]; - glDeleteShader( v.vert_id ); - glDeleteShader( v.frag_id ); - glDeleteProgram( v.id ); - memdelete_arr( v.uniform_location ); + const VersionKey *V = NULL; + while ((V = version_map.next(V))) { + + Version &v = version_map[*V]; + glDeleteShader(v.vert_id); + glDeleteShader(v.frag_id); + glDeleteProgram(v.id); + memdelete_arr(v.uniform_location); } - } - void ShaderGLES2::clear_caches() { - const VersionKey *V=NULL; - while((V=version_map.next(V))) { - - Version &v=version_map[*V]; - glDeleteShader( v.vert_id ); - glDeleteShader( v.frag_id ); - glDeleteProgram( v.id ); - memdelete_arr( v.uniform_location ); + const VersionKey *V = NULL; + while ((V = version_map.next(V))) { + + Version &v = version_map[*V]; + glDeleteShader(v.vert_id); + glDeleteShader(v.frag_id); + glDeleteProgram(v.id); + memdelete_arr(v.uniform_location); } version_map.clear(); custom_code_map.clear(); - version=NULL; - last_custom_code=1; + version = NULL; + last_custom_code = 1; uniforms_dirty = true; - } uint32_t ShaderGLES2::create_custom_shader() { - custom_code_map[last_custom_code]=CustomCode(); - custom_code_map[last_custom_code].version=1; + custom_code_map[last_custom_code] = CustomCode(); + custom_code_map[last_custom_code].version = 1; return last_custom_code++; } -void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_light, const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines) { +void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String &p_vertex, const String &p_vertex_globals, const String &p_fragment, const String &p_light, const String &p_fragment_globals, const Vector<StringName> &p_uniforms, const Vector<const char *> &p_custom_defines) { ERR_FAIL_COND(!custom_code_map.has(p_code_id)); - CustomCode *cc=&custom_code_map[p_code_id]; - - cc->vertex=p_vertex; - cc->vertex_globals=p_vertex_globals; - cc->fragment=p_fragment; - cc->fragment_globals=p_fragment_globals; - cc->light=p_light; - cc->custom_uniforms=p_uniforms; - cc->custom_defines=p_custom_defines; + CustomCode *cc = &custom_code_map[p_code_id]; + + cc->vertex = p_vertex; + cc->vertex_globals = p_vertex_globals; + cc->fragment = p_fragment; + cc->fragment_globals = p_fragment_globals; + cc->light = p_light; + cc->custom_uniforms = p_uniforms; + cc->custom_defines = p_custom_defines; cc->version++; } void ShaderGLES2::set_custom_shader(uint32_t p_code_id) { - new_conditional_version.code_version=p_code_id; + new_conditional_version.code_version = p_code_id; } void ShaderGLES2::free_custom_shader(uint32_t p_code_id) { - /* if (! custom_code_map.has( p_code_id )) { + /* if (! custom_code_map.has( p_code_id )) { print_line("no code id "+itos(p_code_id)); } else { print_line("freed code id "+itos(p_code_id)); }*/ - ERR_FAIL_COND(! custom_code_map.has( p_code_id )); - if (conditional_version.code_version==p_code_id) - conditional_version.code_version=0; //bye + ERR_FAIL_COND(!custom_code_map.has(p_code_id)); + if (conditional_version.code_version == p_code_id) + conditional_version.code_version = 0; //bye custom_code_map.erase(p_code_id); - } - - ShaderGLES2::ShaderGLES2() { - version=NULL; - last_custom_code=1; + version = NULL; + last_custom_code = 1; uniforms_dirty = true; } - ShaderGLES2::~ShaderGLES2() { - + finish(); } - #endif diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index 004d636c1e..a292fda7fe 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -38,19 +38,17 @@ #include GLES2_INCLUDE_H #endif +#include "camera_matrix.h" #include "hash_map.h" #include "map.h" #include "variant.h" -#include "camera_matrix.h" /** @author Juan Linietsky <reduzio@gmail.com> */ - class ShaderGLES2 { -protected: - +protected: struct Enum { uint64_t mask; @@ -71,7 +69,7 @@ protected: }; struct UniformPair { - const char* name; + const char *name; Variant::Type type_hint; }; @@ -82,8 +80,8 @@ protected: }; bool uniforms_dirty; -private: +private: //@TODO Optimize to a fixed set of shader pools and use a LRU int uniform_count; int texunit_pair_count; @@ -101,23 +99,25 @@ private: String light; uint32_t version; Vector<StringName> custom_uniforms; - Vector<const char*> custom_defines; - + Vector<const char *> custom_defines; }; - struct Version { - + GLuint id; GLuint vert_id; - GLuint frag_id; + GLuint frag_id; GLint *uniform_location; Vector<GLint> custom_uniform_locations; uint32_t code_version; bool ok; - Version() { code_version=0; ok=false; uniform_location=NULL; } + Version() { + code_version = 0; + ok = false; + uniform_location = NULL; + } }; - + Version *version; union VersionKey { @@ -127,34 +127,32 @@ private: uint32_t code_version; }; uint64_t key; - bool operator==(const VersionKey& p_key) const { return key==p_key.key; } - bool operator<(const VersionKey& p_key) const { return key<p_key.key; } - + bool operator==(const VersionKey &p_key) const { return key == p_key.key; } + bool operator<(const VersionKey &p_key) const { return key < p_key.key; } }; struct VersionKeyHash { - static _FORCE_INLINE_ uint32_t hash( const VersionKey& p_key) { return HashMapHasherDefault::hash(p_key.key); }; + static _FORCE_INLINE_ uint32_t hash(const VersionKey &p_key) { return HashMapHasherDefault::hash(p_key.key); }; }; //this should use a way more cachefriendly version.. - HashMap<VersionKey,Version,VersionKeyHash> version_map; + HashMap<VersionKey, Version, VersionKeyHash> version_map; - HashMap<uint32_t,CustomCode> custom_code_map; + HashMap<uint32_t, CustomCode> custom_code_map; uint32_t last_custom_code; - - + VersionKey conditional_version; VersionKey new_conditional_version; - - virtual String get_shader_name() const=0; - - const char** conditional_defines; - const char** uniform_names; + + virtual String get_shader_name() const = 0; + + const char **conditional_defines; + const char **uniform_names; const AttributePair *attribute_pairs; const TexUnitPair *texunit_pairs; - const char* vertex_code; - const char* fragment_code; + const char *vertex_code; + const char *fragment_code; CharString fragment_code0; CharString fragment_code1; CharString fragment_code2; @@ -164,204 +162,196 @@ private: CharString vertex_code1; CharString vertex_code2; - Version * get_current_version(); - + Version *get_current_version(); + static ShaderGLES2 *active; - _FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform,const Variant& p_value) { + _FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) { - if (p_uniform<0) + if (p_uniform < 0) return; // do none - switch(p_value.get_type()) { + switch (p_value.get_type()) { - case Variant::BOOL: - case Variant::INT:/* { + case Variant::BOOL: + case Variant::INT: /* { int val=p_value; glUniform1i( p_uniform, val ); } break; */ - case Variant::REAL: { - - real_t val=p_value; - glUniform1f( p_uniform, val ); - } break; - case Variant::COLOR: { - - Color val=p_value; - glUniform4f( p_uniform, val.r, val.g,val.b,val.a ); - } break; - case Variant::VECTOR2: { - - Vector2 val=p_value; - glUniform2f( p_uniform, val.x,val.y ); - } break; - case Variant::VECTOR3: { - - Vector3 val=p_value; - glUniform3f( p_uniform, val.x,val.y,val.z ); - } break; - case Variant::PLANE: { - - Plane val=p_value; - glUniform4f( p_uniform, val.normal.x,val.normal.y,val.normal.z,val.d ); - } break; - case Variant::QUAT: { - - Quat val=p_value; - glUniform4f( p_uniform, val.x,val.y,val.z,val.w ); - } break; - - case Variant::MATRIX32: { - - Transform2D tr=p_value; - GLfloat matrix[16]={ /* build a 16x16 matrix */ - tr.elements[0][0], - tr.elements[0][1], - 0, - 0, - tr.elements[1][0], - tr.elements[1][1], - 0, - 0, - 0, - 0, - 1, - 0, - tr.elements[2][0], - tr.elements[2][1], - 0, - 1 - }; - - glUniformMatrix4fv(p_uniform,1,false,matrix); - - } break; - case Variant::MATRIX3: - case Variant::TRANSFORM: { - - Transform tr=p_value; - GLfloat matrix[16]={ /* build a 16x16 matrix */ - tr.basis.elements[0][0], - tr.basis.elements[1][0], - tr.basis.elements[2][0], - 0, - tr.basis.elements[0][1], - tr.basis.elements[1][1], - tr.basis.elements[2][1], - 0, - tr.basis.elements[0][2], - tr.basis.elements[1][2], - tr.basis.elements[2][2], - 0, - tr.origin.x, - tr.origin.y, - tr.origin.z, - 1 - }; - - - glUniformMatrix4fv(p_uniform,1,false,matrix); - } break; - default: { ERR_FAIL(); } // do nothing - - } + case Variant::REAL: { + + real_t val = p_value; + glUniform1f(p_uniform, val); + } break; + case Variant::COLOR: { + + Color val = p_value; + glUniform4f(p_uniform, val.r, val.g, val.b, val.a); + } break; + case Variant::VECTOR2: { + + Vector2 val = p_value; + glUniform2f(p_uniform, val.x, val.y); + } break; + case Variant::VECTOR3: { + + Vector3 val = p_value; + glUniform3f(p_uniform, val.x, val.y, val.z); + } break; + case Variant::PLANE: { + + Plane val = p_value; + glUniform4f(p_uniform, val.normal.x, val.normal.y, val.normal.z, val.d); + } break; + case Variant::QUAT: { + + Quat val = p_value; + glUniform4f(p_uniform, val.x, val.y, val.z, val.w); + } break; + + case Variant::MATRIX32: { + + Transform2D tr = p_value; + GLfloat matrix[16] = { /* build a 16x16 matrix */ + tr.elements[0][0], + tr.elements[0][1], + 0, + 0, + tr.elements[1][0], + tr.elements[1][1], + 0, + 0, + 0, + 0, + 1, + 0, + tr.elements[2][0], + tr.elements[2][1], + 0, + 1 + }; + + glUniformMatrix4fv(p_uniform, 1, false, matrix); + + } break; + case Variant::MATRIX3: + case Variant::TRANSFORM: { + + Transform tr = p_value; + GLfloat matrix[16] = { /* build a 16x16 matrix */ + tr.basis.elements[0][0], + tr.basis.elements[1][0], + tr.basis.elements[2][0], + 0, + tr.basis.elements[0][1], + tr.basis.elements[1][1], + tr.basis.elements[2][1], + 0, + tr.basis.elements[0][2], + tr.basis.elements[1][2], + tr.basis.elements[2][2], + 0, + tr.origin.x, + tr.origin.y, + tr.origin.z, + 1 + }; + + glUniformMatrix4fv(p_uniform, 1, false, matrix); + } break; + default: { ERR_FAIL(); } // do nothing + } } - Map<uint32_t,Variant> uniform_defaults; - Map<uint32_t,CameraMatrix> uniform_cameras; - - -protected: + Map<uint32_t, Variant> uniform_defaults; + Map<uint32_t, CameraMatrix> uniform_cameras; +protected: _FORCE_INLINE_ int _get_uniform(int p_which) const; _FORCE_INLINE_ void _set_conditional(int p_which, bool p_value); - - void setup(const char** p_conditional_defines, int p_conditional_count,const char** p_uniform_names,int p_uniform_count, const AttributePair* p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count,const char*p_vertex_code, const char *p_fragment_code,int p_vertex_code_start,int p_fragment_code_start); - + + void setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start); + ShaderGLES2(); + public: - enum { - CUSTOM_SHADER_DISABLED=0 + CUSTOM_SHADER_DISABLED = 0 }; - GLint get_uniform_location(const String& p_name) const; + GLint get_uniform_location(const String &p_name) const; GLint get_uniform_location(int p_uniform) const; - + static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; }; bool bind(); void unbind(); void bind_uniforms(); - - inline GLuint get_program() const { return version?version->id:0; } - + inline GLuint get_program() const { return version ? version->id : 0; } + void clear_caches(); uint32_t create_custom_shader(); - void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_p_light,const String& p_fragment_globals,const Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines); + void set_custom_shader_code(uint32_t p_id, const String &p_vertex, const String &p_vertex_globals, const String &p_fragment, const String &p_p_light, const String &p_fragment_globals, const Vector<StringName> &p_uniforms, const Vector<const char *> &p_custom_defines); void set_custom_shader(uint32_t p_id); void free_custom_shader(uint32_t p_id); - void set_uniform_default(int p_idx, const Variant& p_value) { + void set_uniform_default(int p_idx, const Variant &p_value) { - if (p_value.get_type()==Variant::NIL) { + if (p_value.get_type() == Variant::NIL) { uniform_defaults.erase(p_idx); } else { - uniform_defaults[p_idx]=p_value; + uniform_defaults[p_idx] = p_value; } uniforms_dirty = true; }; uint32_t get_version() const { return new_conditional_version.version; } - void set_uniform_camera(int p_idx, const CameraMatrix& p_mat) { + void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) { uniform_cameras[p_idx] = p_mat; uniforms_dirty = true; }; - _FORCE_INLINE_ void set_custom_uniform(int p_idx, const Variant& p_value) { + _FORCE_INLINE_ void set_custom_uniform(int p_idx, const Variant &p_value) { ERR_FAIL_COND(!version); - ERR_FAIL_INDEX(p_idx,version->custom_uniform_locations.size()); - _set_uniform_variant( version->custom_uniform_locations[p_idx], p_value ); + ERR_FAIL_INDEX(p_idx, version->custom_uniform_locations.size()); + _set_uniform_variant(version->custom_uniform_locations[p_idx], p_value); } - + _FORCE_INLINE_ GLint get_custom_uniform_location(int p_idx) { - ERR_FAIL_COND_V(!version,-1); - ERR_FAIL_INDEX_V(p_idx,version->custom_uniform_locations.size(),-1); + ERR_FAIL_COND_V(!version, -1); + ERR_FAIL_INDEX_V(p_idx, version->custom_uniform_locations.size(), -1); return version->custom_uniform_locations[p_idx]; } - virtual void init()=0; + virtual void init() = 0; void finish(); virtual ~ShaderGLES2(); - }; - -// called a lot, made inline - +// called a lot, made inline int ShaderGLES2::_get_uniform(int p_which) const { - - ERR_FAIL_INDEX_V( p_which, uniform_count,-1 ); - ERR_FAIL_COND_V( !version, -1 ); + + ERR_FAIL_INDEX_V(p_which, uniform_count, -1); + ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_which]; } void ShaderGLES2::_set_conditional(int p_which, bool p_value) { - - ERR_FAIL_INDEX(p_which,conditional_count); + + ERR_FAIL_INDEX(p_which, conditional_count); if (p_value) - new_conditional_version.version|=(1<<p_which); + new_conditional_version.version |= (1 << p_which); else - new_conditional_version.version&=~(1<<p_which); + new_conditional_version.version &= ~(1 << p_which); } #endif |