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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp8039
-rw-r--r--drivers/gles2/rasterizer_gles2.h894
-rw-r--r--drivers/gles2/rasterizer_instance_gles2.cpp3
-rw-r--r--drivers/gles2/rasterizer_instance_gles2.h1
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp1032
-rw-r--r--drivers/gles2/shader_compiler_gles2.h20
-rw-r--r--drivers/gles2/shader_gles2.cpp621
-rw-r--r--drivers/gles2/shader_gles2.h306
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