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-rw-r--r--drivers/gles2/SCsub9
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp10766
-rw-r--r--drivers/gles2/rasterizer_gles2.h1686
-rw-r--r--drivers/gles2/rasterizer_instance_gles2.cpp40
-rw-r--r--drivers/gles2/rasterizer_instance_gles2.h41
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp939
-rw-r--r--drivers/gles2/shader_compiler_gles2.h134
-rw-r--r--drivers/gles2/shader_gles2.cpp736
-rw-r--r--drivers/gles2/shader_gles2.h359
-rw-r--r--drivers/gles2/shaders/SCsub12
-rw-r--r--drivers/gles2/shaders/blur.glsl51
-rw-r--r--drivers/gles2/shaders/canvas.glsl391
-rw-r--r--drivers/gles2/shaders/canvas_shadow.glsl62
-rw-r--r--drivers/gles2/shaders/copy.glsl557
-rw-r--r--drivers/gles2/shaders/material.glsl1326
15 files changed, 0 insertions, 17109 deletions
diff --git a/drivers/gles2/SCsub b/drivers/gles2/SCsub
deleted file mode 100644
index dedd794dba..0000000000
--- a/drivers/gles2/SCsub
+++ /dev/null
@@ -1,9 +0,0 @@
-#!/usr/bin/env python
-
-Import('env')
-
-env.add_source_files(env.drivers_sources, "*.cpp")
-
-SConscript("shaders/SCsub")
-
-Export('env')
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
deleted file mode 100644
index 7cd26078fb..0000000000
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ /dev/null
@@ -1,10766 +0,0 @@
-/*************************************************************************/
-/* rasterizer_gles2.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#ifdef GLES2_ENABLED
-
-#include "rasterizer_gles2.h"
-#include "gl_context/context_gl.h"
-#include "os/os.h"
-#include "project_settings.h"
-#include "servers/visual/particle_system_sw.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
-#else
-#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_R32F_EXT 0x822E
-
-#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
-
-#ifdef GLEW_ENABLED
-#define _glClearDepth glClearDepth
-#else
-#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 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); \
- } \
- }
-
-#else
-
-#define DEBUG_TEST_ERROR(m_section)
-
-#endif
-
-static RasterizerGLES2 *_singleton = NULL;
-
-#ifdef GLES_NO_CLIENT_ARRAYS
-static float GlobalVertexBuffer[MAX_POLYGON_VERTICES * 8] = { 0 };
-#endif
-
-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) {
-
- 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;
- }
- hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) |
- (uint16_t)(mantissa >> 13);
- }
- // check if exponent is <= -15
- else if (exp <= 0x38000000) {
-
- /*// 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);
- }
-
- 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) {
-
- ERR_FAIL_COND(!p_vertices);
- ERR_FAIL_COND(p_points < 1 || p_points > 4);
-
- bool quad = false;
-
- GLenum type;
- 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;
- };
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- GLfloat vert_array[18];
- GLfloat normal_array[18];
- GLfloat color_array[24];
- GLfloat tangent_array[24];
- GLfloat uv_array[18];
-
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, vert_array);
-
- 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;
- 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;
- }
- }
-
- 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++) {
-
- 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;
- }
- }
- } else {
- glDisableVertexAttribArray(VS::ARRAY_NORMAL);
- }
-
- 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++) {
-
- 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;
- }
- }
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
-
- 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++) {
-
- 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;
- }
- }
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TANGENT);
- }
-
- 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++) {
-
- 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;
- }
- }
-
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
-
- /*
- if (p_instanced>1)
- glDrawArraysInstanced(type,0,p_points,p_instanced);
- else
- */
-
- 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_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_RED_RGTC1_EXT 0x8DBB
-#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
-#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
-#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
-#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
-#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_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
-
-/* TEXTURE API */
-
-Ref<Image> RasterizerGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, int &r_gl_components, bool &r_has_alpha_cache, bool &r_compressed) {
-
- r_has_alpha_cache = false;
- r_compressed = false;
- r_gl_format = 0;
- Ref<Image> image = p_image;
-
- 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;
-
- } 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;
- } 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;
- } 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;
-
- } break;
-
- case Image::FORMAT_INDEXED_ALPHA: {
-
- if (!image.empty())
- image.convert(Image::FORMAT_RGBA8);
- 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;
- } else {
- r_gl_internal_format = GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGBA;
- }
- r_has_alpha_cache = true;
-
- } break;
- case Image::FORMAT_RGB8: {
-
- r_gl_components = 3;
-
- if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
-
- if (srgb_supported) {
- r_gl_internal_format = _GL_SRGB_EXT;
- r_gl_format = GL_RGB;
- } else {
- r_gl_internal_format = GL_RGB;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGB;
- }
- } break;
- case Image::FORMAT_RGBA8: {
-
- 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_RGBA;
- } else {
- r_gl_internal_format = GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGBA;
- }
-
- 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 (!image.empty()) {
- image.decompress();
- }
- 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;
- } else {
- r_gl_internal_format = GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGBA;
- }
- 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;
- };
-
- } break;
- case Image::FORMAT_DXT3: {
-
- 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) {
-
- if (srgb_supported) {
- r_gl_format = GL_RGBA;
- r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format = GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGBA;
- }
- 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_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 (!image.empty()) {
- image.decompress();
- }
- 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;
- } else {
- r_gl_internal_format = GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGBA;
- }
- 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;
- };
-
- } break;
- case Image::FORMAT_ATI1: {
-
- if (!latc_supported) {
-
- if (!image.empty()) {
- image.decompress();
- }
- 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;
- } else {
- r_gl_internal_format = GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGBA;
- }
- 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;
- };
-
- } break;
- case Image::FORMAT_ATI2: {
-
- if (!latc_supported) {
-
- if (!image.empty()) {
- image.decompress();
- }
- 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;
- } else {
- r_gl_internal_format = GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGBA;
- }
- 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;
- };
- } break;
- case Image::FORMAT_PVRTC2: {
-
- 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) {
-
- if (srgb_supported) {
- r_gl_format = GL_RGBA;
- r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format = GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGBA;
- }
- 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;
- }
-
- } break;
- case Image::FORMAT_PVRTC2A: {
-
- 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) {
-
- if (srgb_supported) {
- r_gl_format = GL_RGBA;
- r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format = GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGBA;
- }
- 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_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 (!image.empty())
- image.decompress();
- 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;
- } else {
- r_gl_internal_format = GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGBA;
- }
- 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;
- }
-
- } break;
- case Image::FORMAT_PVRTC4A: {
-
- 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) {
-
- if (srgb_supported) {
- r_gl_format = GL_RGBA;
- r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format = GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format = GL_RGBA;
- }
- 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;
- }
-
- } break;
- case Image::FORMAT_ETC: {
-
- 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) {
-
- if (srgb_supported) {
- r_gl_format = GL_RGB;
- r_gl_internal_format = _GL_SRGB_EXT;
- } else {
- 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;
-
- } else {
-
- r_gl_internal_format = _EXT_ETC1_RGB8_OES;
- r_gl_components = 1; //doesn't matter much
- r_compressed = true;
- }
-
- } break;
- case Image::FORMAT_ATC: {
-
- if (!atitc_supported) {
-
- if (!image.empty()) {
- image.decompress();
- }
- 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;
- }
-
- } break;
- case Image::FORMAT_ATC_ALPHA_EXPLICIT: {
-
- if (!atitc_supported) {
-
- if (!image.empty()) {
- image.decompress();
- }
- 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;
- }
-
- } break;
- case Image::FORMAT_ATC_ALPHA_INTERPOLATED: {
-
- if (!atitc_supported) {
-
- if (!image.empty()) {
- image.decompress();
- }
- 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;
- }
-
- } break;
- case Image::FORMAT_YUV_422:
- case Image::FORMAT_YUV_444: {
-
- if (!image.empty())
- image.convert(Image::FORMAT_RGB8);
- r_gl_internal_format = GL_RGB;
- r_gl_components = 3;
-
- } break;
-
- default: {
-
- ERR_FAIL_V(Image());
- }
- }
-
- if (r_gl_format == 0) {
- r_gl_format = r_gl_internal_format;
- }
-
- return image;
-}
-
-static const GLenum _cube_side_enum[6] = {
-
- GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
- GL_TEXTURE_CUBE_MAP_POSITIVE_X,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
-
-};
-
-RID RasterizerGLES2::texture_create() {
-
- Texture *texture = memnew(Texture);
- 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);
-}
-
-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;
- GLenum format;
- GLenum internal_format;
- bool compressed;
-
- int po2_width = next_power_of_2(p_width);
- int po2_height = next_power_of_2(p_height);
-
- 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);
- ERR_FAIL_COND(!texture);
- 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);
-
- if (scale_textures) {
- texture->alloc_width = po2_width;
- texture->alloc_height = po2_height;
- //print_line("scale because npo2: "+itos(npo2_textures_available)+" mm: "+itos(p_format&VS::TEXTURE_FLAG_MIPMAPS)+" "+itos(p_mipmap_count) );
- } else {
-
- texture->alloc_width = texture->width;
- 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);
- }
-
- 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) {
- //prealloc if video
- glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE, NULL);
- }
-
- texture->active = true;
-}
-
-void RasterizerGLES2::texture_set_data(RID p_texture, const Image &p_image, VS::CubeMapSide p_cube_side) {
-
- 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());
-
- int components;
- GLenum format;
- GLenum internal_format;
- 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;
- }
-
- 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) {
-
- 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;
- }
-
- 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();
- 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;
-
- 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);
- } else {
- glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- }
- }
-
- if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
-
- glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
-
- } else {
-
- 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) && (next_power_of_2(texture->alloc_height) != texture->alloc_height || next_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 (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);
- }
-
- if (use_anisotropic_filter) {
-
- if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
-
- glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level);
- } else {
- glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 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 tsize = 0;
- for (int i = 0; i < mipmaps; i++) {
-
- 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]);
-
- } 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]);
- } else {
- 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);
- }
-
- _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) {
- //generate mipmaps if they were requested and the image does not contain them
- glGenerateMipmap(texture->target);
- }
-
- texture->mipmaps = mipmaps;
-
- 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 {
-
- 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());
-
- return texture->image[p_cube_side];
-
-#if 0
-
- 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());
-
- PoolVector<uint8_t> data;
- GLenum format,type=GL_UNSIGNED_BYTE;
- Image::Format fmt;
- int pixelsize=0;
- int pixelshift=0;
- int minw=1,minh=1;
- bool compressed=false;
-
- fmt=texture->format;
-
- switch(texture->format) {
-
- case Image::FORMAT_L8: {
-
- format=GL_LUMINANCE;
- type=GL_UNSIGNED_BYTE;
- data.resize(texture->alloc_width*texture->alloc_height);
- pixelsize=1;
-
- } break;
- case Image::FORMAT_INTENSITY: {
- return Image();
- } break;
- case Image::FORMAT_LA8: {
-
- format=GL_LUMINANCE_ALPHA;
- type=GL_UNSIGNED_BYTE;
- pixelsize=2;
-
- } break;
- case Image::FORMAT_RGB8: {
- format=GL_RGB;
- type=GL_UNSIGNED_BYTE;
- pixelsize=3;
- } break;
- case Image::FORMAT_RGBA8: {
-
- format=GL_RGBA;
- type=GL_UNSIGNED_BYTE;
- pixelsize=4;
- } break;
- case Image::FORMAT_INDEXED: {
-
- format=GL_RGB;
- type=GL_UNSIGNED_BYTE;
- fmt=Image::FORMAT_RGB8;
- pixelsize=3;
- } break;
- case Image::FORMAT_INDEXED_ALPHA: {
-
- format=GL_RGBA;
- type=GL_UNSIGNED_BYTE;
- fmt=Image::FORMAT_RGBA8;
- pixelsize=4;
-
- } break;
- case Image::FORMAT_DXT1: {
-
- pixelsize=1; //doesn't matter much
- format=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
- compressed=true;
- pixelshift=1;
- minw=minh=4;
-
- } break;
- case Image::FORMAT_DXT3: {
- pixelsize=1; //doesn't matter much
- format=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
- compressed=true;
- minw=minh=4;
-
- } break;
- case Image::FORMAT_DXT5: {
-
- pixelsize=1; //doesn't matter much
- format=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
- compressed=true;
- minw=minh=4;
-
- } break;
- case Image::FORMAT_ATI1: {
-
- format=GL_COMPRESSED_RED_RGTC1;
- pixelsize=1; //doesn't matter much
- compressed=true;
- pixelshift=1;
- minw=minh=4;
-
- } break;
- case Image::FORMAT_ATI2: {
-
- format=GL_COMPRESSED_RG_RGTC2;
- pixelsize=1; //doesn't matter much
- compressed=true;
- minw=minh=4;
-
- } break;
-
- default:{}
- }
-
- data.resize(texture->data_size);
- PoolVector<uint8_t>::Write wb = data.write();
-
- glActiveTexture(GL_TEXTURE0);
- int ofs=0;
- glBindTexture(texture->target,texture->tex_id);
-
- int w=texture->alloc_width;
- int h=texture->alloc_height;
- for(int i=0;i<texture->mipmaps+1;i++) {
-
- if (compressed) {
-
- glPixelStorei(GL_PACK_ALIGNMENT, 4);
- glGetCompressedTexImage(texture->target,i,&wb[ofs]);
-
- } else {
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- glGetTexImage(texture->target,i,format,type,&wb[ofs]);
- }
-
- int size = (w*h*pixelsize)>>pixelshift;
- ofs+=size;
-
- w=MAX(minw,w>>1);
- h=MAX(minh,h>>1);
-
- }
-
-
- wb=PoolVector<uint8_t>::Write();
-
- Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps,fmt,data);
-
- if (texture->format<Image::FORMAT_INDEXED && (texture->alloc_width!=texture->width || texture->alloc_height!=texture->height))
- img.resize(texture->width,texture->height);
-
- return img;
-#endif
-}
-
-void RasterizerGLES2::texture_set_flags(RID p_texture, uint32_t p_flags) {
-
- 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
- }
-
- 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
-
- bool force_clamp_to_edge = !(p_flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (next_power_of_2(texture->alloc_height) != texture->alloc_height || next_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 (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);
- }
-
- if (use_anisotropic_filter) {
-
- if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
-
- glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level);
- } else {
- glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 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);
-
- } 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);
- }
- }
-
- if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
-
- glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
-
- } else {
-
- 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);
-
- 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);
-
- 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);
-
- 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);
-
- 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);
-
- 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) {
-
- 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);
- //real texture size is in alloc width and 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 {
-
- 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;
- if (use_reload_hooks && p_owner && keep_copies) {
-
- 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);
- 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);
- ERR_FAIL_COND(!texture);
-
- texture->path = p_path;
-}
-
-String RasterizerGLES2::texture_get_path(RID p_texture) const {
-
- 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) {
-
- List<RID> textures;
- texture_owner.get_owned_list(&textures);
-
- 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;
- r_info->push_back(tinfo);
- }
-}
-
-void RasterizerGLES2::texture_set_shrink_all_x2_on_set_data(bool 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;
- RID rid = shader_owner.make_rid(shader);
- shader_set_mode(rid, p_mode);
- _shader_make_dirty(shader);
-
- return rid;
-}
-
-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_COND(!shader);
- if (shader->custom_code_id && p_mode == shader->mode)
- return;
-
- if (shader->custom_code_id) {
-
- switch (shader->mode) {
- case VS::SHADER_MATERIAL: {
- material_shader.free_custom_shader(shader->custom_code_id);
- } break;
- case VS::SHADER_CANVAS_ITEM: {
- canvas_shader.free_custom_shader(shader->custom_code_id);
- } break;
- }
-
- shader->custom_code_id = 0;
- }
-
- shader->mode = p_mode;
-
- switch (shader->mode) {
- case VS::SHADER_MATERIAL: {
- shader->custom_code_id = material_shader.create_custom_shader();
- } break;
- case VS::SHADER_CANVAS_ITEM: {
- 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);
- 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) {
-
- 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)
- 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_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());
- 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());
- 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());
- return shader->light_code;
-}
-
-void RasterizerGLES2::_shader_make_dirty(Shader *p_shader) {
-
- if (p_shader->dirty_list.in_list())
- return;
-
- _shader_dirty_list.add(&p_shader->dirty_list);
-}
-
-void RasterizerGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
-
- 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;
-
- for (Map<StringName, ShaderLanguage::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
-
- order[E->get().order] = E->key();
- }
-
- 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) {
-
- case ShaderLanguage::TYPE_VOID:
- case ShaderLanguage::TYPE_BOOL:
- case ShaderLanguage::TYPE_FLOAT:
- case ShaderLanguage::TYPE_VEC2:
- case ShaderLanguage::TYPE_VEC3:
- case ShaderLanguage::TYPE_MAT3:
- case ShaderLanguage::TYPE_MAT4:
- case ShaderLanguage::TYPE_VEC4:
- 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";
- break;
- case ShaderLanguage::TYPE_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) {
-
- 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;
- 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());
-
- 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) {
-
- Shader *shader = shader_owner.get(p_shader);
- ERR_FAIL_COND_V(!shader, Variant());
-
- //update shader params if necessary
- //make sure the shader is compiled and everything
- //so the actual parameters can be properly retrieved!
- if (shader->dirty_list.in_list()) {
- _update_shader(shader);
- }
- if (shader->valid && shader->uniforms.has(p_name))
- return shader->uniforms[p_name].default_value;
-
- return Variant();
-}
-
-/* COMMON MATERIAL API */
-
-RID RasterizerGLES2::material_create() {
-
- RID material = material_owner.make_rid(memnew(Material));
- return material;
-}
-
-void RasterizerGLES2::material_set_shader(RID p_shader_material, RID p_shader) {
-
- Material *material = material_owner.get(p_shader_material);
- ERR_FAIL_COND(!material);
- if (material->shader == p_shader)
- return;
- material->shader = p_shader;
- material->shader_version = 0;
-}
-
-RID RasterizerGLES2::material_get_shader(RID p_shader_material) const {
-
- Material *material = material_owner.get(p_shader_material);
- 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) {
-
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND(!material);
-
- Map<StringName, Material::UniformData>::Element *E = material->shader_params.find(p_param);
- if (E) {
-
- if (p_value.get_type() == Variant::NIL) {
-
- material->shader_params.erase(E);
- material->shader_version = 0; //get default!
- } else {
- E->get().value = p_value;
- E->get().inuse = true;
- }
- } else {
-
- 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
- }
-}
-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());
-
- if (material->shader.is_valid()) {
- //update shader params if necessary
- //make sure the shader is compiled and everything
- //so the actual parameters can be properly retrieved!
- material->shader_cache = shader_owner.get(material->shader);
- if (!material->shader_cache) {
- //invalidate
- 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) {
- //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) {
-
- 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;
-}
-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);
- 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;
-}
-
-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);
- return material->depth_draw_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;
-}
-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);
- return material->blend_mode;
-}
-
-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;
-}
-float RasterizerGLES2::material_get_line_width(RID p_material) const {
-
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND_V(!material, 0);
-
- return material->line_width;
-}
-
-/* MESH API */
-
-RID RasterizerGLES2::mesh_create() {
-
- 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) {
-
- 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);
-
- uint32_t format = 0;
-
- // validation
- int index_array_len = 0;
- int array_len = 0;
-
- for (int i = 0; i < p_arrays.size(); i++) {
-
- if (p_arrays[i].get_type() == Variant::NIL)
- continue;
-
- format |= (1 << i);
-
- if (i == VS::ARRAY_VERTEX) {
-
- 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();
- }
- }
-
- ERR_FAIL_COND((format & VS::ARRAY_FORMAT_VERTEX) == 0); // mandatory
-
- 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++) {
-
- uint32_t bsformat = 0;
- Array arr = p_blend_shapes[i];
- for (int j = 0; j < arr.size(); j++) {
-
- if (arr[j].get_type() != Variant::NIL)
- bsformat |= (1 << j);
- }
-
- ERR_FAIL_COND((bsformat) != (format & (VS::ARRAY_FORMAT_BONES - 1)));
- }
- }
-
- 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) {
-
- use_VBO = false;
- }
-
- //surface->packed=pack_arrays && use_VBO;
-
- int total_elem_size = 0;
-
- 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;
- GLenum datatype;
- bool normalize = false;
- bool bind = false;
-
- if (!(format & (1 << i))) // no array
- continue;
-
- switch (i) {
-
- case VS::ARRAY_VERTEX: {
-
- if (use_VBO && use_half_float) {
- elem_size = 3 * sizeof(int16_t); // vertex
- datatype = _GL_HALF_FLOAT_OES;
- } else {
-
- elem_size = 3 * sizeof(GLfloat); // vertex
- datatype = GL_FLOAT;
- }
- 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;
- } else {
- elem_size = 3 * sizeof(GLfloat); // vertex
- datatype = GL_FLOAT;
- }
- 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;
- } else {
- elem_size = 4 * sizeof(GLfloat); // vertex
- datatype = GL_FLOAT;
- }
- 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;
- } 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;
- } else {
- elem_size = 2 * sizeof(GLfloat); // vertex
- datatype = GL_FLOAT;
- }
- 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;
-
- } else {
- 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;
- } else {
-
- 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) {
- ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
- break;
- }
- /* determine wether using 16 or 32 bits indices */
- if (array_len > (1 << 16)) {
-
- elem_size = 4;
- datatype = GL_UNSIGNED_INT;
- } else {
- elem_size = 2;
- datatype = GL_UNSIGNED_SHORT;
- }
-
- /*
- if (use_VBO) {
-
- 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*elem_size,NULL,GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
- } else {
- 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;
-
- continue;
- } break;
- default: {
- 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;
- if (valid_local) {
- 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;
- if (keep_copies) {
- surface->data = p_arrays;
- surface->morph_data = p_blend_shapes;
- }
-
- 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;
- PoolVector<uint8_t>::Write iaw;
-
- /* create pointers */
- if (use_VBO) {
-
- array_pre_vbo.resize(surface->array_len * surface->stride);
- vaw = array_pre_vbo.write();
- array_ptr = vaw.ptr();
-
- if (surface->index_array_len) {
-
- 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();
- }
-
- _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;
- 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_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[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
- 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
- }
- }
-
- 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) {
-
- 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())
- break;
- if (p_arrays[ai].get_type() == Variant::NIL)
- continue;
- 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);
-
- PoolVector<Vector3> array = p_arrays[ai];
- ERR_FAIL_COND_V(array.size() != p_surface->array_len, ERR_INVALID_PARAMETER);
-
- PoolVector<Vector3>::Read read = array.read();
- 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) {
-
- 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) };
-
- copymem(&p_mem[a.ofs + i * stride], vector, a.size);
-
- if (i == 0) {
-
- aabb = AABB(src[i], Vector3());
- } else {
-
- aabb.expand_to(src[i]);
- }
- }
-
- } 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);
-
- if (i == 0) {
-
- aabb = AABB(src[i], Vector3());
- } else {
-
- aabb.expand_to(src[i]);
- }
- }
- }
-
- if (p_main) {
- 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);
-
- PoolVector<Vector3> array = p_arrays[ai];
- ERR_FAIL_COND_V(array.size() != p_surface->array_len, ERR_INVALID_PARAMETER);
-
- PoolVector<Vector3>::Read read = array.read();
- const Vector3 *src = read.ptr();
-
- // setting vertices means regenerating the AABB
-
- if (p_surface->array[VS::ARRAY_NORMAL].datatype == GL_BYTE) {
-
- 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),
- 0,
- };
-
- 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);
- }
- }
-
- } break;
- case VS::ARRAY_TANGENT: {
-
- 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);
-
- PoolVector<real_t>::Read read = array.read();
- const real_t *src = read.ptr();
-
- if (p_surface->array[VS::ARRAY_TANGENT].datatype == GL_BYTE) {
-
- 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)
- };
-
- copymem(&p_mem[a.ofs + i * stride], xyzw, a.size);
- }
-
- } else {
- 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]
- };
-
- 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);
-
- PoolVector<Color> array = p_arrays[ai];
-
- 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;
-
- 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;
-
- uint8_t colors[4];
-
- for (int j = 0; j < 4; j++) {
-
- colors[j] = CLAMP(int((src[i][j]) * 255.0), 0, 255);
- }
-
- copymem(&p_mem[a.ofs + i * stride], colors, a.size);
- }
-
- if (p_main)
- 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);
-
- PoolVector<Vector2> array = p_arrays[ai];
-
- 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;
-
- if (p_surface->array[ai].datatype == _GL_HALF_FLOAT_OES) {
-
- 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);
- }
-
- } else {
- 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);
- }
- }
-
- if (p_main) {
-
- if (ai == VS::ARRAY_TEX_UV) {
-
- p_surface->uv_scale = scale;
- }
- if (ai == VS::ARRAY_TEX_UV2) {
-
- 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);
-
- PoolVector<real_t> array = p_arrays[ai];
-
- 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();
-
- if (p_surface->array[VS::ARRAY_WEIGHTS].datatype == GL_UNSIGNED_SHORT) {
-
- 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);
- }
-
- copymem(&p_mem[a.ofs + i * stride], data, a.size);
- }
- } else {
-
- 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];
- }
-
- 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);
-
- PoolVector<int> array = p_arrays[ai];
-
- 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();
-
- p_surface->max_bone = 0;
-
- if (p_surface->array[VS::ARRAY_BONES].datatype == GL_UNSIGNED_BYTE) {
-
- 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);
- }
-
- copymem(&p_mem[a.ofs + i * stride], data, a.size);
- }
-
- } else {
- 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);
- }
-
- 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);
-
- 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);
-
- /* 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++) {
-
- if (a.size == 2) {
- uint16_t v = src[i];
-
- copymem(&p_index_mem[i * a.size], &v, a.size);
- } else {
- uint32_t v = src[i];
-
- copymem(&p_index_mem[i * a.size], &v, a.size);
- }
- }
-
- } break;
-
- default: { ERR_FAIL_V(ERR_INVALID_PARAMETER); }
- }
-
- p_surface->configured_format |= (1 << ai);
- }
-
- if (p_surface->format & VS::ARRAY_FORMAT_BONES) {
- //create AABBs for each detected bone
- 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;
- }
- 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;
-
- 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();
-
- Vector<bool> first;
- first.resize(total_bones);
- 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();
-
- for (int i = 0; i < vs; i++) {
-
- Vector3 v = rv[i];
- 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);
-
- if (fptr[idx]) {
- bptr[idx].pos = v;
- fptr[idx] = false;
- any_valid = true;
- } else {
- bptr[idx].expand_to(v);
- }
- usedptr[idx] = true;
- }
- }
- }
-
- if (p_main && !any_valid) {
-
- p_surface->skeleton_bone_aabb.clear();
- p_surface->skeleton_bone_used.clear();
- }
- }
-
- return OK;
-}
-
-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 {
-
- 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());
-
- return surface->data;
-}
-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());
- Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V(!surface, Array());
-
- return surface->morph_data;
-}
-
-void RasterizerGLES2::mesh_set_morph_target_count(RID p_mesh, int p_amount) {
-
- Mesh *mesh = mesh_owner.get(p_mesh);
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_COND(mesh->surfaces.size() != 0);
-
- mesh->morph_target_count = p_amount;
-}
-
-int RasterizerGLES2::mesh_get_morph_target_count(RID p_mesh) const {
-
- 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) {
-
- ERR_FAIL_INDEX(p_mode, 2);
- Mesh *mesh = mesh_owner.get(p_mesh);
- ERR_FAIL_COND(!mesh);
-
- 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);
-
- return mesh->morph_target_mode;
-}
-
-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);
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
- Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND(!surface);
-
- if (surface->material_owned && surface->material.is_valid())
- free(surface->material);
-
- surface->material_owned = p_owned;
-
- 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());
- Surface *surface = mesh->surfaces[p_surface];
- 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);
- Surface *surface = mesh->surfaces[p_surface];
- 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);
- Surface *surface = mesh->surfaces[p_surface];
- 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);
- Surface *surface = mesh->surfaces[p_surface];
- 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);
- Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V(!surface, VS::PRIMITIVE_POINTS);
-
- return surface->primitive;
-}
-
-void RasterizerGLES2::mesh_remove_surface(RID p_mesh, int p_index) {
-
- Mesh *mesh = mesh_owner.get(p_mesh);
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_INDEX(p_index, mesh->surfaces.size());
- Surface *surface = mesh->surfaces[p_index];
- ERR_FAIL_COND(!surface);
-
- if (surface->vertex_id)
- glDeleteBuffers(1, &surface->vertex_id);
- if (surface->index_id)
- glDeleteBuffers(1, &surface->index_id);
-
- if (mesh->morph_target_count) {
- for (int i = 0; i < mesh->morph_target_count; i++)
- memfree(surface->morph_targets_local[i].array);
- memfree(surface->morph_targets_local);
- }
-
- 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);
-
- 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());
-
- if (mesh->custom_aabb != AABB())
- return mesh->custom_aabb;
-
- Skeleton *sk = NULL;
- if (p_skeleton.is_valid())
- sk = skeleton_owner.get(p_skeleton);
-
- AABB aabb;
- if (sk && sk->bones.size() != 0) {
-
- 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()) {
-
- 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);
- Skeleton::Bone *skb = sk->bones.ptr();
-
- bool first = true;
- for (int j = 0; j < bs; j++) {
-
- if (!skused[j])
- continue;
- AABB baabb = skb[j].transform_aabb(skbones[j]);
- if (first) {
- laabb = baabb;
- first = false;
- } else {
- laabb.merge_with(baabb);
- }
- }
-
- } else {
-
- laabb = mesh->surfaces[i]->aabb;
- }
-
- if (i == 0)
- aabb = laabb;
- else
- aabb.merge_with(laabb);
- }
- } else {
-
- for (int i = 0; i < mesh->surfaces.size(); i++) {
-
- 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) {
-
- Mesh *mesh = mesh_owner.get(p_mesh);
- ERR_FAIL_COND(!mesh);
-
- 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());
-
- return mesh->custom_aabb;
-}
-/* MULTIMESH API */
-
-RID RasterizerGLES2::multimesh_create() {
-
- return multimesh_owner.make_rid(memnew(MultiMesh));
-}
-
-void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh, int p_count) {
-
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND(!multimesh);
-
- //multimesh->elements.clear(); // make sure to delete everything, so it "fails" in all implementations
-
- if (use_texture_instancing) {
-
- if (next_power_of_2(p_count) != next_power_of_2(multimesh->elements.size())) {
- if (multimesh->tex_id) {
- glDeleteTextures(1, &multimesh->tex_id);
- multimesh->tex_id = 0;
- }
-
- if (p_count) {
-
- uint32_t po2 = next_power_of_2(p_count);
- if (po2 & 0xAAAAAAAA) {
- //half width
-
- multimesh->tw = Math::sqrt(po2 * 2);
- multimesh->th = multimesh->tw / 2;
- } else {
-
- multimesh->tw = Math::sqrt(po2);
- multimesh->th = multimesh->tw;
- }
- 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);
-
-#ifdef GLEW_ENABLED
- 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);
-#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);
- //multimesh->pixel_size=1.0/ps;
-
- 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);
-
- return multimesh->elements.size();
-}
-
-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;
-}
-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;
-}
-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;
-
- 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) {
-
- 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);
-
- 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());
-
- 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());
-
- return multimesh->aabb;
-}
-
-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_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];
-
- return tr;
-}
-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];
- 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;
-
- return c;
-}
-
-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;
-}
-
-int RasterizerGLES2::multimesh_get_visible_instances(RID p_multimesh) const {
-
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND_V(!multimesh, -1);
- return multimesh->visible;
-}
-
-/* IMMEDIATE API */
-
-RID RasterizerGLES2::immediate_create() {
-
- Immediate *im = memnew(Immediate);
- return immediate_owner.make_rid(im);
-}
-
-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;
- im->chunks.push_back(ic);
- im->mask = 0;
- im->building = true;
-}
-void RasterizerGLES2::immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {
-
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- ERR_FAIL_COND(!im->building);
-
- Immediate::Chunk *c = &im->chunks.back()->get();
-
- if (c->vertices.empty() && im->chunks.size() == 1) {
-
- im->aabb.pos = p_vertex;
- im->aabb.size = Vector3();
- } else {
- im->aabb.expand_to(p_vertex);
- }
-
- if (im->mask & VS::ARRAY_FORMAT_NORMAL)
- c->normals.push_back(chunk_normal);
- if (im->mask & VS::ARRAY_FORMAT_TANGENT)
- c->tangents.push_back(chunk_tangent);
- if (im->mask & VS::ARRAY_FORMAT_COLOR)
- c->colors.push_back(chunk_color);
- if (im->mask & VS::ARRAY_FORMAT_TEX_UV)
- c->uvs.push_back(chunk_uv);
- if (im->mask & VS::ARRAY_FORMAT_TEX_UV2)
- c->uvs2.push_back(chunk_uv2);
- im->mask |= VS::ARRAY_FORMAT_VERTEX;
- c->vertices.push_back(p_vertex);
-}
-
-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;
-}
-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;
-}
-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;
-}
-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;
-}
-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;
-}
-
-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;
-}
-void RasterizerGLES2::immediate_clear(RID p_immediate) {
-
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- ERR_FAIL_COND(im->building);
-
- im->chunks.clear();
-}
-
-AABB RasterizerGLES2::immediate_get_aabb(RID p_immediate) const {
-
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND_V(!im, AABB());
- return im->aabb;
-}
-
-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;
-}
-
-RID RasterizerGLES2::immediate_get_material(RID p_immediate) const {
-
- const Immediate *im = immediate_owner.get(p_immediate);
- 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());
- 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(!particles);
- 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);
- return particles->data.amount;
-}
-
-void RasterizerGLES2::particles_set_emitting(RID p_particles, bool p_emitting) {
-
- Particles *particles = particles_owner.get(p_particles);
- ERR_FAIL_COND(!particles);
- 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);
- return particles->data.emitting;
-}
-
-void RasterizerGLES2::particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) {
-
- Particles *particles = particles_owner.get(p_particles);
- ERR_FAIL_COND(!particles);
- particles->data.visibility_aabb = p_visibility;
-}
-
-void RasterizerGLES2::particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) {
-
- Particles *particles = particles_owner.get(p_particles);
- ERR_FAIL_COND(!particles);
-
- 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());
-
- return particles->data.emission_half_extents;
-}
-
-void RasterizerGLES2::particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity) {
-
- Particles *particles = particles_owner.get(p_particles);
- ERR_FAIL_COND(!particles);
-
- 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());
-
- return particles->data.emission_base_velocity;
-}
-
-void RasterizerGLES2::particles_set_emission_points(RID p_particles, const PoolVector<Vector3> &p_points) {
-
- Particles *particles = particles_owner.get(p_particles);
- ERR_FAIL_COND(!particles);
-
- 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>());
-
- return particles->data.emission_points;
-}
-
-void RasterizerGLES2::particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) {
-
- Particles *particles = particles_owner.get(p_particles);
- ERR_FAIL_COND(!particles);
-
- 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());
-
- 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());
- return particles->data.visibility_aabb;
-}
-
-void RasterizerGLES2::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value) {
-
- ERR_FAIL_INDEX(p_variable, VS::PARTICLE_VAR_MAX);
-
- Particles *particles = particles_owner.get(p_particles);
- ERR_FAIL_COND(!particles);
- 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);
- return particles->data.particle_vars[p_variable];
-}
-
-void RasterizerGLES2::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness) {
-
- Particles *particles = particles_owner.get(p_particles);
- ERR_FAIL_COND(!particles);
- 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);
- 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);
- ERR_FAIL_COND(!particles);
- 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);
- 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;
-
- Particles *particles = particles_owner.get(p_particles);
- ERR_FAIL_COND(!particles);
- 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);
- 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) {
-
- ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
- Particles *particles = particles_owner.get(p_particles);
- ERR_FAIL_COND(!particles);
- 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;
- }
-}
-
-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());
- 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);
- ERR_FAIL_COND(!particles);
- 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);
- return particles->data.attractor_count;
-}
-
-void RasterizerGLES2::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) {
-
- 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;
-}
-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());
- 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);
- ERR_FAIL_COND(!particles);
- 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 {
-
- 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) {
-
- 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;
-}
-RID RasterizerGLES2::particles_get_material(RID p_particles) const {
-
- 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);
- ERR_FAIL_COND(!particles);
- 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);
- 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);
- 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);
- ERR_FAIL_COND(!particles);
- 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());
- return particles->data.visibility_aabb;
-}
-
-/* SKELETON API */
-
-RID RasterizerGLES2::skeleton_create() {
-
- 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) {
-
- Skeleton *skeleton = skeleton_owner.get(p_skeleton);
- ERR_FAIL_COND(!skeleton);
- if (p_bones == skeleton->bones.size()) {
- return;
- };
- if (use_hw_skeleton_xform) {
-
- if (next_power_of_2(p_bones) != next_power_of_2(skeleton->bones.size())) {
- if (skeleton->tex_id) {
- 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 = next_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());
-#else
- 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;
-
- 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);
- 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) {
-
- Skeleton *skeleton = skeleton_owner.get(p_skeleton);
- ERR_FAIL_COND(!skeleton);
- 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];
-
- 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) {
-
- Skeleton *skeleton = skeleton_owner.get(p_skeleton);
- ERR_FAIL_COND_V(!skeleton, 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];
-
- return t;
-}
-
-/* LIGHT API */
-
-RID RasterizerGLES2::light_create(VS::LightType 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);
- return light->type;
-}
-
-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;
-}
-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());
- return light->colors[p_type];
-}
-
-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;
-}
-
-bool RasterizerGLES2::light_has_shadow(RID p_light) const {
-
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND_V(!light, false);
- return light->shadow_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;
-}
-bool RasterizerGLES2::light_is_volumetric(RID p_light) const {
-
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND_V(!light, false);
- return light->volumetric_enabled;
-}
-
-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;
-}
-RID RasterizerGLES2::light_get_projector(RID p_light) const {
-
- Light *light = light_owner.get(p_light);
- 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);
- ERR_FAIL_COND(!light);
- ERR_FAIL_INDEX(p_var, VS::LIGHT_PARAM_MAX);
-
- 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);
-
- 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){
-
-};
-
-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) {
-
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND(!light);
-
- 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);
-
- return light->omni_shadow_mode;
-}
-
-void RasterizerGLES2::light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {
-
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND(!light);
-
- 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);
-
- return light->directional_shadow_mode;
-}
-
-void RasterizerGLES2::light_directional_set_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param, float p_value) {
-
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND(!light);
-
- light->directional_shadow_param[p_param] = p_value;
-}
-
-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);
- 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());
-
- 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));
- } break;
- case VS::LIGHT_OMNI: {
-
- float r = light->vars[VS::LIGHT_PARAM_RADIUS];
- return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
- } break;
- case VS::LIGHT_DIRECTIONAL: {
-
- return AABB();
- } break;
- default: {}
- }
-
- ERR_FAIL_V(AABB());
-}
-
-RID RasterizerGLES2::light_instance_create(RID p_light) {
-
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND_V(!light, RID());
-
- LightInstance *light_instance = memnew(LightInstance);
-
- light_instance->light = p_light;
- light_instance->base = light;
- light_instance->last_pass = 0;
-
- return light_instance_owner.make_rid(light_instance);
-}
-void RasterizerGLES2::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
-
- LightInstance *lighti = light_instance_owner.get(p_light_instance);
- ERR_FAIL_COND(!lighti);
- 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);
-
- switch (lighti->base->type) {
-
- case VS::LIGHT_DIRECTIONAL: {
- switch (lighti->base->directional_shadow_mode) {
- case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
- return SHADOW_ORTHOGONAL;
- } break;
- 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: {
- return SHADOW_PSSM;
- } break;
- }
-
- } break;
- case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break;
- case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break;
- }
-
- return Rasterizer::SHADOW_NONE;
-}
-
-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);
-
- 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)) {
- return 2; // dp
- } else
- return 1;
-}
-
-bool RasterizerGLES2::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {
-
- 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) {
-
- LightInstance *lighti = light_instance_owner.get(p_light_instance);
- ERR_FAIL_COND(!lighti);
-
- 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;
-#if 0
- if (p_index==0) {
- lighti->custom_projection=p_camera;
- lighti->custom_transform=p_transform;
- //Plane p(0,0,-p_split_far,1);
- //p=camera_projection.xform4(p);
- //lighti->shadow_split=p.normal.z/p.d;
- lighti->shadow_split=1.0/p_split_far;
-
- //lighti->shadow_split=-p_split_far;
- } else {
-
- lighti->custom_projection2=p_camera;
- lighti->custom_transform2=p_transform;
- lighti->shadow_split2=p_split_far;
-
- }
-#endif
-}
-
-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;
-}
-
-void RasterizerGLES2::shadow_clear_near() {
-
- 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) {
-
- if (!use_shadow_mapping || !use_framebuffers)
- 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);
-
- int skip = 0;
- if (framebuffer.active) {
-
- int sc = framebuffer.scale;
- while (sc > 1) {
- sc /= 2;
- skip++;
- }
- }
-
- for (int i = 0; i < near_shadow_buffers.size(); i++) {
-
- if (skip > 0) {
- skip--;
- continue;
- }
-
- if (near_shadow_buffers[i].owner != NULL)
- continue;
-
- near_shadow_buffers[i].owner = li;
- li->near_shadow_buffer = &near_shadow_buffers[i];
- return true;
- }
-
- return false;
-}
-
-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;
- return particles_instance_owner.make_rid(particles_instance);
-}
-
-void RasterizerGLES2::particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform) {
-
- ParticlesInstance *particles_instance = particles_instance_owner.get(p_particles_instance);
- ERR_FAIL_COND(!particles_instance);
- particles_instance->transform = p_transform;
-}
-
-RID RasterizerGLES2::viewport_data_create() {
-
- 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;
-
- glGenTextures(1, &vd->lum_color);
- glBindTexture(GL_TEXTURE_2D, vd->lum_color);
- 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);
- /*
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- */
- glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0,
- format_luminance_components, format_luminance_type, NULL);
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, vd->lum_color, 0);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
- DEBUG_TEST_ERROR("Viewport Data Init");
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- WARN_PRINT("Can't create framebuffer for vd");
- }
-
- return viewport_data_owner.make_rid(vd);
-}
-
-RID RasterizerGLES2::render_target_create() {
-
- 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;
- return render_target_owner.make_rid(rt);
-}
-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)
- return;
-
- if (rt->width != 0 && rt->height != 0) {
-
- 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)
- return;
-
- rt->width = p_width;
- rt->height = p_height;
-
- //fbo
- glGenFramebuffers(1, &rt->fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
-
- //depth
- if (!low_memory_2d) {
- glGenRenderbuffers(1, &rt->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
-
- 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);
- }
-
- //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);
-
- 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);
- } else {
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
- 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;
-
-#
- 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;
- WARN_PRINT("Could not create framebuffer!!");
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
-}
-
-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());
- return rt->texture;
-}
-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;
-}
-
-/* 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");
-#ifdef TOOLS_ENABLED
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/use_2d_pixel_snap", false));
- shadow_filter = ShadowFilterTechnique(int(ProjectSettings::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);
-
- 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;
- 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;
-
- _update_fixed_materials();
- while (_shader_dirty_list.first()) {
-
- _update_shader(_shader_dirty_list.first()->self());
- }
-
- while (_skeleton_dirty_list.first()) {
-
- Skeleton *s = _skeleton_dirty_list.first()->self();
-
- 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];
- }
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, s->tex_id);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, next_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()) {
-
- MultiMesh *s = _multimesh_dirty_list.first()->self();
-
- 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];
- }
- }
-
- 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());
- }
-
- draw_next_frame = false;
- //material_shader.set_uniform_default(MaterialShaderGLES2::SCREENZ_SCALE, Math::fmod(time, 3600.0));
- /* nehe ?*/
-
- //glClearColor(0,0,1,1);
- //glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
-}
-
-void RasterizerGLES2::capture_viewport(Image *r_capture) {
-#if 0
- PoolVector<uint8_t> pixels;
- pixels.resize(viewport.width*viewport.height*3);
- PoolVector<uint8_t>::Write w = pixels.write();
-#ifdef GLEW_ENABLED
- glReadBuffer(GL_COLOR_ATTACHMENT0);
-#endif
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- if (current_rt)
- glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr() );
- else
- glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr());
-
- glPixelStorei(GL_PACK_ALIGNMENT, 4);
-
- w=PoolVector<uint8_t>::Write();
-
- r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB8,pixels);
-#else
-
- PoolVector<uint8_t> pixels;
- pixels.resize(viewport.width * viewport.height * 4);
- PoolVector<uint8_t>::Write w = pixels.write();
- glPixelStorei(GL_PACK_ALIGNMENT, 4);
-
- //uint64_t time = OS::get_singleton()->get_ticks_usec();
-
- if (current_rt) {
-#ifdef GLEW_ENABLED
- glReadBuffer(GL_COLOR_ATTACHMENT0);
-#endif
- 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());
- }
-
- 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 *ptr1 = &imgptr[y * viewport.width];
- uint32_t *ptr2 = &imgptr[(viewport.height - y - 1) * viewport.width];
-
- for (int x = 0; x < viewport.width; x++) {
-
- uint32_t tmp = ptr1[x];
- 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();
-
-#endif
-}
-
-void RasterizerGLES2::clear_viewport(const Color &p_color) {
-
- if (current_rt || using_canvas_bg) {
-
- glScissor(0, 0, viewport.width, viewport.height);
- } else {
- 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);
- 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;
-
- } 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;
- }
-}
-
-void RasterizerGLES2::set_viewport(const VS::ViewportRect &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);
- } else {
- 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) {
-
- current_debug = p_debug;
- opaque_render_list.clear();
- alpha_render_list.clear();
- 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) {
-#ifdef GLEW_ENABLED
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-#endif
- }
-
- //set state
-
- glCullFace(GL_FRONT);
- cull_front = true;
-};
-
-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;
- ERR_FAIL_COND(!shadow);
-
- opaque_render_list.clear();
- alpha_render_list.clear();
- //pre_zpass_render_list.clear();
- light_instance_count = 0;
-
- glCullFace(GL_FRONT);
- cull_front = true;
-}
-
-void RasterizerGLES2::set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint) {
-
- camera_transform = p_world;
- if (current_rt && current_rt_vflip) {
- 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;
-}
-
-void RasterizerGLES2::add_light(RID p_light_instance) {
-
-#define LIGHT_FADE_THRESHOLD 0.05
-
- 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) {
-
- case VS::LIGHT_DIRECTIONAL: {
-
- 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);
-
- 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;
- }
- } 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;
- }
- } break;
- case VS::LIGHT_SPOT: {
-
- if (li->base->shadow_enabled) {
- CameraMatrix bias;
- bias.set_light_bias();
- Transform modelview = Transform(camera_transform_inverse * li->transform).inverse();
- li->shadow_projection[0] = bias * li->projection * modelview;
- 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;
-
- light_instances[light_instance_count++] = li;
-}
-
-void RasterizerGLES2::_update_shader(Shader *p_shader) const {
-
- _shader_dirty_list.remove(&p_shader->dirty_list);
-
- p_shader->valid = false;
-
- p_shader->uniforms.clear();
- Vector<StringName> uniform_names;
-
- String vertex_code;
- String vertex_globals;
- ShaderCompilerGLES2::Flags vertex_flags;
- 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 (err) {
- return; //invalid
- }
- } 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);
- if (err) {
- return; //invalid
- }
- }
-
- //print_line("compiled vertex: "+vertex_code);
- //print_line("compiled vertex globals: "+vertex_globals);
-
- //print_line("UCV: "+itos(p_shader->uniforms.size()));
- 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 (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);
- if (err) {
- return; //invalid
- }
- }
-
- String light_code;
- String light_globals;
-
- 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);
- 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);
- if (err) {
- return; //invalid
- }
- }
-
- 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();
-
- 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;
- }
- }
-
- bool uses_time = false;
-
- if (p_shader->mode == VS::SHADER_MATERIAL) {
- //print_line("setting code to id.. "+itos(p_shader->custom_code_id));
- 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)
- enablers.push_back("#define ENABLE_UV_INTERP\n");
- if (fragment_flags.use_uv2_interp || vertex_flags.use_uv2_interp)
- enablers.push_back("#define ENABLE_UV2_INTERP\n");
- if (fragment_flags.use_tangent_interp || vertex_flags.use_tangent_interp || fragment_flags.uses_normalmap)
- enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
- if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
- enablers.push_back("#define ENABLE_VAR1_INTERP\n");
- if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
- enablers.push_back("#define ENABLE_VAR2_INTERP\n");
- if (fragment_flags.uses_texscreen) {
- enablers.push_back("#define ENABLE_TEXSCREEN\n");
- }
- if (fragment_flags.uses_screen_uv) {
- enablers.push_back("#define ENABLE_SCREEN_UV\n");
- }
- if (fragment_flags.uses_discard) {
- enablers.push_back("#define ENABLE_DISCARD\n");
- }
- if (fragment_flags.uses_normalmap) {
- enablers.push_back("#define ENABLE_NORMALMAP\n");
- }
- if (light_flags.uses_light) {
- enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
- }
- if (light_flags.uses_shadow_color) {
- enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
- }
- if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
- enablers.push_back("#define USE_TIME\n");
- 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) {
-
- 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;
- }
- if (fragment_flags.uses_normal) {
- enablers.push_back("#define NORMAL_USED\n");
- }
- if (fragment_flags.uses_normalmap) {
- enablers.push_back("#define USE_NORMALMAP\n");
- }
-
- if (light_flags.uses_light) {
- enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
- }
- if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
- enablers.push_back("#define ENABLE_VAR1_INTERP\n");
- if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
- enablers.push_back("#define ENABLE_VAR2_INTERP\n");
- if (fragment_flags.uses_texscreen) {
- enablers.push_back("#define ENABLE_TEXSCREEN\n");
- }
- if (fragment_flags.uses_screen_uv) {
- enablers.push_back("#define ENABLE_SCREEN_UV\n");
- }
- if (fragment_flags.uses_texpixel_size) {
- enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
- }
- if (light_flags.uses_shadow_color) {
- enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
- }
-
- 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);
-
- //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->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) {
-
- 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;
- }
-
-#endif
-
- if (m_src)
- m = material_owner.get(m_src);
-
- if (!m) {
- m = material_owner.get(default_material);
- }
-
- ERR_FAIL_COND(!m);
-
- if (m->last_pass != frame) {
-
- if (m->shader.is_valid()) {
-
- m->shader_cache = shader_owner.get(m->shader);
- if (m->shader_cache) {
-
- if (!m->shader_cache->valid) {
- m->shader_cache = NULL;
- } else {
- if (m->shader_cache->has_texscreen)
- texscreen_used = true;
- }
- } else {
- m->shader = RID();
- }
-
- } else {
- m->shader_cache = NULL;
- }
-
- m->last_pass = frame;
- }
-
- 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_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))
- 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)) {
- //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->shader.is_valid()) {
-
- m->shader_cache = shader_owner.get(m->shader);
- if (m->shader_cache) {
-
- if (!m->shader_cache->valid)
- m->shader_cache = NULL;
- } else {
- m->shader = RID();
- }
-
- } else {
- m->shader_cache = NULL;
- }
-
- m->last_pass = frame;
- }
- }
-
- render_list = &opaque_render_list;
- /* notyet
- if (!m->shader_cache || m->shader_cache->can_zpass)
- render_list = &alpha_render_list;
- } else {
- render_list = &opaque_render_list;
- }*/
-
- } else {
- if (has_alpha) {
- 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;
- if (camera_ortho) {
- e->depth = camera_plane.distance_to(p_instance->transform.origin);
- } else {
- 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;
-
- if (p_instance->skeleton.is_valid()) {
- e->skeleton = skeleton_owner.get(p_instance->skeleton);
- if (!e->skeleton)
- const_cast<InstanceData *>(p_instance)->skeleton = RID();
- else
- e->sort_flags |= RenderList::SORT_FLAG_SKELETON;
- } else {
- e->skeleton = NULL;
- }
-
- if (e->geometry->type == Geometry::GEOMETRY_MULTISURFACE)
- e->sort_flags |= RenderList::SORT_FLAG_INSTANCING;
-
- e->mirror = p_instance->mirror;
- if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
- e->mirror = !e->mirror;
-
- //e->light_type=0xFF; // no lights!
- 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 nothing exists, add this element as opaque too
- RenderList::Element *oe = opaque_render_list.add_element();
-
- if (!oe)
- return;
-
- 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) {
-
- e->light_type = 0x7F; //unshaded is zero
- } else {
-
- bool duplicate = false;
-
- 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;
- }
-
- RenderList::Element *ec;
- if (duplicate) {
-
- ec = render_list->add_element();
- memcpy(ec, e, sizeof(RenderList::Element));
- } else {
-
- ec = e;
- duplicate = true;
- }
-
- 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();
-
- 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
- continue;
- uint8_t light_type = li->base->type | 0x40; //penalty to ensure directionals always go first
- if (li->base->shadow_enabled) {
- light_type |= 0x8;
- }
- uint16_t sort_key = li->sort_key;
-
- RenderList::Element *ec;
- if (duplicate) {
-
- ec = render_list->add_element();
- memcpy(ec, e, sizeof(RenderList::Element));
- } else {
-
- duplicate = true;
- ec = e;
- }
-
- 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) {
-
- Mesh *mesh = mesh_owner.get(p_mesh);
- ERR_FAIL_COND(!mesh);
-
- int ssize = mesh->surfaces.size();
-
- 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);
- }
-
- mesh->last_pass = frame;
-}
-
-void RasterizerGLES2::add_multimesh(const RID &p_multimesh, const InstanceData *p_data) {
-
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND(!multimesh);
-
- if (!multimesh->mesh.is_valid())
- return;
- if (multimesh->elements.empty())
- return;
-
- Mesh *mesh = mesh_owner.get(multimesh->mesh);
- ERR_FAIL_COND(!mesh);
-
- int surf_count = mesh->surfaces.size();
- if (multimesh->last_pass != scene_pass) {
-
- multimesh->cache_surfaces.resize(surf_count);
- 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->last_pass = scene_pass;
- }
-
- for (int i = 0; i < surf_count; i++) {
-
- _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) {
-
- Immediate *immediate = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!immediate);
-
- _add_geometry(immediate, p_data, immediate, NULL);
-}
-
-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);
- ERR_FAIL_COND(!p);
-
- _add_geometry(p, p_data, p, particles_instance);
- draw_next_frame = true;
-}
-
-Color RasterizerGLES2::_convert_color(const Color &p_color) {
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_SRGB])
- return p_color.to_linear();
- else
- return p_color;
-}
-
-void RasterizerGLES2::_set_cull(bool p_front, bool p_reverse_cull) {
-
- bool front = p_front;
- if (p_reverse_cull)
- front = !front;
-
- if (front != cull_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;
- mparams.clear();
- 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
-
- 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;
-
- 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()) {
-
- 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) {
-
- keep = false;
- }
- //type changed between old and new
- /* if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
- if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures
- keep=false;
- } else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type())
- keep=false;*/
-
- //value is invalid because type differs and default is not null
- ;
- }
-
- if (keep) {
- 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()];
- else
- 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())));
- if (old_mparams.has(E->key()))
- print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type()));
- */
- }
-
- ud.index = idx++;
- ud.inuse = old_inuse;
- mparams[E->key()] = ud;
- }
-
- 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) {
-
- if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) {
- glDisable(GL_CULL_FACE);
- } else {
- glEnable(GL_CULL_FACE);
- }
-
- //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
-
- /*
- if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
- glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
- else
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- */
-
- 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]);
-
- 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);
- } else {
- 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_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_test != 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]);
- //glDepthMask( true );
- }
-
- DEBUG_TEST_ERROR("Pre Shader Bind");
-
- bool rebind = false;
-
- if (p_material->shader_cache && p_material->shader_cache->valid) {
-
- /*
- // reduce amount of conditional compilations
- for(int i=0;i<_tex_version_count;i++)
- 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) {
- //shader changed somehow, must update uniforms
-
- _update_material_shader_params((Material *)p_material);
- }
- material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
- rebind = material_shader.bind();
-
- 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()) {
-
- if (E->get().index < 0)
- continue;
- //print_line(String(E->key())+": "+E->get().value);
- if (E->get().istexture) {
- //clearly a texture..
- RID rid = E->get().value;
- int loc = material_shader.get_custom_uniform_location(E->get().index); //should be automatic..
-
- Texture *t = NULL;
- if (rid.is_valid()) {
-
- t = texture_owner.get(rid);
- if (!t) {
- E->get().value = RID(); //nullify, invalid texture
- rid = RID();
- }
- }
-
- 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;
- }
- glBindTexture(t->target, t->tex_id);
- } else
- glBindTexture(GL_TEXTURE_2D, white_tex); //no texture
- texcoord++;
-
- } 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));
- } else {
- 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);
- }
- 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));
- }
- 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;
- }
- //if uses TIME - draw_next_frame=true
-
- } else {
-
- material_shader.set_custom_shader(0);
- rebind = material_shader.bind();
-
- 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);
- 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);
- 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::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)
- return;
-
- enum {
- VL_LIGHT_POS,
- VL_LIGHT_DIR,
- VL_LIGHT_ATTENUATION,
- VL_LIGHT_SPOT_ATTENUATION,
- VL_LIGHT_DIFFUSE,
- VL_LIGHT_SPECULAR,
- VL_LIGHT_MAX
- };
-
- static const MaterialShaderGLES2::Uniforms light_uniforms[VL_LIGHT_MAX] = {
- MaterialShaderGLES2::LIGHT_POS,
- MaterialShaderGLES2::LIGHT_DIRECTION,
- MaterialShaderGLES2::LIGHT_ATTENUATION,
- MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
- MaterialShaderGLES2::LIGHT_DIFFUSE,
- MaterialShaderGLES2::LIGHT_SPECULAR,
- };
-
- GLfloat light_data[VL_LIGHT_MAX][3];
- memset(light_data, 0, (VL_LIGHT_MAX)*3 * sizeof(GLfloat));
-
- 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]);
-
- 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) {
-
- 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];
- }
-
- 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];
- }
-
- 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]));
-
- if (li->base->type == VS::LIGHT_DIRECTIONAL) {
-
- 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]));
- }
- //print_line("shadow split: "+rtos(li->shadow_split));
- }
-
- 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 {
- 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];
-
- //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]);
- }
-}
-
-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;
- if (USE_TANGENT)
- basesize += 4;
-
- 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++) {
-
- 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];
- float *dst_vec;
- if (INPLACE)
- dst_vec = dstcopy;
- else
- dst_vec = (float *)&p_dst_array[ds];
-
- 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;
-
- if (USE_TANGENT) {
-
- 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];
- }
- }
-
-#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:
-
- if (INPLACE) {
-
- 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++) {
-
- 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];
-
- for (uint32_t j = 0; j < extra; 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) {
-
- 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;
-
- 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));
- }
- 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;
-
- 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};
- glVertexAttrib4fv( 7, scales );
- } else {
- glVertexAttrib4f( 7, 1,1,1,1 );
-
- }*/
-
- if (!use_VBO) {
-
- DEBUG_TEST_ERROR("Draw NO VBO");
-
- base = surf->array_local;
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- 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;
-
- if (!can_copy_to_local)
- skeleton_valid = false;
-
- /* compute morphs */
-
- if (p_morphs && surf->morph_target_count && can_copy_to_local) {
-
- base = skinned_buffer;
- 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);
- }
-
- int16_t coeffp = CLAMP(coef * 255, 0, 255);
-
- for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
-
- 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 count = surf->array_len;
-
- if (!skeleton_valid && i >= VS::ARRAY_MAX - 3)
- break;
-
- switch (i) {
-
- case VS::ARRAY_VERTEX:
- case VS::ARRAY_NORMAL:
- case VS::ARRAY_TANGENT: {
-
- 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];
-
- 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++) {
-
- 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;
- }
-
- } break;
- case VS::ARRAY_TEX_UV:
- case VS::ARRAY_TEX_UV2: {
-
- 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];
-
- 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++) {
-
- 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];
- }
-
- } break;
- }
- }
-
- for (int j = 0; j < surf->morph_target_count; j++) {
-
- for (int i = 0; i < VS::ARRAY_MAX - 3; i++) {
-
- 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 count = surf->array_len;
- const uint8_t *morph = surf->morph_targets_local[j].array;
- float w = p_morphs[j];
- int16_t wfp = CLAMP(w * 255, 0, 255);
-
- switch (i) {
-
- case VS::ARRAY_VERTEX:
- case VS::ARRAY_NORMAL:
- case VS::ARRAY_TANGENT: {
-
- 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];
-
- 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++) {
-
- 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;
- }
-
- } break;
- case VS::ARRAY_TEX_UV:
- case VS::ARRAY_TEX_UV2: {
-
- 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];
-
- dst[0] += src_morph[0] * w;
- dst[1] += src_morph[1] * w;
- }
-
- } break;
- }
- }
- }
-
- 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 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);
- else
- _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;
-
-#if 0
- {
- //in-place skeleton tansformation, only used for morphs, slow.
- //should uptimize some day....
-
- 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 src_stride = surf->stride;
- int count = surf->array_len;
- const Transform *skeleton = &p_skeleton->bones[0];
-
- for(int i=0;i<VS::ARRAY_MAX-1;i++) {
-
- const Surface::ArrayData& ad=surf->array[i];
- if (ad.size==0)
- continue;
-
- int ofs = ad.ofs;
-
-
- switch(i) {
-
- case VS::ARRAY_VERTEX: {
- for(int k=0;k<count;k++) {
-
- float *ptr= (float*)&base[ofs+k*stride];
- const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
- const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
-
- Vector3 src( ptr[0], ptr[1], ptr[2] );
- Vector3 dst;
- for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
-
- float w = weights[j];
- if (w==0)
- break;
-
- //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
- int bidx = Math::fast_ftoi(bones[j]);
- dst+=skeleton[ bidx ].xform(src) * w;
- }
-
- ptr[0]=dst.x;
- ptr[1]=dst.y;
- ptr[2]=dst.z;
-
- } break;
-
- } break;
- case VS::ARRAY_NORMAL:
- case VS::ARRAY_TANGENT: {
- for(int k=0;k<count;k++) {
-
- float *ptr= (float*)&base[ofs+k*stride];
- const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
- const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
-
- Vector3 src( ptr[0], ptr[1], ptr[2] );
- Vector3 dst;
- for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
-
- float w = weights[j];
- if (w==0)
- break;
-
- //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
- int bidx=Math::fast_ftoi(bones[j]);
- dst+=skeleton[ bidx ].basis.xform(src) * w;
- }
-
- ptr[0]=dst.x;
- ptr[1]=dst.y;
- ptr[2]=dst.z;
-
- } break;
-
- } break;
- }
- }
- }
-#endif
-
- } else if (skeleton_valid) {
-
- 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];
- 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);
- else
- _skeleton_xform<false, false, false>(surf->array_local, surf->stride, base, dst_stride, surf->array_len, src_bones, src_weights, skeleton);
-
- stride = dst_stride;
- }
-
- } else {
-
- glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
- };
-
- for (int i = 0; i < (VS::ARRAY_MAX - 1); i++) {
-
- const Surface::ArrayData &ad = surf->array[i];
-
- /*
- if (!gl_texcoord_shader[i])
- continue;
- */
-
- if (ad.size == 0 || !ad.bind) {
- glDisableVertexAttribArray(i);
- if (i == VS::ARRAY_COLOR) {
- _set_color_attrib(Color(1, 1, 1, 1));
- };
- //print_line("disable: "+itos(i));
- continue; // this one is disabled.
- }
-
- 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) {
- glEnable(GL_POINT_SPRITE);
- glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
-
- } else {
- glDisable(GL_POINT_SPRITE);
- glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
- }
-#endif
- } break;
-
- default: break;
- };
-
- return OK;
-};
-
-static const GLenum gl_primitive[] = {
- GL_POINTS,
- GL_LINES,
- GL_LINE_STRIP,
- GL_LINE_LOOP,
- GL_TRIANGLES,
- GL_TRIANGLE_STRIP,
- 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) {
-
- _rinfo.object_count++;
-
- switch (p_geometry->type) {
-
- case Geometry::GEOMETRY_SURFACE: {
-
- Surface *s = (Surface *)p_geometry;
-
- _rinfo.vertex_count += s->array_len;
-
- 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);
-
- } 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);
- }
-
- } else {
-
- glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
- };
-
- _rinfo.draw_calls++;
- } break;
-
- 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();
-
- if (element_count == 0)
- return;
-
- 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;
-
- _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);
- 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) {
-
- 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++) {
- //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);
- }
- };
-
- } else if (use_attribute_instancing) {
- //if not, using attributes 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);
- }
-
- } 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);
- }
- };
-
- } else {
-
- //nothing to do, slow path (hope no hardware has to use it... but you never know)
-
- if (s->index_array_len > 0) {
-
- 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);
- }
-
- } else {
-
- 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);
- }
- };
- }
- } break;
- case Geometry::GEOMETRY_IMMEDIATE: {
-
- 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()) {
-
- 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)) {
-
- 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) {
-
- 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());
-
- } else {
-
- glDisableVertexAttribArray(VS::ARRAY_NORMAL);
- }
-
- if (!c.tangents.empty()) {
-
- glEnableVertexAttribArray(VS::ARRAY_TANGENT);
- glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, sizeof(Plane), c.tangents.ptr());
-
- } else {
-
- glDisableVertexAttribArray(VS::ARRAY_TANGENT);
- }
-
- if (!c.colors.empty()) {
-
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- 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));
- }
-
- if (!c.uvs.empty()) {
-
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), c.uvs.ptr());
-
- } else {
-
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
-
- if (!c.uvs2.empty()) {
-
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
- 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());
- }
-
- if (restore_tex) {
-
- 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);
- ERR_FAIL_COND(!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);
- ERR_EXPLAIN("A parameter in the particle system is not correct.");
- ERR_FAIL_COND(!pp.valid);
-
- Transform camera;
- if (shadow)
- camera = shadow->transform;
- else
- 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;
-
- {
- 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 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)
- };
-
- for (int i = 0; i < particles->data.amount; 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);
- }
- }
-
- } break;
- default: break;
- };
-};
-
-void RasterizerGLES2::_setup_shader_params(const Material *p_material) {
-
-#if 0
- int idx=0;
- int tex_idx=0;
- for(Map<StringName,Variant>::Element *E=p_material->shader_cache->params.front();E;E=E->next(),idx++) {
-
- Variant v; //
- v = E->get();
- const Map<StringName,Variant>::Element *F=p_material->shader_params.find(E->key());
- if (F)
- v=F->get();
-
- switch(v.get_type() ) {
- case Variant::OBJECT:
- case Variant::_RID: {
-
- RID tex=v;
- if (!tex.is_valid())
- break;
-
- Texture *texture = texture_owner.get(tex);
- if (!texture)
- break;
- glUniform1i( material_shader.get_custom_uniform_location(idx), tex_idx);
- glActiveTexture(tex_idx);
- glBindTexture(texture->target,texture->tex_id);
-
- } break;
- case Variant::COLOR: {
-
- Color c=v;
- material_shader.set_custom_uniform(idx,Vector3(c.r,c.g,c.b));
- } break;
- default: {
-
- material_shader.set_custom_uniform(idx,v);
- } break;
- }
-
- }
-#endif
-}
-
-void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) {
-
- 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);
- }
-}
-
-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;
- RID prev_baked_light_texture;
- 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);
-
- 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::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;
-
- bool prev_blend = false;
- glDisable(GL_BLEND);
- 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;
- 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;
-
- if (!shadow) {
-
- if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) {
- 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;
- 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 (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::SHADELESS, false);
- }
-
- rebind = true;
- }
-
- if (!*e->additive_ptr) {
-
- additive = false;
- *e->additive_ptr = true;
- } else {
- additive = true;
- }
-
- if (stores_glow)
- material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW, !additive);
-
- 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;
- } else {
- desired_blend = p_alpha_pass;
- desired_blend_mode = material->blend_mode;
- }
-
- if (prev_blend != desired_blend) {
-
- if (desired_blend) {
- glEnable(GL_BLEND);
- if (!current_rt || !current_rt_transparent)
- glColorMask(1, 1, 1, 0);
- } else {
- glDisable(GL_BLEND);
- glColorMask(1, 1, 1, 1);
- }
-
- prev_blend = desired_blend;
- }
-
- if (desired_blend && desired_blend_mode != current_blend_mode) {
-
- switch (desired_blend_mode) {
-
- 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 {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- } break;
- case VS::MATERIAL_BLEND_MODE_ADD: {
-
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
-
- } break;
- case VS::MATERIAL_BLEND_MODE_SUB: {
-
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- 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 {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- } break;
- }
-
- 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_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));
- }
- }
-
- if (e->instance->sampled_light.is_valid()) {
-
- SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light);
- if (sl) {
-
- baked_light = NULL; //can't mix
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER, true);
- glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
- glBindTexture(GL_TEXTURE_2D, sl->texture); //bind the texture
- sampled_light_dp_multiplier = sl->multiplier;
- bind_dp_sampler = true;
- }
- }
-
- if (!additive && baked_light) {
-
- if (baked_light->mode == VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) {
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, true);
- bind_baked_light_octree = true;
- if (prev_baked_light != baked_light) {
- Texture *tex = texture_owner.get(baked_light->octree_texture);
- if (tex) {
-
- glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
- glBindTexture(tex->target, tex->tex_id); //bind the texture
- }
- if (baked_light->light_texture.is_valid()) {
- Texture *texl = texture_owner.get(baked_light->light_texture);
- if (texl) {
- glActiveTexture(GL_TEXTURE0 + max_texture_units - 4);
- glBindTexture(texl->target, texl->tex_id); //bind the light texture
- }
- }
- }
- } 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) {
-
- glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
- glBindTexture(tex->target, tex->tex_id); //bind the texture
- }
-
- prev_baked_light_texture = texid;
- }
-
- if (texid.is_valid()) {
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, true);
- bind_baked_lightmap = true;
- }
- }
- }
- }
-
- if (int(prev_baked_light != NULL) ^ int(baked_light != NULL)) {
- rebind = true;
- }
- }
- }
-
- 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);
- } 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);
- }
- rebind = true;
- }
-
- 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
-
- if (morph_values == NULL)
- _setup_skeleton(skeleton);
- else
- _setup_skeleton(NULL);
- }
-
- if (material != prev_material || rebind) {
-
- rebind = _setup_material(e->geometry, material, additive, !p_alpha_pass);
-
- DEBUG_TEST_ERROR("Setup material");
- _rinfo.mat_change_count++;
- //_setup_material_overrides(e->material,NULL,material_overrides);
- //_setup_material_skeleton(material,skeleton);
- } else {
-
- if (prev_skeleton != skeleton) {
- //_setup_material_skeleton(material,skeleton);
- };
- }
-
- if (geometry_cmp != prev_geometry_cmp || prev_skeleton != skeleton) {
-
- _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) {
- _setup_light(e->light);
- }
- }
-
- 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);
- 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);
- } 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_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)) {
-
- 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);
- }
-
- _set_cull(e->mirror, p_reverse_cull);
-
- 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));
- } else {
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT, Vector3());
- }
- }
-
- _rinfo.shader_change_count++;
- }
-
- if (skeleton != prev_skeleton || rebind) {
- if (skeleton && morph_values == NULL) {
- material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES, max_texture_units - 2);
- material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE, skeleton->pixel_size);
- }
- }
-
- if (e->instance->billboard || e->instance->billboard_y || e->instance->depth_scale) {
-
- 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));
- } else {
- //just scale by depth
- real_t sc = -camera_plane.distance_to(xf.origin);
- xf.basis.scale(Vector3(sc, sc, sc));
- }
- }
-
- if (e->instance->billboard) {
-
- Vector3 scale = xf.basis.get_scale();
-
- if (current_rt && current_rt_vflip) {
- xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
- } else {
- xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
- }
-
- xf.basis.scale(scale);
- }
-
- if (e->instance->billboard_y) {
-
- Vector3 scale = xf.basis.get_scale();
- 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));
- } else {
- xf.set_look_at(xf.origin, xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0));
- }
- xf.basis.scale(scale);
- }
- material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, xf);
-
- } else {
- 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);
-
- _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;
- }
-
- //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?
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
-#ifdef GLEW_ENABLED
- glDisable(GL_POINT_SPRITE);
- glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
-#endif
- glDisable(GL_BLEND);
- 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 {
- 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);
-
- 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);
- copy_shader.bind();
- _copy_screen_quad();
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
-}
-
-void RasterizerGLES2::_copy_screen_quad() {
-
- Vector2 dst_pos[4] = {
- 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
- };
-
- 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);
- if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
-
- 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_THRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_THRESHOLD]));
- 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]));
- //copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
- copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_THRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_THRESHOLD]));
- 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);
- _copy_screen_quad();
-
- 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);
- 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++) {
-
- static const Vector2 src_uv[4] = {
- Vector2(0, 1),
- Vector2(1, 1),
- Vector2(1, 0),
- Vector2(0, 0)
- };
- static const Vector2 dst_pos[4] = {
- 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);
- 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);
-
- 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);
- 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_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() {
-
- if (framebuffer.luminance.empty()) {
- return;
- }
-
- 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);
- copy_shader.bind();
- 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);
- //int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
-
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE, true);
- copy_shader.bind();
-
- 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 dst_pos[4] = {
- 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);
- 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);
-
- if (framebuffer.luminance[i].size == 1) {
- //last step
- 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);
-
- //swap them
- 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_conditional(CopyShaderGLES2::USE_HDR_REDUCE, false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE, false);
-
- 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);
-
- RID 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];
- }
-
- if (!texture_owner.owns(texture)) {
- return;
- }
-
- Texture *t = texture_owner.get(texture);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(t->target, t->tex_id);
-
- 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);
-
- } else {
- copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP, 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);
- } else {
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE), 0);
- }
-
- 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]));
-
- 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 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) {
-
- //regular texture
- //adjust aspect
-
- float aspect_t = t->width / float(t->height);
- float aspect_v = viewport.width / float(viewport.height);
-
- 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;
- }
-
- } 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;
- }
- }
-
- 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;
- }
- } else {
-
- //skybox uv vectors
- 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];
-
- 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;
- 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);
-
- 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;
-
- if (framebuffer.active) {
-
- //detect when to use the framebuffer object
- 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++) {
-
- if (i == VS::ENV_FX_FOG) //does not need fb
- continue;
-
- if (current_env->fx_enabled[i]) {
- 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);
-
- 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);
- } else {
- 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;
-
- if (current_debug == VS::SCENARIO_DEBUG_OVERDRAW) {
-
- 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);
-
- } else if (current_env) {
-
- switch (current_env->bg_mode) {
-
- case VS::ENV_BG_CANVAS:
- case VS::ENV_BG_KEEP: {
- //copy from framebuffer if framebuffer
- glClear(GL_DEPTH_BUFFER_BIT);
- } break;
- case VS::ENV_BG_DEFAULT_COLOR:
- case VS::ENV_BG_COLOR: {
-
- Color bgcolor;
- if (current_env->bg_mode == VS::ENV_BG_COLOR)
- bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
- else
- bgcolor = ProjectSettings::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);
- _glClearDepth(1.0);
- 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;
- } 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);
- }
-
- glDisable(GL_SCISSOR_TEST);
-
- //material_shader.set_uniform_camera(MaterialShaderGLES2::PROJECTION_MATRIX, camera_projection);
-
- /*
- printf("setting projection to ");
- for (int i=0; i<16; i++) {
- printf("%f, ", ((float*)camera_projection.matrix)[i]);
- };
- printf("\n");
-
- print_line(String("setting camera to ")+camera_transform_inverse);
- */
- //material_shader.set_uniform_default(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse);
-
- 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 {
- 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,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);
-
- if (draw_tex_background) {
-
- //most 3D vendors recommend drawing a texture bg or skybox here,
- //after opaque geometry has been drawn
- //so the zbuffer can get rid of most pixels
- _draw_tex_bg();
- }
-
- 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 {
- 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);
- if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
- 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);
-
- //material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false);
-
- DEBUG_TEST_ERROR("Drawing Scene");
-
-#ifdef GLEW_ENABLED
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-#endif
-
- if (use_fb) {
-
- for (int i = 0; i < VS::ARRAY_MAX; i++) {
- glDisableVertexAttribArray(i);
- }
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_SCISSOR_TEST);
- glDepthMask(false);
-
- 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) {
- 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);
-
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
- 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);
- } 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);
- }
-
- 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);
- } 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);
- }
-
- //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.bind();
- //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
-
- 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);
- }
-
- 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]));
- }
-
- 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));
-
- 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);
- }
-
- glActiveTexture(GL_TEXTURE0);
- 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)) {
- _debug_luminances();
- }
- }
-
- 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
- }
-}
-void RasterizerGLES2::end_shadow_map() {
-
- ERR_FAIL_COND(!shadow);
-
- glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_DITHER);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(true);
-
- ShadowBuffer *sb = shadow->near_shadow_buffer;
-
- ERR_FAIL_COND(!sb);
-
- glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
-
- if (!use_rgba_shadowmaps)
- glColorMask(0, 0, 0, 0);
-
- //glEnable(GL_POLYGON_OFFSET_FILL);
- //glPolygonOffset( 8.0f, 16.0f);
-
- CameraMatrix cm;
- float z_near, z_far;
- Transform light_transform;
-
- float dp_direction = 0.0;
- bool flip_facing = false;
- Rect2 vp_rect;
-
- switch (shadow->base->type) {
-
- case VS::LIGHT_DIRECTIONAL: {
-
- 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];
-
- 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, 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) {
-
- 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) {
-
- 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);
- } 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);
- }
-
- 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);
- glViewport(0, 0, sb->size, sb->size);
- }
-
- z_near = cm.get_z_near();
- z_far = cm.get_z_far();
-
- _glClearDepth(1.0f);
- glClearColor(1, 1, 1, 1);
-
- if (use_rgba_shadowmaps)
- 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;
- 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);
- } 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);
- }
- glEnable(GL_SCISSOR_TEST);
- shadow->projection = cm;
-
- glClearColor(1, 1, 1, 1);
- _glClearDepth(1.0f);
- if (use_rgba_shadowmaps)
- 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 angle = shadow->base->vars[VS::LIGHT_PARAM_SPOT_ANGLE];
-
- 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();
-
- glViewport(0, 0, sb->size, sb->size);
- vp_rect = Rect2(0, 0, sb->size, sb->size);
- _glClearDepth(1.0f);
- glClearColor(1, 1, 1, 1);
- if (use_rgba_shadowmaps)
- 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);
-
- //if (!use_rgba_shadowmaps)
-
- 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);
-
- 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];
- glDisable(GL_BLEND);
- glDisable(GL_CULL_FACE);
-#ifdef GLEW_ENABLED
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-#endif
-
- for (int i = 0; i < VS::ARRAY_MAX; i++) {
- glDisableVertexAttribArray(i);
- }
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- glDisable(GL_SCISSOR_TEST);
-
- if (!use_rgba_shadowmaps) {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_ALWAYS);
- glDepthMask(true);
- } else {
- glDisable(GL_DEPTH_TEST);
- }
-
- 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_uv[4]={
- Vector2( 0, 1),
- Vector2( 1, 1),
- Vector2( 1, 0),
- Vector2( 0, 0)
- };
-*/
- static const Vector2 dst_pos[4] = {
- 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);
-#endif
-
- 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::SOURCE,0);
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0);
-
- _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,
- };
-
- glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, blur_shadow_buffer.depth);
-#ifdef GLEW_ENABLED
-
-//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.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);
- }
-
- 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);
- }
-
- DEBUG_TEST_ERROR("Drawing Shadow");
- 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) {
-
- 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),
- Vector3(p_rect.pos.x,
- 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),
- };
-
- _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) {
-
- 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++) {
-
- ShadowBuffer *sb = i == p_shadows.size() ? &blur_shadow_buffer : &p_shadows[i];
-
- 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) {
-
- ofs.x = 0;
- ofs.y += debug_size.y;
- }
- }
-}
-
-void RasterizerGLES2::_debug_luminances() {
-
- 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 ofs;
-
- for (int i = 0; i <= framebuffer.luminance.size(); i++) {
-
- if (i == framebuffer.luminance.size()) {
- if (!current_vd)
- break;
- _debug_draw_shadow(current_vd->lum_color, Rect2(ofs, debug_size));
- } else {
- _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 = 0;
- ofs.y += debug_size.y;
- }
- }
-
- canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32, false);
-}
-
-void RasterizerGLES2::_debug_samplers() {
- canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32, false);
- canvas_begin();
- glDisable(GL_BLEND);
- _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 ofs;
-
- for (List<RID>::Element *E = samplers.front(); E; E = E->next()) {
-
- SampledLight *sl = sampled_light_owner.get(E->get());
-
- _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 = 0;
- ofs.y += debug_size.y;
- }
- }
-}
-void RasterizerGLES2::_debug_shadows() {
-
- canvas_begin();
- glDisable(GL_BLEND);
- Size2 ofs;
-
- /*
- for(int i=0;i<16;i++) {
- glActiveTexture(GL_TEXTURE0+i);
- //glDisable(GL_TEXTURE_2D);
- }
- glActiveTexture(GL_TEXTURE0);
- //glEnable(GL_TEXTURE_2D);
- */
-
- _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));
- OS::get_singleton()->swap_buffers();
-}
-
-void RasterizerGLES2::flush_frame() {
-
- glFlush();
-}
-
-/* CANVAS API */
-
-void RasterizerGLES2::begin_canvas_bg() {
-
- if (framebuffer.active) {
- using_canvas_bg = true;
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
- glViewport(0, 0, viewport.width, viewport.height);
- } else {
- 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
- }
-
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
-#ifdef GLEW_ENABLED
- glDisable(GL_POINT_SPRITE);
- glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
-#endif
- glEnable(GL_BLEND);
- 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 {
- 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++) {
- glDisableVertexAttribArray(i);
- }
-
- glActiveTexture(GL_TEXTURE0);
- 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.bind();
- canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
- 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_last_material = NULL;
-}
-
-void RasterizerGLES2::canvas_disable_blending() {
-
- glDisable(GL_BLEND);
-}
-
-void RasterizerGLES2::canvas_set_opacity(float p_opacity) {
-
- canvas_opacity = p_opacity;
-}
-
-void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
-
- if (p_mode == canvas_blend_mode)
- return;
- switch (p_mode) {
-
- 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 {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- } break;
- case VS::MATERIAL_BLEND_MODE_ADD: {
-
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-
- } break;
- case VS::MATERIAL_BLEND_MODE_SUB: {
-
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- } break;
- case VS::MATERIAL_BLEND_MODE_MUL: {
- glBlendEquation(GL_FUNC_ADD);
- 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);
- } break;
- }
-
- canvas_blend_mode = p_mode;
-}
-
-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());
-}
-
-void RasterizerGLES2::canvas_set_clip(bool p_clip, const Rect2 &p_rect) {
-
- if (p_clip) {
-
- glEnable(GL_SCISSOR_TEST);
- //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 w = p_rect.size.x;
- int h = p_rect.size.y;
-
- glScissor(x, y, w, h);
-
- } else {
-
- glDisable(GL_SCISSOR_TEST);
- }
-}
-
-void RasterizerGLES2::canvas_end_rect() {
-
- //glPopMatrix();
-}
-
-RasterizerGLES2::Texture *RasterizerGLES2::_bind_canvas_texture(const RID &p_texture) {
-
- if (p_texture == canvas_tex && !rebind_texpixel_size) {
- if (canvas_tex.is_valid()) {
- Texture *texture = texture_owner.get(p_texture);
- return texture;
- }
- return NULL;
- }
-
- rebind_texpixel_size = false;
-
- if (p_texture.is_valid()) {
-
- Texture *texture = texture_owner.get(p_texture);
- if (!texture) {
- canvas_tex = RID();
- glBindTexture(GL_TEXTURE_2D, white_tex);
-
- return NULL;
- }
-
- if (texture->render_target)
- texture->render_target->last_pass = frame;
-
- 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));
- }
- return texture;
-
- } else {
-
- 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) {
-
- _bind_canvas_texture(RID());
- 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)
- };
-
-#ifdef GLEW_ENABLED
- if (p_antialiased)
- glEnable(GL_LINE_SMOOTH);
-#endif
- glLineWidth(p_width);
- _draw_primitive(2, verts, 0, 0, 0);
-
-#ifdef GLEW_ENABLED
- if (p_antialiased)
- glDisable(GL_LINE_SMOOTH);
-#endif
-
- _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 };
-
-//#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);
-
- if (p_colors) {
-
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors);
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
-
- if (p_uvs) {
-
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- 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);
-
-#else
-
- glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
- float b[32];
- 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;
- }
-
- 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;
- }
-
- } 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;
- }
-
- } 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);
-
-#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) {
-
- 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);
- if (p_colors) {
-
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors);
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
-
- if (p_uvs) {
-
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs);
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
-
- if (p_uvs2) {
-
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
- 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);
- _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) {
-
- 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_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]);
- }
- if (p_h_flip) {
- SWAP(texcoords[0], texcoords[1]);
- SWAP(texcoords[2], texcoords[3]);
- }
- if (p_v_flip) {
- 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)
- };
-
- _draw_gui_primitive(4, coords, 0, texcoords);
- _rinfo.ci_draw_commands++;
-}
-
-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)
- };
-
- _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) {
-
- Color m = p_modulate;
- m.a *= canvas_opacity;
- _set_color_attrib(m);
- Texture *texture = _bind_canvas_texture(p_texture);
-
- if (texture) {
-
- 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_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);
-
- } 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);
- }
-
- 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);
- }
-
- } else {
-
- //glDisable(GL_TEXTURE_2D);
- _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_margins, bool p_draw_center, const Color &p_modulate) {
-
- Color m = p_modulate;
- m.a *= canvas_opacity;
- _set_color_attrib(m);
-
- 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.height <= 0)
- region.size.height = texture->height;
- /* CORNERS */
- _draw_textured_quad( // top left
- Rect2(p_rect.pos, Size2(p_margins[MARGIN_LEFT], p_margins[MARGIN_TOP])),
- Rect2(region.pos, Size2(p_margins[MARGIN_LEFT], p_margins[MARGIN_TOP])),
- Size2(texture->width, texture->height));
-
- _draw_textured_quad( // top right
- Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margins[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margins[MARGIN_RIGHT], p_margins[MARGIN_TOP])),
- Rect2(Point2(region.pos.x + region.size.width - p_margins[MARGIN_RIGHT], region.pos.y), Size2(p_margins[MARGIN_RIGHT], p_margins[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_margins[MARGIN_BOTTOM]), Size2(p_margins[MARGIN_LEFT], p_margins[MARGIN_BOTTOM])),
- Rect2(Point2(region.pos.x, region.pos.y + region.size.height - p_margins[MARGIN_BOTTOM]), Size2(p_margins[MARGIN_LEFT], p_margins[MARGIN_BOTTOM])),
- Size2(texture->width, texture->height));
-
- _draw_textured_quad( // bottom right
- Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margins[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margins[MARGIN_BOTTOM]), Size2(p_margins[MARGIN_RIGHT], p_margins[MARGIN_BOTTOM])),
- Rect2(Point2(region.pos.x + region.size.width - p_margins[MARGIN_RIGHT], region.pos.y + region.size.height - p_margins[MARGIN_BOTTOM]), Size2(p_margins[MARGIN_RIGHT], p_margins[MARGIN_BOTTOM])),
- Size2(texture->width, texture->height));
-
- Rect2 rect_center(p_rect.pos + Point2(p_margins[MARGIN_LEFT], p_margins[MARGIN_TOP]), Size2(p_rect.size.width - p_margins[MARGIN_LEFT] - p_margins[MARGIN_RIGHT], p_rect.size.height - p_margins[MARGIN_TOP] - p_margins[MARGIN_BOTTOM]));
-
- Rect2 src_center(Point2(region.pos.x + p_margins[MARGIN_LEFT], region.pos.y + p_margins[MARGIN_TOP]), Size2(region.size.width - p_margins[MARGIN_LEFT] - p_margins[MARGIN_RIGHT], region.size.height - p_margins[MARGIN_TOP] - p_margins[MARGIN_BOTTOM]));
-
- _draw_textured_quad( // top
- Rect2(Point2(rect_center.pos.x, p_rect.pos.y), Size2(rect_center.size.width, p_margins[MARGIN_TOP])),
- Rect2(Point2(src_center.pos.x, region.pos.y), Size2(src_center.size.width, p_margins[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_margins[MARGIN_BOTTOM])),
- Rect2(Point2(src_center.pos.x, src_center.pos.y + src_center.size.height), Size2(src_center.size.width, p_margins[MARGIN_BOTTOM])),
- Size2(texture->width, texture->height));
-
- _draw_textured_quad( // left
- Rect2(Point2(p_rect.pos.x, rect_center.pos.y), Size2(p_margins[MARGIN_LEFT], rect_center.size.height)),
- Rect2(Point2(region.pos.x, region.pos.y + p_margins[MARGIN_TOP]), Size2(p_margins[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_margins[MARGIN_RIGHT], rect_center.size.height)),
- Rect2(Point2(src_center.pos.x + src_center.size.width, region.pos.y + p_margins[MARGIN_TOP]), Size2(p_margins[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));
- }
-
- _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) {
-
- 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());
-
- _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) {
-
- 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);
-
-#ifndef GLES_NO_CLIENT_ARRAYS
- 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);
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
-
- if (texture && p_uvs) {
-
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- 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);
-#else
- 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];
- };
- glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, _draw_poly_indices);
-#endif
- } else {
- 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]);
- };
-
- //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) {
-
- 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;
-
- return canvas_occluder_owner.make_rid(co);
-}
-
-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;
-
- if (p_lines.size() != co->len) {
-
- if (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;
- }
-
- 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();
-
- PoolVector<Vector2>::Read lr = p_lines.read();
-
- const int POLY_HEIGHT = 16384;
-
- 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 + 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 + 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;
- }
-
- //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);
- } else {
-
- 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
-
- 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);
- } 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, 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;
-
- cls->size = p_width;
- glActiveTexture(GL_TEXTURE0);
-
- glGenFramebuffers(1, &cls->fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
-
- // Create a render buffer
- glGenRenderbuffers(1, &cls->rbo);
- glBindRenderbuffer(GL_RENDERBUFFER, cls->rbo);
-
- // Create a texture for storing the depth
- glGenTextures(1, &cls->depth);
- glBindTexture(GL_TEXTURE_2D, cls->depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // Remove artifact on the edges of the shadowmap
- 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;
-
- //print_line("ERROR? "+itos(glGetError()));
- 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);
-
-#ifdef GLEW_ENABLED
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-#endif
-
- // Attach the depth texture to FBO depth attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_TEXTURE_2D, cls->depth, 0);
-
-#ifdef GLEW_ENABLED
- glDrawBuffer(GL_NONE);
-#endif
-
- } else {
- // We'll use a RGBA texture into which we pack the depth info
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-
- // 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;
-
- // Allocate 16-bit depth buffer
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
-
- // 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);
-#ifdef GLEW_ENABLED
- if (read_depth_supported) {
- //glDrawBuffer(GL_BACK);
- }
-#endif
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
- DEBUG_TEST_ERROR("2D Shadow Buffer Init");
- ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
-
-#ifdef GLEW_ENABLED
- if (read_depth_supported) {
- //glDrawBuffer(GL_BACK);
- }
-#endif
-
- 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) {
-
- CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer);
- ERR_FAIL_COND(!cls);
-
- glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_DITHER);
- glDisable(GL_CULL_FACE);
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(true);
-
- glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
-
- if (!use_rgba_shadowmaps)
- glColorMask(0, 0, 0, 0);
-
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- canvas_shadow_shader.bind();
-
- 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;
-
- 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.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
-
- / //p_near=1;
- CameraMatrix projection;
- {
- 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 xmin = ymin * aspect;
- real_t xmax = ymax * aspect;
-
- 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());
-
- 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;
-
- glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
-
- CanvasLightOccluderInstance *instance = p_occluders;
-
- while (instance) {
-
- CanvasOccluder *cc = canvas_occluder_owner.get(instance->polygon_buffer);
- if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
-
- instance = instance->next;
- continue;
- }
-
- canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
- if (cull != instance->cull_cache) {
-
- cull = instance->cull_cache;
- switch (cull) {
- case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
-
- glDisable(GL_CULL_FACE);
-
- } break;
- case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
-
- glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- } break;
- case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
-
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
-
- } break;
- }
- }
- /*
- if (i==0) {
- for(int i=0;i<cc->lines.size();i++) {
- Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
- Plane pp(Vector3(p.x,p.y,0),1);
- pp.normal = light.xform(pp.normal);
- pp = projection.xform4(pp);
- print_line(itos(i)+": "+pp.normal/pp.d);
- //pp=light_mat.xform4(pp);
- //print_line(itos(i)+": "+pp.normal/pp.d);
- }
- }
-*/
- 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);
-
- instance = instance->next;
- }
- }
-
- glDisableVertexAttribArray(VS::ARRAY_VERTEX);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- if (shadow_filter == SHADOW_FILTER_ESM) {
-//blur the buffer
-#if 0
- //this is ignord, it did not make any difference..
- if (read_depth_supported) {
- glDepthFunc(GL_ALWAYS);
- } else {
- glDisable(GL_DEPTH_TEST);
- glDepthMask(false);
- }
- glDisable(GL_CULL_FACE);
- glViewport(0, 0, cls->size,cls->height);
-
- int passes=1;
- CanvasLightShadow *blur = canvas_light_shadow_owner.get(canvas_shadow_blur);
-
- copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true);
- copy_shader.bind();
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,1);
- copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
-
- for(int i=0;i<passes;i++) {
-
- glBindFramebuffer(GL_FRAMEBUFFER, blur->fbo);
- glActiveTexture(GL_TEXTURE0);
-
- if (read_depth_supported)
- glBindTexture(GL_TEXTURE_2D,cls->depth);
- else
- glBindTexture(GL_TEXTURE_2D,cls->rgba);
-
-
- {
- Vector2 src_sb_uv[4]={
- Vector2( 0, 1),
- Vector2( 1, 1),
- Vector2( 1, 0),
- Vector2( 0, 0)
- };
- static const Vector2 dst_pos[4]={
- Vector2(-1, 1),
- Vector2( 1, 1),
- Vector2( 1,-1),
- Vector2(-1,-1)
- };
-
-
-
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/cls->size);
- _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
- }
-
- glActiveTexture(GL_TEXTURE0);
- if (read_depth_supported)
- glBindTexture(GL_TEXTURE_2D,blur->depth);
- else
- glBindTexture(GL_TEXTURE_2D,blur->rgba);
-
- glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
-
- {
- float hlimit = float(cls->size) / blur->size;
- //hlimit*=2.0;
- Vector2 src_sb_uv[4]={
- Vector2( 0, 1),
- Vector2( hlimit, 1),
- Vector2( hlimit, 0),
- Vector2( 0, 0)
- };
- static const Vector2 dst_pos[4]={
- Vector2(-1, 1),
- Vector2( 1, 1),
- Vector2( 1,-1),
- Vector2(-1,-1)
- };
-
-
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/blur->size);
- _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
- }
-
- }
- copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
- glDepthFunc(GL_LEQUAL);
-#endif
- }
-
- 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) {
-
- CanvasLight *light = p_lights_with_shadow;
-
- canvas_begin(); //reset
-
- int h = 10;
- int w = viewport.width;
- int ofs = h;
-
- //print_line(" debug lights ");
- 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);
- if (sb) {
- glActiveTexture(GL_TEXTURE0);
- if (read_depth_supported)
- 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;
- }
- }
-
- light = light->shadows_next_ptr;
- }
-}
-
-void RasterizerGLES2::_canvas_normal_set_flip(const Vector2 &p_flip) {
-
- if (p_flip == normal_flip)
- return;
- 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) {
-
- int cc = p_item->commands.size();
- CanvasItem::Command **commands = p_item->commands.ptr();
-
- for (int i = 0; i < cc; i++) {
-
- CanvasItem::Command *c = commands[i];
-
- 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);
- } 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);
-#if 0
- int flags=0;
-
- if (rect->flags&CanvasItem::CommandRect::FLAG_REGION) {
- flags|=Rasterizer::CANVAS_RECT_REGION;
- }
- if (rect->flags&CanvasItem::CommandRect::FLAG_TILE) {
- flags|=Rasterizer::CANVAS_RECT_TILE;
- }
- if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H) {
-
- flags|=Rasterizer::CANVAS_RECT_FLIP_H;
- }
- if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V) {
-
- flags|=Rasterizer::CANVAS_RECT_FLIP_V;
- }
-#else
-
- 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);
-
- } break;
- case CanvasItem::Command::TYPE_STYLE: {
-
- 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);
-
- } 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);
- } 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);
-
- } 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);
- } 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];
-
- 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;
- }
- 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);
- canvas_set_transform(transform->xform);
- } break;
- case CanvasItem::Command::TYPE_BLEND_MODE: {
-
- 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);
- if (current_clip) {
-
- if (ci->ignore != reclip) {
- if (ci->ignore) {
-
- glDisable(GL_SCISSOR_TEST);
- 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)),
- //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
-
- int x;
- int y;
- int w;
- int h;
-
- if (current_rt) {
- x = current_clip->final_clip_rect.pos.x;
- 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 {
- 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);
-
- reclip = false;
- }
- }
- }
-
- } break;
- }
- }
-}
-
-void RasterizerGLES2::_canvas_item_setup_shader_params(ShaderMaterial *material, Shader *p_shader) {
-
- if (canvas_shader.bind())
- rebind_texpixel_size = true;
-
- if (material->shader_version != p_shader->version) {
- //todo optimize uniforms
- material->shader_version = p_shader->version;
- }
-
- if (p_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) {
-#ifdef GLEW_ENABLED
- if (current_rt) {
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- } else {
- glReadBuffer(GL_BACK);
- }
-#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));
- //window_size.height-(viewport.height+viewport.y)
- } else {
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, y, x, y, viewport.width, viewport.height);
- }
-
- canvas_texscreen_used = true;
- }
-
- glActiveTexture(GL_TEXTURE0);
- }
-
- if (p_shader->has_screen_uv) {
- canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT, Vector2(1.0 / viewport.width, 1.0 / viewport.height));
- }
-
- uses_texpixel_size = p_shader->uses_texpixel_size;
-}
-
-void RasterizerGLES2::_canvas_item_setup_shader_uniforms(ShaderMaterial *material, Shader *p_shader) {
-
- //this can be optimized..
- int tex_id = 1;
- int idx = 0;
- for (Map<StringName, ShaderLanguage::Uniform>::Element *E = p_shader->uniforms.front(); E; E = E->next()) {
-
- Map<StringName, Variant>::Element *F = material->shader_param.find(E->key());
-
- if ((E->get().type == ShaderLanguage::TYPE_TEXTURE || E->get().type == ShaderLanguage::TYPE_CUBEMAP)) {
-
- RID rid;
- if (F) {
- rid = F->get();
- }
-
- if (!rid.is_valid()) {
-
- Map<StringName, RID>::Element *DT = p_shader->default_textures.find(E->key());
- if (DT) {
- rid = DT->get();
- }
- }
-
- if (rid.is_valid()) {
-
- int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
-
- glActiveTexture(GL_TEXTURE0 + tex_id);
- Texture *t = texture_owner.get(rid);
- if (!t)
- glBindTexture(GL_TEXTURE_2D, white_tex);
- else
- glBindTexture(t->target, t->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);
- }
-
- idx++;
- }
-
- if (tex_id > 1) {
- glActiveTexture(GL_TEXTURE0);
- }
-
- if (p_shader->uses_time) {
- canvas_shader.set_uniform(CanvasShaderGLES2::TIME, Math::fmod(last_time, shader_time_rollback));
- 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) {
-
- CanvasItem *current_clip = NULL;
- Shader *shader_cache = NULL;
-
- 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);
-
- bool reset_modulate = false;
- bool prev_distance_field = false;
-
- while (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);
- }
- 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;
- }
-
- 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;
- }
-
- if (current_clip != ci->final_clip_owner) {
-
- current_clip = ci->final_clip_owner;
-
- //setup clip
- if (current_clip) {
-
- 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)),
- //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 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;
-*/
- int x;
- int y;
- int w;
- int h;
-
- if (current_rt) {
- x = current_clip->final_clip_rect.pos.x;
- 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 {
- 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);
-
- } else {
-
- glDisable(GL_SCISSOR_TEST);
- }
- }
-
- if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale == 1) {
-
- Rect2 rect;
- int x, y;
-
- if (ci->copy_back_buffer->full) {
-
- x = viewport.x;
- 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);
- }
- glActiveTexture(GL_TEXTURE0 + max_texture_units - 1);
- glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
-
-#ifdef GLEW_ENABLED
- if (current_rt) {
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- } else {
- glReadBuffer(GL_BACK);
- }
-#endif
- if (current_rt) {
- 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);
- }
-
- canvas_texscreen_used = true;
- glActiveTexture(GL_TEXTURE0);
- }
-
- //begin rect
- CanvasItem *material_owner = ci->material_owner ? ci->material_owner : ci;
- ShaderMaterial *material = material_owner->material;
-
- 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_cache = shader;
-
- if (shader) {
- canvas_shader.set_custom_shader(shader->custom_code_id);
- _canvas_item_setup_shader_params(material, shader);
- } else {
- shader_cache = NULL;
- canvas_shader.set_custom_shader(0);
- canvas_shader.bind();
- uses_texpixel_size = false;
- }
-
- canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, canvas_transform);
- if (canvas_use_modulate)
- reset_modulate = true;
- canvas_last_material = material;
- rebind_shader = false;
- }
-
- if (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;
-
- if (unshaded) {
- 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::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) {
-
- switch (ci->blend_mode) {
-
- 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 {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- } break;
- case VS::MATERIAL_BLEND_MODE_ADD: {
-
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-
- } break;
- case VS::MATERIAL_BLEND_MODE_SUB: {
-
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- } break;
- case VS::MATERIAL_BLEND_MODE_MUL: {
- glBlendEquation(GL_FUNC_ADD);
- 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);
- } break;
- }
-
- 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 (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;
-
- 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)) {
-
- //intersects this light
-
- if (!light_used || mode != light->mode) {
-
- mode = light->mode;
-
- switch (mode) {
-
- case VS::CANVAS_LIGHT_MODE_ADD: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-
- } break;
- case VS::CANVAS_LIGHT_MODE_SUB: {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- } break;
- case VS::CANVAS_LIGHT_MODE_MIX:
- case VS::CANVAS_LIGHT_MODE_MASK: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- } 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);
- }
-
- bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
-
- 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_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::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);
- if (read_depth_supported)
- 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);
- }
-
- 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);
- } else {
-
- glBindTexture(t->target, t->tex_id);
- }
-
- glActiveTexture(GL_TEXTURE0);
- _canvas_item_render_commands<true>(ci, current_clip, reclip); //redraw using light
- }
-
- 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.bind();
-
- if (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());
- if (canvas_use_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 {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- }
- }
-
- if (reclip) {
-
- 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)),
- //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
-
- int x;
- int y;
- int w;
- int h;
-
- if (current_rt) {
- x = current_clip->final_clip_rect.pos.x;
- 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 {
- 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);
- }
-
- p_item_list = p_item_list->next;
- }
-
- if (current_clip) {
- glDisable(GL_SCISSOR_TEST);
- }
-}
-
-/* ENVIRONMENT */
-
-RID RasterizerGLES2::environment_create() {
-
- Environment *env = memnew(Environment);
- return environment_owner.make_rid(env);
-}
-
-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_COND(!env);
- env->bg_mode = p_bg;
-}
-
-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);
- return env->bg_mode;
-}
-
-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_COND(!env);
- env->bg_param[p_param] = p_value;
-}
-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());
- return env->bg_param[p_param];
-}
-
-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_COND(!env);
- env->fx_enabled[p_effect] = p_enabled;
-}
-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);
- return env->fx_enabled[p_effect];
-}
-
-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_COND(!env);
- env->fx_param[p_param] = p_value;
-}
-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());
- return env->fx_param[p_param];
-}
-
-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;
-
- glActiveTexture(GL_TEXTURE0);
- glGenTextures(1, &slight->texture);
- glBindTexture(GL_TEXTURE_2D, slight->texture);
- // 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);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // Remove artifact on the edges of the shadowmap
- 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);
-#else
- 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);
-}
-
-void RasterizerGLES2::sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier) {
-
- SampledLight *slight = sampled_light_owner.get(p_sampled_light);
- ERR_FAIL_COND(!slight);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, slight->texture);
-
- if (slight->is_float) {
-
-#ifdef GLEW_ENABLED
- 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);
-#endif
-
- } else {
- //convert to bytes
- 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++) {
-
- 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);
- }
-
- slight->multiplier = p_multiplier;
-}
-
-/*MISC*/
-
-bool RasterizerGLES2::is_texture(const RID &p_rid) const {
-
- return texture_owner.owns(p_rid);
-}
-bool RasterizerGLES2::is_material(const RID &p_rid) const {
-
- return material_owner.owns(p_rid);
-}
-bool RasterizerGLES2::is_mesh(const RID &p_rid) const {
-
- return mesh_owner.owns(p_rid);
-}
-bool RasterizerGLES2::is_immediate(const RID &p_rid) const {
-
- return immediate_owner.owns(p_rid);
-}
-bool RasterizerGLES2::is_multimesh(const RID &p_rid) const {
-
- return multimesh_owner.owns(p_rid);
-}
-bool RasterizerGLES2::is_particles(const RID &p_beam) const {
-
- return particles_owner.owns(p_beam);
-}
-
-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 {
-
- return light_instance_owner.owns(p_rid);
-}
-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 {
-
- return skeleton_owner.owns(p_rid);
-}
-bool RasterizerGLES2::is_environment(const RID &p_rid) const {
-
- return environment_owner.owns(p_rid);
-}
-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 {
-
- return false;
-}
-
-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;
- texture_owner.free(p_rid);
- memdelete(texture);
-
- } else if (shader_owner.owns(p_rid)) {
-
- // delete the texture
- Shader *shader = shader_owner.get(p_rid);
-
- switch (shader->mode) {
- case VS::SHADER_MATERIAL: {
- material_shader.free_custom_shader(shader->custom_code_id);
- } break;
- case VS::SHADER_POST_PROCESS: {
- //postprocess_shader.free_custom_shader(shader->custom_code_id);
- } break;
- }
-
- if (shader->dirty_list.in_list())
- _shader_dirty_list.remove(&shader->dirty_list);
-
- //material_shader.free_custom_shader(shader->custom_code_id);
- shader_owner.free(p_rid);
- memdelete(shader);
-
- } else if (material_owner.owns(p_rid)) {
-
- Material *material = material_owner.get(p_rid);
- ERR_FAIL_COND(!material);
-
- _free_fixed_material(p_rid); //just in case
- material_owner.free(p_rid);
- memdelete(material);
-
- } else if (mesh_owner.owns(p_rid)) {
-
- Mesh *mesh = mesh_owner.get(p_rid);
- ERR_FAIL_COND(!mesh);
- for (int i = 0; i < mesh->surfaces.size(); i++) {
-
- Surface *surface = mesh->surfaces[i];
- if (surface->array_local != 0) {
- memfree(surface->array_local);
- };
- if (surface->index_array_local != 0) {
- memfree(surface->index_array_local);
- };
-
- if (mesh->morph_target_count > 0) {
-
- 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;
- }
-
- if (surface->vertex_id)
- glDeleteBuffers(1, &surface->vertex_id);
- if (surface->index_id)
- glDeleteBuffers(1, &surface->index_id);
-
- memdelete(surface);
- };
-
- mesh->surfaces.clear();
-
- mesh_owner.free(p_rid);
- memdelete(mesh);
-
- } else if (multimesh_owner.owns(p_rid)) {
-
- MultiMesh *multimesh = multimesh_owner.get(p_rid);
- ERR_FAIL_COND(!multimesh);
-
- if (multimesh->tex_id) {
- glDeleteTextures(1, &multimesh->tex_id);
- }
-
- multimesh_owner.free(p_rid);
- memdelete(multimesh);
-
- } else if (immediate_owner.owns(p_rid)) {
-
- Immediate *immediate = immediate_owner.get(p_rid);
- ERR_FAIL_COND(!immediate);
-
- immediate_owner.free(p_rid);
- memdelete(immediate);
- } else if (particles_owner.owns(p_rid)) {
-
- Particles *particles = particles_owner.get(p_rid);
- ERR_FAIL_COND(!particles);
-
- particles_owner.free(p_rid);
- memdelete(particles);
- } else if (particles_instance_owner.owns(p_rid)) {
-
- ParticlesInstance *particles_isntance = particles_instance_owner.get(p_rid);
- ERR_FAIL_COND(!particles_isntance);
-
- particles_instance_owner.free(p_rid);
- memdelete(particles_isntance);
-
- } else if (skeleton_owner.owns(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);
- }
- skeleton_owner.free(p_rid);
- memdelete(skeleton);
-
- } else if (light_owner.owns(p_rid)) {
-
- Light *light = light_owner.get(p_rid);
- ERR_FAIL_COND(!light)
-
- light_owner.free(p_rid);
- memdelete(light);
-
- } else if (light_instance_owner.owns(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);
-
- } else if (environment_owner.owns(p_rid)) {
-
- Environment *env = environment_owner.get(p_rid);
- ERR_FAIL_COND(!env);
-
- environment_owner.free(p_rid);
- memdelete(env);
-
- } else if (viewport_data_owner.owns(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);
- viewport_data_owner.free(p_rid);
- memdelete(viewport_data);
-
- } else if (render_target_owner.owns(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
- texture_owner.free(render_target->texture);
- memdelete(render_target->texture_ptr);
- render_target_owner.free(p_rid);
- memdelete(render_target);
- } else if (sampled_light_owner.owns(p_rid)) {
-
- SampledLight *sampled_light = sampled_light_owner.get(p_rid);
- ERR_FAIL_COND(!sampled_light);
- glDeleteTextures(1, &sampled_light->texture);
- sampled_light_owner.free(p_rid);
- 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);
- if (co->vertex_id)
- glDeleteBuffers(1, &co->vertex_id);
-
- canvas_occluder_owner.free(p_rid);
- memdelete(co);
-
- } 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);
- /*
- if (!read_depth_supported) {
- glDeleteTextures(1,&cls->rgba);
- }
- */
-
- canvas_light_shadow_owner.free(p_rid);
- memdelete(cls);
- };
-}
-
-bool RasterizerGLES2::ShadowBuffer::init(int p_size, bool p_use_depth) {
-
- size = p_size;
- // Create a framebuffer object
- glGenFramebuffers(1, &fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
- // Create a render buffer
- glGenRenderbuffers(1, &rbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-
- // Create a texture for storing the depth
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- // Remove artifact on the edges of the shadowmap
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- //print_line("ERROR? "+itos(glGetError()));
- 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);
-
-#ifdef GLEW_ENABLED
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-#endif
-
- // Attach the depth texture to FBO depth attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_TEXTURE_2D, depth, 0);
-
-#ifdef GLEW_ENABLED
- glDrawBuffer(GL_NONE);
-#endif
- } else {
- // We'll use a RGBA texture into which we pack the depth info
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-
- // Attach the RGBA texture to FBO color attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, depth, 0);
-
- // Allocate 16-bit depth buffer
- 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
-
- if (!p_use_depth) {
-
-
- print_line("try no depth!");
-
- glGenTextures(1, &rgba);
- glBindTexture(GL_TEXTURE_2D, rgba);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rgba, 0);
-/*
- glGenRenderbuffers(1, &depth);
- glBindRenderbuffer(GL_RENDERBUFFER, depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, p_size, p_size);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
-*/
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- 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);
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
-
- } else {
-
- //glGenRenderbuffers(1, &rbo);
- //glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- 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);
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
-
- }
-
-#endif
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-//printf("errnum: %x\n",status);
-#ifdef GLEW_ENABLED
- if (p_use_depth) {
- //glDrawBuffer(GL_BACK);
- }
-#endif
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- DEBUG_TEST_ERROR("Shadow Buffer Init");
- ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, false);
-
-#ifdef GLEW_ENABLED
- if (p_use_depth) {
- //glDrawBuffer(GL_BACK);
- }
-#endif
-
-#if 0
- glGenFramebuffers(1, &fbo_blur);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo_blur);
-
- glGenRenderbuffers(1, &rbo_blur);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo_blur);
-
- glGenTextures(1, &blur);
- glBindTexture(GL_TEXTURE_2D, blur);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- 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, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- //glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0,
- //GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL);
-
- // Attach the RGBA texture to FBO color attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, blur, 0);
-
- // Allocate 16-bit depth buffer
- /*
- 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_blur);
- */
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- OS::get_singleton()->print("Status: %x\n",status);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- DEBUG_TEST_ERROR("Shadow Blur Buffer Init");
- ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
-#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 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)
- return;
-
- bool use_fbo = true;
-
- if (framebuffer.fbo != 0) {
-
- glDeleteFramebuffers(1, &framebuffer.fbo);
-#if 0
- glDeleteTextures(1,&framebuffer.depth);
-#else
- glDeleteRenderbuffers(1, &framebuffer.depth);
-
-#endif
- glDeleteTextures(1, &framebuffer.color);
-
- 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++) {
-
- glDeleteTextures(1, &framebuffer.blur[i].color);
- glDeleteFramebuffers(1, &framebuffer.blur[i].fbo);
- }
-
- glDeleteTextures(1, &framebuffer.sample_color);
- glDeleteFramebuffers(1, &framebuffer.sample_fbo);
- framebuffer.luminance.clear();
- framebuffer.blur_size = 0;
- framebuffer.fbo = 0;
- }
-
-#ifdef TOOLS_ENABLED
- framebuffer.active = use_fbo;
-#else
- framebuffer.active = use_fbo && !low_memory_2d;
-#endif
- 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
-
-// Create a render buffer
-
-#if 0
- glGenTextures(1, &framebuffer.depth);
- glBindTexture(GL_TEXTURE_2D, framebuffer.depth);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, framebuffer.width, framebuffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, framebuffer.depth, 0);
-
-#else
-
- glGenRenderbuffers(1, &framebuffer.depth);
- glBindRenderbuffer(GL_RENDERBUFFER, framebuffer.depth);
-
- 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);
-
-#endif
- //color
-
- //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;
-
- if (use_16bits_fbo) {
- 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;
-
- 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);
- 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);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.color, 0);
-#
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- if (status != GL_FRAMEBUFFER_COMPLETE) {
-
- glDeleteFramebuffers(1, &framebuffer.fbo);
-#if 0
- glDeleteTextures(1,&framebuffer.depth);
-#else
- glDeleteRenderbuffers(1, &framebuffer.depth);
-
-#endif
- 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());
- }
-
- //sample
-
- glGenFramebuffers(1, &framebuffer.sample_fbo);
- 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);
- 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);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.sample_color, 0);
-#
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- if (status != GL_FRAMEBUFFER_COMPLETE) {
-
- glDeleteFramebuffers(1, &framebuffer.fbo);
-#if 0
- glDeleteTextures(1,&framebuffer.depth);
-#else
- 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;
- //print_line("**************** NO FAMEBUFFEEEERRRR????");
- WARN_PRINT("Could not create framebuffer!!");
- }
- //blur
-
- int size = GLOBAL_DEF("rasterizer/blur_buffer_size", 256);
-
- if (size != framebuffer.blur_size) {
-
- 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;
- }
- }
-
- framebuffer.blur_size = size;
-
- for (int i = 0; i < 3; i++) {
-
- glGenFramebuffers(1, &framebuffer.blur[i].fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
-
- glGenTextures(1, &framebuffer.blur[i].color);
- glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- 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);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- 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);
- }
- }
-
- // luminance
-
- 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++) {
-
- glDeleteFramebuffers(1, &framebuffer.luminance[i].fbo);
- glDeleteTextures(1, &framebuffer.luminance[i].color);
- }
-
- framebuffer.luminance.clear();
-
- while (base_size > 0) {
-
- FrameBuffer::Luminance lb;
- lb.size = base_size;
-
- glGenFramebuffers(1, &lb.fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, lb.fbo);
-
- glGenTextures(1, &lb.color);
- glBindTexture(GL_TEXTURE_2D, lb.color);
- 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);
- glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0,
- format_luminance_components, format_luminance_type, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, lb.color, 0);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- base_size /= 3;
-
- DEBUG_TEST_ERROR("Shadow Buffer Init");
- 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;
-
- if (p_size.x != 0) {
- window_size = p_size;
- };
-}
-
-#if 0
-void RasterizerGLES2::_update_blur_buffer() {
-
- int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
- if (size!=framebuffer.blur_size) {
-
- 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;
- }
- }
-
- framebuffer.blur_size=size;
-
- for(int i=0;i<3;i++) {
-
- glGenFramebuffers(1, &framebuffer.blur[i].fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
-
- glGenTextures(1, &framebuffer.blur[i].color);
- glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- 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, GL_RGBA, size, size, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- 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 );
-
-
- }
-
- }
-
-
-
-
-
-}
-#endif
-
-bool RasterizerGLES2::_test_depth_shadow_buffer() {
-
- int size = 16;
-
- GLuint fbo;
- GLuint rbo;
- GLuint depth;
-
- glActiveTexture(GL_TEXTURE0);
-
- glGenFramebuffers(1, &fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-
- // Create a render buffer
- glGenRenderbuffers(1, &rbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
-
- // Create a texture for storing the depth
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // Remove artifact on the edges of the shadowmap
- 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);
-
-#ifdef GLEW_ENABLED
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-#endif
-
- // Attach the depth texture to FBO depth attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_TEXTURE_2D, depth, 0);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
- glDeleteFramebuffers(1, &fbo);
- glDeleteRenderbuffers(1, &rbo);
- glDeleteTextures(1, &depth);
-
- return status == GL_FRAMEBUFFER_COMPLETE;
-}
-
-void RasterizerGLES2::init() {
-
- if (OS::get_singleton()->is_stdout_verbose()) {
- print_line("Using GLES2 video driver");
- }
-
-#ifdef GLEW_ENABLED
- GLuint res = glewInit();
- ERR_FAIL_COND(res != GLEW_OK);
- if (OS::get_singleton()->is_stdout_verbose()) {
- 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.
- // On the other hand, these drivers might implement the older EXT_framebuffer_object extension
- // with which current source code is backward compatible.
-
- bool framebuffer_object_is_supported = glewIsSupported("GL_ARB_framebuffer_object");
-
- if (!framebuffer_object_is_supported) {
- WARN_PRINT("GL_ARB_framebuffer_object not supported by your graphics card.");
-
- if (glewIsSupported("GL_EXT_framebuffer_object")) {
- // falling-back to the older EXT function if present
- WARN_PRINT("Falling-back to GL_EXT_framebuffer_object.");
-
- glIsRenderbuffer = glIsRenderbufferEXT;
- glBindRenderbuffer = glBindRenderbufferEXT;
- glDeleteRenderbuffers = glDeleteRenderbuffersEXT;
- glGenRenderbuffers = glGenRenderbuffersEXT;
- glRenderbufferStorage = glRenderbufferStorageEXT;
- glGetRenderbufferParameteriv = glGetRenderbufferParameterivEXT;
- glIsFramebuffer = glIsFramebufferEXT;
- glBindFramebuffer = glBindFramebufferEXT;
- glDeleteFramebuffers = glDeleteFramebuffersEXT;
- glGenFramebuffers = glGenFramebuffersEXT;
- glCheckFramebufferStatus = glCheckFramebufferStatusEXT;
- glFramebufferTexture1D = glFramebufferTexture1DEXT;
- glFramebufferTexture2D = glFramebufferTexture2DEXT;
- glFramebufferTexture3D = glFramebufferTexture3DEXT;
- glFramebufferRenderbuffer = glFramebufferRenderbufferEXT;
- glGetFramebufferAttachmentParameteriv = glGetFramebufferAttachmentParameterivEXT;
- glGenerateMipmap = glGenerateMipmapEXT;
-
- framebuffer_object_is_supported = true;
- } else {
- ERR_PRINT("Framebuffer Object is not supported by your graphics card.");
- }
- }
-
- // 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.");
- 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");
- exit(1);
- }
-#endif
-
- scene_pass = 1;
-
- if (extensions.size() == 0) {
-
- set_extensions((const char *)glGetString(GL_EXTENSIONS));
- }
-
- GLint tmp = 0;
- glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &tmp);
- //print_line("GL_MAX_VERTEX_ATTRIBS "+itos(tmp));
-
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LEQUAL);
- glFrontFace(GL_CW);
- //glEnable(GL_TEXTURE_2D);
-
- default_material = create_default_material();
-
- material_shader.init();
- canvas_shader.init();
- copy_shader.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);
-#endif
-
-#ifdef ANGLE_ENABLED
- // Fix for ANGLE
- material_shader.set_conditional(MaterialShaderGLES2::DISABLE_FRONT_FACING, true);
-#endif
-
- shadow = NULL;
- shadow_pass = 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;
-
- //do a single initial clear
- glClearColor(0, 0, 0, 1);
- //glClearDepth(1.0);
- 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;
- }
- 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);
- glGenerateMipmap(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-
-#ifdef GLEW_ENABLED
-
- 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;
-
- GLint 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;
-
- 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)));
-#ifdef OSX_ENABLED
- use_rgba_shadowmaps = true;
- use_fp16_fb = false;
-#else
-
-#endif
- use_half_float = true;
-
-#else
-
- 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
- }
- 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");
-
- srgb_supported = extensions.has("GL_EXT_sRGB");
-#ifndef ANGLE_ENABLED
- 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");
- 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)));
- }
-
- print_line("S3TC: " + itos(s3tc_supported) + " ATITC: " + itos(atitc_supported));
-
- GLint 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;
- float_linear_supported = extensions.has("GL_OES_texture_float_linear");
-
- /*
- if (extensions.has("GL_QCOM_tiled_rendering"))
- use_hw_skeleton_xform=false;
- */
- GLint mva;
- 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_texture_instancing=true;
- 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;
- }
-
- 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");
- }
-
- full_float_fb_supported = extensions.has("GL_EXT_color_buffer_float");
-
-//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);
- //read_depth_supported=false;
-
- canvas_shadow_blur = canvas_light_shadow_buffer_create(max_texture_size);
-
- {
- //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) {
-
- ShadowBuffer sb;
- bool s = sb.init(smsize, !use_rgba_shadowmaps);
- if (s)
- near_shadow_buffers.push_back(sb);
- smsize /= 2;
- }
-
- 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);
- }
-
- shadow_material = material_create(); //empty with nothing
- shadow_mat_ptr = material_owner.get(shadow_material);
-
- // Now create a second shadow material for double-sided shadow instances
- shadow_material_double_sided = material_create();
- shadow_mat_double_sided_ptr = material_owner.get(shadow_material_double_sided);
- 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);
-
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/use_2d_pixel_snap", false));
-
- 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);
-#ifdef GLES_NO_CLIENT_ARRAYS //WebGL specific implementation.
- glBufferData(GL_ARRAY_BUFFER, 8 * MAX_POLYGON_VERTICES, NULL, GL_DYNAMIC_DRAW);
-#else
- glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_DYNAMIC_DRAW);
-#endif
- 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
-#endif
-
- shader_time_rollback = GLOBAL_DEF("rasterizer/shader_time_rollback", 300);
-
- using_canvas_bg = false;
- _update_framebuffer();
- DEBUG_TEST_ERROR("Initializing");
-}
-
-void RasterizerGLES2::finish() {
-
- free(default_material);
- free(shadow_material);
- free(shadow_material_double_sided);
- free(canvas_shadow_blur);
- free(overdraw_material);
-}
-
-int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) {
-
- switch (p_info) {
-
- case VS::INFO_OBJECTS_IN_FRAME: {
-
- return _rinfo.object_count;
- } break;
- case VS::INFO_VERTICES_IN_FRAME: {
-
- return _rinfo.vertex_count;
- } break;
- case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
-
- return _rinfo.mat_change_count;
- } break;
- case VS::INFO_SHADER_CHANGES_IN_FRAME: {
-
- return _rinfo.shader_change_count;
- } break;
- case VS::INFO_DRAW_CALLS_IN_FRAME: {
-
- return _rinfo.draw_calls;
- } break;
- case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
-
- return _rinfo.surface_count;
- } break;
- case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {
-
- return 0;
- } break;
- case VS::INFO_VIDEO_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: {
-
- return _rinfo.texture_mem;
- } break;
- case VS::INFO_VERTEX_MEM_USED: {
-
- return 0;
- } break;
- }
-
- return 0;
-}
-
-void RasterizerGLES2::set_extensions(const char *p_strings) {
-
- Vector<String> strings = String(p_strings).split(" ", false);
- for (int i = 0; i < strings.size(); i++) {
-
- extensions.insert(strings[i]);
- //print_line(strings[i]);
- }
-}
-
-bool RasterizerGLES2::needs_to_draw_next_frame() const {
-
- return draw_next_frame;
-}
-
-bool RasterizerGLES2::has_feature(VS::Features p_feature) const {
-
- 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);
- //glClearDepth(1.0);
- 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;
- }
- 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);
- glGenerateMipmap(GL_TEXTURE_2D);
- 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()) {
-
- RID tid = E->get();
- Texture *t = texture_owner.get(tid);
- ERR_CONTINUE(!t);
- t->tex_id = 0;
- t->data_size = 0;
- glGenTextures(1, &t->tex_id);
- 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++) {
- if (!t->image[i].empty()) {
- 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);
- }
- }
- 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()) {
- 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);
- }
-
- List<RID> meshes;
- mesh_owner.get_owned_list(&meshes);
- for (List<RID>::Element *E = meshes.front(); E; E = E->next()) {
-
- Mesh *mesh = mesh_owner.get(E->get());
- 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);
-
- if (surfaces[i]->array_local != 0) {
- memfree(surfaces[i]->array_local);
- };
- if (surfaces[i]->index_array_local != 0) {
- memfree(surfaces[i]->index_array_local);
- };
-
- memdelete(surfaces[i]);
- }
- }
-
- List<RID> skeletons;
- skeleton_owner.get_owned_list(&skeletons);
- for (List<RID>::Element *E = skeletons.front(); E; E = E->next()) {
-
- Skeleton *sk = skeleton_owner.get(E->get());
- if (!sk->tex_id)
- continue; //does not use hw transform, leave alone
-
- 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;
- }
-
- List<RID> multimeshes;
- multimesh_owner.get_owned_list(&multimeshes);
- for (List<RID>::Element *E = multimeshes.front(); E; E = E->next()) {
-
- MultiMesh *mm = multimesh_owner.get(E->get());
- if (!mm->tex_id)
- continue; //does not use hw transform, leave alone
-
- Vector<MultiMesh::Element> elements = mm->elements;
- mm->elements.clear();
-
- 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;
- }
-
- 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;
- }
-
- 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);
- }
-
- 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()) {
-
- 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);
- }
-
- List<RID> materials;
- material_owner.get_owned_list(&materials);
- 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);
- }
-}
-
-void RasterizerGLES2::set_use_framebuffers(bool p_use) {
-
- use_framebuffers = p_use;
-}
-
-RasterizerGLES2 *RasterizerGLES2::get_singleton() {
-
- return _singleton;
-};
-
-int RasterizerGLES2::RenderList::max_elements = RenderList::DEFAULT_MAX_ELEMENTS;
-
-void RasterizerGLES2::set_force_16_bits_fbo(bool 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) {
-
- _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;
-
- 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)));
- ProjectSettings::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;
-};
-
-void RasterizerGLES2::restore_framebuffer() {
-
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
-}
-
-RasterizerGLES2::~RasterizerGLES2() {
-
- memdelete_arr(skinned_buffer);
-};
-
-#endif
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
deleted file mode 100644
index a8ed60d22b..0000000000
--- a/drivers/gles2/rasterizer_gles2.h
+++ /dev/null
@@ -1,1686 +0,0 @@
-/*************************************************************************/
-/* rasterizer_gles2.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#ifndef RASTERIZER_GLES2_H
-#define RASTERIZER_GLES2_H
-
-#include "servers/visual/rasterizer.h"
-
-#define MAX_POLYGON_VERTICES 4096 //used for WebGL canvas_draw_polygon call.
-
-#ifdef GLES2_ENABLED
-
-#include "camera_matrix.h"
-#include "image.h"
-#include "list.h"
-#include "map.h"
-#include "rid.h"
-#include "self_list.h"
-#include "servers/visual_server.h"
-#include "sort.h"
-
-#include "platform_config.h"
-#ifndef GLES2_INCLUDE_H
-#include <GLES2/gl2.h>
-#else
-#include GLES2_INCLUDE_H
-#endif
-
-#include "drivers/gles2/shader_compiler_gles2.h"
-#include "drivers/gles2/shaders/blur.glsl.h"
-#include "drivers/gles2/shaders/canvas.glsl.h"
-#include "drivers/gles2/shaders/canvas_shadow.glsl.h"
-#include "drivers/gles2/shaders/copy.glsl.h"
-#include "drivers/gles2/shaders/material.glsl.h"
-#include "servers/visual/particle_system_sw.h"
-
-/**
- @author Juan Linietsky <reduzio@gmail.com>
-*/
-class RasterizerGLES2 : public Rasterizer {
-
- enum {
-
- MAX_SCENE_LIGHTS = 2048,
- LIGHT_SPOT_BIT = 0x80,
- DEFAULT_SKINNED_BUFFER_SIZE = 2048, // 10k vertices
- MAX_HW_LIGHTS = 1,
- };
-
- uint8_t *skinned_buffer;
- int skinned_buffer_size;
- bool pvr_supported;
- bool pvr_srgb_supported;
- bool s3tc_supported;
- bool s3tc_srgb_supported;
- bool latc_supported;
- bool etc_supported;
- bool atitc_supported;
- bool npo2_textures_available;
- bool read_depth_supported;
- bool use_framebuffers;
- bool full_float_fb_supported;
- bool use_shadow_mapping;
- bool use_fp16_fb;
- bool srgb_supported;
- bool float_supported;
- bool float_linear_supported;
- bool use_16bits_fbo;
-
- ShadowFilterTechnique shadow_filter;
-
- bool use_shadow_esm;
- bool use_shadow_pcf;
- bool use_hw_skeleton_xform;
- bool use_depth24;
- bool use_texture_instancing;
- bool use_attribute_instancing;
- bool use_rgba_shadowmaps;
- bool use_anisotropic_filter;
- float anisotropic_level;
-
- bool use_half_float;
- bool low_memory_2d;
-
- bool shrink_textures_x2;
-
- Vector<float> skel_default;
-
- Image _get_gl_image_and_format(const Image &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, int &r_gl_components, bool &r_has_alpha_cache, bool &r_compressed);
-
- struct RenderTarget;
-
- struct Texture {
-
- String path;
- uint32_t flags;
- int width, height;
- int alloc_width, alloc_height;
- Image::Format format;
-
- GLenum target;
- GLenum gl_format_cache;
- GLenum gl_internal_format_cache;
- int gl_components_cache;
- int data_size; //original data size, useful for retrieving back
- bool has_alpha;
- bool format_has_alpha;
- bool compressed;
- bool disallow_mipmaps;
- int total_data_size;
- bool ignore_mipmaps;
-
- ObjectID reloader;
- StringName reloader_func;
- Image image[6];
-
- int mipmaps;
-
- bool active;
- GLuint tex_id;
-
- RenderTarget *render_target;
-
- Texture() {
-
- ignore_mipmaps = false;
- render_target = NULL;
- flags = width = height = 0;
- tex_id = 0;
- data_size = 0;
- format = Image::FORMAT_L8;
- gl_components_cache = 0;
- format_has_alpha = false;
- has_alpha = false;
- active = false;
- disallow_mipmaps = false;
- compressed = false;
- total_data_size = 0;
- target = GL_TEXTURE_2D;
- mipmaps = 0;
-
- reloader = 0;
- }
-
- ~Texture() {
-
- if (tex_id != 0) {
-
- glDeleteTextures(1, &tex_id);
- }
- }
- };
-
- mutable RID_Owner<Texture> texture_owner;
-
- struct Shader {
-
- String vertex_code;
- String fragment_code;
- String light_code;
- int vertex_line;
- int fragment_line;
- int light_line;
- VS::ShaderMode mode;
-
- uint32_t custom_code_id;
- uint32_t version;
-
- bool valid;
- bool has_alpha;
- bool can_zpass;
- bool has_texscreen;
- bool has_screen_uv;
- bool writes_vertex;
- bool uses_discard;
- bool uses_time;
- bool uses_normal;
- bool uses_texpixel_size;
-
- Map<StringName, ShaderLanguage::Uniform> uniforms;
- StringName first_texture;
-
- Map<StringName, RID> default_textures;
-
- SelfList<Shader> dirty_list;
-
- Shader()
- : dirty_list(this) {
-
- valid = false;
- custom_code_id = 0;
- has_alpha = false;
- version = 1;
- vertex_line = 0;
- fragment_line = 0;
- light_line = 0;
- can_zpass = true;
- has_texscreen = false;
- has_screen_uv = false;
- writes_vertex = false;
- uses_discard = false;
- uses_time = false;
- uses_normal = false;
- }
- };
-
- mutable RID_Owner<Shader> shader_owner;
- mutable SelfList<Shader>::List _shader_dirty_list;
- _FORCE_INLINE_ void _shader_make_dirty(Shader *p_shader);
- void _update_shader(Shader *p_shader) const;
-
- struct Material {
-
- bool flags[VS::MATERIAL_FLAG_MAX];
-
- VS::MaterialBlendMode blend_mode;
- VS::MaterialDepthDrawMode depth_draw_mode;
-
- float line_width;
- bool has_alpha;
-
- mutable uint32_t shader_version;
-
- RID shader; // shader material
- Shader *shader_cache;
-
- struct UniformData {
-
- bool inuse;
- bool istexture;
- Variant value;
- int index;
- };
-
- mutable Map<StringName, UniformData> shader_params;
-
- uint64_t last_pass;
-
- Material() {
-
- for (int i = 0; i < VS::MATERIAL_FLAG_MAX; i++)
- flags[i] = false;
- flags[VS::MATERIAL_FLAG_VISIBLE] = true;
-
- line_width = 1;
- has_alpha = false;
- depth_draw_mode = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
- blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
- last_pass = 0;
- shader_version = 0;
- shader_cache = NULL;
- }
- };
-
- _FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const;
- mutable RID_Owner<Material> material_owner;
-
- struct Geometry {
-
- enum Type {
- GEOMETRY_INVALID,
- GEOMETRY_SURFACE,
- GEOMETRY_IMMEDIATE,
- GEOMETRY_PARTICLES,
- GEOMETRY_MULTISURFACE,
- };
-
- Type type;
- RID material;
- bool has_alpha;
- bool material_owned;
-
- Geometry() {
- has_alpha = false;
- material_owned = false;
- }
- virtual ~Geometry(){};
- };
-
- struct GeometryOwner {
-
- virtual ~GeometryOwner() {}
- };
-
- struct Mesh;
-
- struct Surface : public Geometry {
-
- struct ArrayData {
-
- uint32_t ofs, size, datatype, count;
- bool normalize;
- bool bind;
-
- ArrayData() {
- ofs = 0;
- size = 0;
- count = 0;
- datatype = 0;
- normalize = 0;
- bind = false;
- }
- };
-
- Mesh *mesh;
-
- Array data;
- Array morph_data;
- ArrayData array[VS::ARRAY_MAX];
- // support for vertex array objects
- GLuint array_object_id;
- // support for vertex buffer object
- GLuint vertex_id; // 0 means, unconfigured
- GLuint index_id; // 0 means, unconfigured
- // no support for the above, array in localmem.
- uint8_t *array_local;
- uint8_t *index_array_local;
- Vector<AABB> skeleton_bone_aabb;
- Vector<bool> skeleton_bone_used;
-
- //bool packed;
-
- struct MorphTarget {
- uint32_t configured_format;
- uint8_t *array;
- };
-
- MorphTarget *morph_targets_local;
- int morph_target_count;
- AABB aabb;
-
- int array_len;
- int index_array_len;
- int max_bone;
-
- float vertex_scale;
- float uv_scale;
- float uv2_scale;
-
- bool alpha_sort;
-
- VS::PrimitiveType primitive;
-
- uint32_t format;
- uint32_t configured_format;
-
- int stride;
- int local_stride;
- uint32_t morph_format;
-
- bool active;
-
- Point2 uv_min;
- Point2 uv_max;
-
- Surface() {
-
- array_len = 0;
- local_stride = 0;
- morph_format = 0;
- type = GEOMETRY_SURFACE;
- primitive = VS::PRIMITIVE_POINTS;
- index_array_len = 0;
- vertex_scale = 1.0;
- uv_scale = 1.0;
- uv2_scale = 1.0;
-
- alpha_sort = false;
-
- format = 0;
- stride = 0;
- morph_targets_local = 0;
- morph_target_count = 0;
-
- array_local = index_array_local = 0;
- vertex_id = index_id = 0;
-
- active = false;
- //packed=false;
- }
-
- ~Surface() {
- }
- };
-
- struct Mesh {
-
- bool active;
- Vector<Surface *> surfaces;
- int morph_target_count;
- VS::MorphTargetMode morph_target_mode;
- AABB custom_aabb;
-
- mutable uint64_t last_pass;
- Mesh() {
- morph_target_mode = VS::MORPH_MODE_NORMALIZED;
- morph_target_count = 0;
- last_pass = 0;
- active = false;
- }
- };
- mutable RID_Owner<Mesh> mesh_owner;
-
- Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem, uint8_t *p_index_mem, const Array &p_arrays, bool p_main);
-
- struct MultiMesh;
-
- struct MultiMeshSurface : public Geometry {
-
- Surface *surface;
- MultiMeshSurface() { type = GEOMETRY_MULTISURFACE; }
- };
-
- struct MultiMesh : public GeometryOwner {
-
- struct Element {
-
- float matrix[16];
- uint8_t color[4];
- Element() {
- matrix[0] = 1;
- matrix[1] = 0;
- matrix[2] = 0;
- matrix[3] = 0;
-
- matrix[4] = 0;
- matrix[5] = 1;
- matrix[6] = 0;
- matrix[7] = 0;
-
- matrix[8] = 0;
- matrix[9] = 0;
- matrix[10] = 1;
- matrix[11] = 0;
-
- matrix[12] = 0;
- matrix[13] = 0;
- matrix[14] = 0;
- matrix[15] = 1;
- };
- };
-
- AABB aabb;
- RID mesh;
- int visible;
-
- //IDirect3DVertexBuffer9* instance_buffer;
- Vector<Element> elements;
- Vector<MultiMeshSurface> cache_surfaces;
- mutable uint64_t last_pass;
- GLuint tex_id;
- int tw;
- int th;
-
- SelfList<MultiMesh> dirty_list;
-
- MultiMesh()
- : dirty_list(this) {
-
- tw = 1;
- th = 1;
- tex_id = 0;
- last_pass = 0;
- visible = -1;
- }
- };
-
- mutable RID_Owner<MultiMesh> multimesh_owner;
- mutable SelfList<MultiMesh>::List _multimesh_dirty_list;
-
- struct Immediate : public Geometry {
-
- struct Chunk {
-
- RID texture;
- VS::PrimitiveType primitive;
- Vector<Vector3> vertices;
- Vector<Vector3> normals;
- Vector<Plane> tangents;
- Vector<Color> colors;
- Vector<Vector2> uvs;
- Vector<Vector2> uvs2;
- };
-
- List<Chunk> chunks;
- bool building;
- int mask;
- AABB aabb;
-
- Immediate() {
- type = GEOMETRY_IMMEDIATE;
- building = false;
- }
- };
-
- mutable RID_Owner<Immediate> immediate_owner;
-
- struct Particles : public Geometry {
-
- ParticleSystemSW data; // software particle system
-
- Particles() {
- type = GEOMETRY_PARTICLES;
- }
- };
-
- mutable RID_Owner<Particles> particles_owner;
-
- struct ParticlesInstance : public GeometryOwner {
-
- RID particles;
-
- ParticleSystemProcessSW particles_process;
- Transform transform;
-
- ParticlesInstance() {}
- };
-
- mutable RID_Owner<ParticlesInstance> particles_instance_owner;
- ParticleSystemDrawInfoSW particle_draw_info;
-
- struct Skeleton {
-
- struct Bone {
-
- float mtx[4][4]; //used
-
- Bone() {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
-
- mtx[i][j] = (i == j) ? 1 : 0;
- }
- }
- }
-
- _ALWAYS_INLINE_ void transform_add_mul3(const float *p_src, float *r_dst, float p_weight) const {
-
- r_dst[0] += ((mtx[0][0] * p_src[0]) + (mtx[1][0] * p_src[1]) + (mtx[2][0] * p_src[2]) + mtx[3][0]) * p_weight;
- r_dst[1] += ((mtx[0][1] * p_src[0]) + (mtx[1][1] * p_src[1]) + (mtx[2][1] * p_src[2]) + mtx[3][1]) * p_weight;
- r_dst[2] += ((mtx[0][2] * p_src[0]) + (mtx[1][2] * p_src[1]) + (mtx[2][2] * p_src[2]) + mtx[3][2]) * p_weight;
- }
- _ALWAYS_INLINE_ void transform3_add_mul3(const float *p_src, float *r_dst, float p_weight) const {
-
- r_dst[0] += ((mtx[0][0] * p_src[0]) + (mtx[1][0] * p_src[1]) + (mtx[2][0] * p_src[2])) * p_weight;
- r_dst[1] += ((mtx[0][1] * p_src[0]) + (mtx[1][1] * p_src[1]) + (mtx[2][1] * p_src[2])) * p_weight;
- r_dst[2] += ((mtx[0][2] * p_src[0]) + (mtx[1][2] * p_src[1]) + (mtx[2][2] * p_src[2])) * p_weight;
- }
-
- _ALWAYS_INLINE_ AABB transform_aabb(const AABB &p_aabb) const {
-
- float vertices[8][3] = {
- { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z },
- { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z },
- { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z },
- { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z },
- { p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z },
- { p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z },
- { p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z },
- { p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z }
- };
-
- AABB ret;
-
- for (int i = 0; i < 8; i++) {
-
- Vector3 xv(
-
- ((mtx[0][0] * vertices[i][0]) + (mtx[1][0] * vertices[i][1]) + (mtx[2][0] * vertices[i][2]) + mtx[3][0]),
- ((mtx[0][1] * vertices[i][0]) + (mtx[1][1] * vertices[i][1]) + (mtx[2][1] * vertices[i][2]) + mtx[3][1]),
- ((mtx[0][2] * vertices[i][0]) + (mtx[1][2] * vertices[i][1]) + (mtx[2][2] * vertices[i][2]) + mtx[3][2]));
-
- if (i == 0)
- ret.pos = xv;
- else
- ret.expand_to(xv);
- }
-
- return ret;
- }
- };
-
- GLuint tex_id;
- float pixel_size; //for texture
- Vector<Bone> bones;
-
- SelfList<Skeleton> dirty_list;
-
- Skeleton()
- : dirty_list(this) {
- tex_id = 0;
- pixel_size = 1.0;
- }
- };
-
- mutable RID_Owner<Skeleton> skeleton_owner;
- mutable SelfList<Skeleton>::List _skeleton_dirty_list;
-
- template <bool USE_NORMAL, bool USE_TANGENT, bool INPLACE>
- void _skeleton_xform(const uint8_t *p_src_array, int p_src_stride, uint8_t *p_dst_array, int p_dst_stride, int p_elements, const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms);
-
- struct Light {
-
- VS::LightType type;
- float vars[VS::LIGHT_PARAM_MAX];
- Color colors[3];
- bool shadow_enabled;
- RID projector;
- bool volumetric_enabled;
- Color volumetric_color;
- VS::LightOmniShadowMode omni_shadow_mode;
- VS::LightDirectionalShadowMode directional_shadow_mode;
- float directional_shadow_param[3];
-
- Light() {
-
- vars[VS::LIGHT_PARAM_SPOT_ATTENUATION] = 1;
- vars[VS::LIGHT_PARAM_SPOT_ANGLE] = 45;
- vars[VS::LIGHT_PARAM_ATTENUATION] = 1.0;
- vars[VS::LIGHT_PARAM_ENERGY] = 1.0;
- vars[VS::LIGHT_PARAM_RADIUS] = 1.0;
- vars[VS::LIGHT_PARAM_SHADOW_DARKENING] = 0.0;
- vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET] = 0.2;
- vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE] = 1.4;
- vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER] = 60.0;
- vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES] = 1;
- colors[VS::LIGHT_COLOR_DIFFUSE] = Color(1, 1, 1);
- colors[VS::LIGHT_COLOR_SPECULAR] = Color(1, 1, 1);
- shadow_enabled = false;
- volumetric_enabled = false;
-
- directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT] = 0.5;
- directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE] = 0;
- directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE] = 2.0;
- omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DEFAULT;
- directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
- }
- };
-
- struct Environment {
-
- VS::EnvironmentBG bg_mode;
- Variant bg_param[VS::ENV_BG_PARAM_MAX];
- bool fx_enabled[VS::ENV_FX_MAX];
- Variant fx_param[VS::ENV_FX_PARAM_MAX];
-
- Environment() {
-
- bg_mode = VS::ENV_BG_DEFAULT_COLOR;
- bg_param[VS::ENV_BG_PARAM_COLOR] = Color(0, 0, 0);
- bg_param[VS::ENV_BG_PARAM_TEXTURE] = RID();
- bg_param[VS::ENV_BG_PARAM_CUBEMAP] = RID();
- bg_param[VS::ENV_BG_PARAM_ENERGY] = 1.0;
- bg_param[VS::ENV_BG_PARAM_SCALE] = 1.0;
- bg_param[VS::ENV_BG_PARAM_GLOW] = 0.0;
- bg_param[VS::ENV_BG_PARAM_CANVAS_MAX_LAYER] = 0;
-
- for (int i = 0; i < VS::ENV_FX_MAX; i++)
- fx_enabled[i] = false;
-
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES] = 1;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE] = 1.0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH] = 1.0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE] = 0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM] = 0.0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_THRESHOLD] = 0.5;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES] = 1;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN] = 100.0;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE] = 10.0;
- fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER] = VS::ENV_FX_HDR_TONE_MAPPER_LINEAR;
- fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE] = 0.4;
- fx_param[VS::ENV_FX_PARAM_HDR_WHITE] = 1.0;
- fx_param[VS::ENV_FX_PARAM_HDR_GLOW_THRESHOLD] = 0.95;
- fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE] = 0.2;
- fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE] = 0.4;
- fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE] = 8.0;
- fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED] = 0.5;
- fx_param[VS::ENV_FX_PARAM_FOG_BEGIN] = 100.0;
- fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION] = 1.0;
- fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR] = Color(0, 0, 0);
- fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR] = Color(0, 0, 0);
- fx_param[VS::ENV_FX_PARAM_FOG_BG] = true;
- fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS] = 1.0;
- fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST] = 1.0;
- fx_param[VS::ENV_FX_PARAM_BCS_SATURATION] = 1.0;
- }
- };
-
- mutable RID_Owner<Environment> environment_owner;
-
- struct SampledLight {
-
- int w, h;
- GLuint texture;
- float multiplier;
- bool is_float;
- };
-
- mutable RID_Owner<SampledLight> sampled_light_owner;
-
- struct ViewportData {
-
- //1x1 fbo+texture for storing previous HDR value
- GLuint lum_fbo;
- GLuint lum_color;
-
- ViewportData() {
- lum_fbo = 0;
- lum_color = 0;
- }
- };
-
- mutable RID_Owner<ViewportData> viewport_data_owner;
-
- struct RenderTarget {
-
- Texture *texture_ptr;
- RID texture;
- GLuint fbo;
- GLuint color;
- GLuint depth;
- int width, height;
- uint64_t last_pass;
- };
-
- mutable RID_Owner<RenderTarget> render_target_owner;
-
- struct ShadowBuffer;
-
- struct LightInstance {
-
- struct SplitInfo {
-
- CameraMatrix camera;
- Transform transform;
- float near;
- float far;
- };
-
- RID light;
- Light *base;
- Transform transform;
- CameraMatrix projection;
-
- Transform custom_transform[4];
- CameraMatrix custom_projection[4];
-
- Vector3 light_vector;
- Vector3 spot_vector;
- float linear_att;
-
- uint64_t shadow_pass;
- uint64_t last_pass;
- uint16_t sort_key;
-
- Vector2 dp;
-
- CameraMatrix shadow_projection[4];
- float shadow_split[4];
-
- ShadowBuffer *near_shadow_buffer;
-
- void clear_shadow_buffers() {
-
- clear_near_shadow_buffers();
- }
-
- void clear_near_shadow_buffers() {
-
- if (near_shadow_buffer) {
- near_shadow_buffer->owner = NULL;
- near_shadow_buffer = NULL;
- }
- }
-
- LightInstance() {
- shadow_pass = 0;
- last_pass = 0;
- sort_key = 0;
- near_shadow_buffer = NULL;
- }
- };
- mutable RID_Owner<Light> light_owner;
- mutable RID_Owner<LightInstance> light_instance_owner;
-
- LightInstance *light_instances[MAX_SCENE_LIGHTS];
- LightInstance *directional_lights[4];
- int light_instance_count;
- int directional_light_count;
- int last_light_id;
- bool current_depth_test;
- bool current_depth_mask;
- VS::MaterialBlendMode current_blend_mode;
- bool use_fast_texture_filter;
- int max_texture_size;
-
- bool fragment_lighting;
- RID shadow_material;
- RID shadow_material_double_sided;
- Material *shadow_mat_ptr;
- Material *shadow_mat_double_sided_ptr;
-
- int max_texture_units;
- GLuint base_framebuffer;
-
- GLuint gui_quad_buffer;
- GLuint indices_buffer;
-
- struct RenderList {
-
- enum {
- DEFAULT_MAX_ELEMENTS = 4096,
- MAX_LIGHTS = 4,
- SORT_FLAG_SKELETON = 1,
- SORT_FLAG_INSTANCING = 2,
- };
-
- static int max_elements;
-
- struct Element {
-
- float depth;
- const InstanceData *instance;
- const Skeleton *skeleton;
- const Geometry *geometry;
- const Geometry *geometry_cmp;
- const Material *material;
- const GeometryOwner *owner;
- bool *additive_ptr;
- bool additive;
- bool mirror;
- union {
-#ifdef BIG_ENDIAN_ENABLED
- struct {
- uint8_t sort_flags;
- uint8_t light_type;
- uint16_t light;
- };
-#else
- struct {
- uint16_t light;
- uint8_t light_type;
- uint8_t sort_flags;
- };
-#endif
- uint32_t sort_key;
- };
- };
-
- Element *_elements;
- Element **elements;
- int element_count;
-
- void clear() {
-
- element_count = 0;
- }
-
- struct SortZ {
-
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
-
- return A->depth > B->depth;
- }
- };
-
- void sort_z() {
-
- SortArray<Element *, SortZ> sorter;
- sorter.sort(elements, element_count);
- }
-
- struct SortMatGeom {
-
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- // TODO move to a single uint64 (one comparison)
- if (A->material->shader_cache == B->material->shader_cache) {
- if (A->material == B->material) {
-
- return A->geometry_cmp < B->geometry_cmp;
- } else {
-
- return (A->material < B->material);
- }
- } else {
-
- return A->material->shader_cache < B->material->shader_cache;
- }
- }
- };
-
- void sort_mat_geom() {
-
- SortArray<Element *, SortMatGeom> sorter;
- sorter.sort(elements, element_count);
- }
-
- struct SortMatLight {
-
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
-
- if (A->geometry_cmp == B->geometry_cmp) {
-
- if (A->material == B->material) {
-
- return A->light < B->light;
- } else {
-
- return (A->material < B->material);
- }
- } else {
-
- return (A->geometry_cmp < B->geometry_cmp);
- }
- }
- };
-
- void sort_mat_light() {
-
- SortArray<Element *, SortMatLight> sorter;
- sorter.sort(elements, element_count);
- }
-
- struct SortMatLightType {
-
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
-
- if (A->light_type == B->light_type) {
- if (A->material->shader_cache == B->material->shader_cache) {
- if (A->material == B->material) {
-
- return (A->geometry_cmp < B->geometry_cmp);
- } else {
-
- return (A->material < B->material);
- }
- } else {
-
- return (A->material->shader_cache < B->material->shader_cache);
- }
- } else {
-
- return A->light_type < B->light_type;
- }
- }
- };
-
- void sort_mat_light_type() {
-
- SortArray<Element *, SortMatLightType> sorter;
- sorter.sort(elements, element_count);
- }
-
- struct SortMatLightTypeFlags {
-
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
-
- if (A->sort_key == B->sort_key) {
- if (A->material->shader_cache == B->material->shader_cache) {
- if (A->material == B->material) {
-
- return (A->geometry_cmp < B->geometry_cmp);
- } else {
-
- return (A->material < B->material);
- }
- } else {
-
- return (A->material->shader_cache < B->material->shader_cache);
- }
- } else {
-
- return A->sort_key < B->sort_key; //one is null and one is not
- }
- }
- };
-
- void sort_mat_light_type_flags() {
-
- SortArray<Element *, SortMatLightTypeFlags> sorter;
- sorter.sort(elements, element_count);
- }
- _FORCE_INLINE_ Element *add_element() {
-
- if (element_count >= max_elements)
- return NULL;
- elements[element_count] = &_elements[element_count];
- return elements[element_count++];
- }
-
- void init() {
-
- element_count = 0;
- elements = memnew_arr(Element *, max_elements);
- _elements = memnew_arr(Element, max_elements);
- for (int i = 0; i < max_elements; i++)
- elements[i] = &_elements[i]; // assign elements
- }
-
- RenderList() {
- }
- ~RenderList() {
- memdelete_arr(elements);
- memdelete_arr(_elements);
- }
- };
-
- RenderList opaque_render_list;
- RenderList alpha_render_list;
-
- RID default_material;
-
- CameraMatrix camera_projection;
- Transform camera_transform;
- Transform camera_transform_inverse;
- float camera_z_near;
- float camera_z_far;
- Size2 camera_vp_size;
- bool camera_ortho;
- Set<String> extensions;
- bool texscreen_copied;
- bool texscreen_used;
-
- Plane camera_plane;
-
- void _add_geometry(const Geometry *p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner, int p_material = -1);
- void _render_list_forward(RenderList *p_render_list, const Transform &p_view_transform, const Transform &p_view_transform_inverse, const CameraMatrix &p_projection, bool p_reverse_cull = false, bool p_fragment_light = false, bool p_alpha_pass = false);
-
- //void _setup_light(LightInstance* p_instance, int p_idx);
- void _setup_light(uint16_t p_light);
-
- _FORCE_INLINE_ void _setup_shader_params(const Material *p_material);
- bool _setup_material(const Geometry *p_geometry, const Material *p_material, bool p_no_const_light, bool p_opaque_pass);
- void _setup_skeleton(const Skeleton *p_skeleton);
-
- Error _setup_geometry(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton, const float *p_morphs);
- void _render(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton, const GeometryOwner *p_owner, const Transform &p_xform);
-
- /***********/
- /* SHADOWS */
- /***********/
-
- struct ShadowBuffer {
-
- int size;
- GLuint fbo;
- GLuint rbo;
- GLuint depth;
- GLuint rgba; //for older devices
-#if 0
- GLuint fbo_blur;
- GLuint rbo_blur;
- GLuint blur;
-#endif
-
- LightInstance *owner;
- bool init(int p_size, bool p_use_depth);
- ShadowBuffer() {
- size = 0;
- depth = 0;
- owner = NULL;
- }
- };
-
- Vector<ShadowBuffer> near_shadow_buffers;
- ShadowBuffer blur_shadow_buffer;
-
- Vector<ShadowBuffer> far_shadow_buffers;
-
- LightInstance *shadow;
- int shadow_pass;
-
- float shadow_near_far_split_size_ratio;
- bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer> &p_buffers);
- void _debug_draw_shadow(GLuint tex, const Rect2 &p_rect);
- void _debug_draw_shadows_type(Vector<ShadowBuffer> &p_shadows, Point2 &ofs);
- void _debug_shadows();
- void _debug_luminances();
- void _debug_samplers();
-
- /***********/
- /* FBOs */
- /***********/
-
- struct FrameBuffer {
-
- GLuint fbo;
- GLuint color;
- GLuint depth;
-
- int width, height;
- int scale;
- bool active;
-
- int blur_size;
-
- struct Blur {
-
- GLuint fbo;
- GLuint color;
-
- Blur() {
- fbo = 0;
- color = 0;
- }
- } blur[3];
-
- struct Luminance {
-
- int size;
- GLuint fbo;
- GLuint color;
-
- Luminance() {
- fbo = 0;
- color = 0;
- size = 0;
- }
- };
-
- Vector<Luminance> luminance;
-
- GLuint sample_fbo;
- GLuint sample_color;
-
- FrameBuffer() {
- blur_size = 0;
- }
-
- } framebuffer;
-
- void _update_framebuffer();
- void _process_glow_and_bloom();
- //void _update_blur_buffer();
-
- /*********/
- /* FRAME */
- /*********/
-
- struct _Rinfo {
-
- int texture_mem;
- int vertex_count;
- int object_count;
- int mat_change_count;
- int surface_count;
- int shader_change_count;
- int ci_draw_commands;
- int draw_calls;
-
- } _rinfo;
-
- /*******************/
- /* CANVAS OCCLUDER */
- /*******************/
-
- struct CanvasOccluder {
-
- GLuint vertex_id; // 0 means, unconfigured
- GLuint index_id; // 0 means, unconfigured
- DVector<Vector2> lines;
- int len;
- };
-
- RID_Owner<CanvasOccluder> canvas_occluder_owner;
-
- /***********************/
- /* CANVAS LIGHT SHADOW */
- /***********************/
-
- struct CanvasLightShadow {
-
- int size;
- int height;
- GLuint fbo;
- GLuint rbo;
- GLuint depth;
- GLuint rgba; //for older devices
-
- GLuint blur;
- };
-
- RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
-
- RID canvas_shadow_blur;
-
- /* ETC */
-
- RenderTarget *current_rt;
- bool current_rt_transparent;
- bool current_rt_vflip;
- ViewportData *current_vd;
-
- GLuint white_tex;
- RID canvas_tex;
- float canvas_opacity;
- Color canvas_modulate;
- bool canvas_use_modulate;
- bool uses_texpixel_size;
- bool rebind_texpixel_size;
- Transform canvas_transform;
- ShaderMaterial *canvas_last_material;
- bool canvas_texscreen_used;
- Vector2 normal_flip;
- _FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2 &p_flip);
-
- _FORCE_INLINE_ Texture *_bind_canvas_texture(const RID &p_texture);
- VS::MaterialBlendMode canvas_blend_mode;
-
- int _setup_geometry_vinfo;
-
- bool pack_arrays;
- bool keep_copies;
- bool use_reload_hooks;
- bool cull_front;
- bool lights_use_shadow;
- _FORCE_INLINE_ void _set_cull(bool p_front, bool p_reverse_cull = false);
- _FORCE_INLINE_ Color _convert_color(const Color &p_color);
-
- void _process_glow_bloom();
- void _process_hdr();
- void _draw_tex_bg();
-
- bool using_canvas_bg;
- Size2 window_size;
- VS::ViewportRect viewport;
- double last_time;
- double time_delta;
- uint64_t frame;
- uint64_t scene_pass;
- bool draw_next_frame;
- Environment *current_env;
- VS::ScenarioDebugMode current_debug;
- RID overdraw_material;
- float shader_time_rollback;
-
- mutable MaterialShaderGLES2 material_shader;
- mutable CanvasShaderGLES2 canvas_shader;
- BlurShaderGLES2 blur_shader;
- CopyShaderGLES2 copy_shader;
- mutable CanvasShadowShaderGLES2 canvas_shadow_shader;
-
- mutable ShaderCompilerGLES2 shader_precompiler;
-
- void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color *p_colors, const Vector3 *p_uvs, const Plane *p_tangents = NULL, int p_instanced = 1);
- _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
- _FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2);
- void _draw_textured_quad(const Rect2 &p_rect, const Rect2 &p_src_region, const Size2 &p_tex_size, bool p_h_flip = false, bool p_v_flip = false, bool p_transpose = false);
- void _draw_quad(const Rect2 &p_rect);
- void _copy_screen_quad();
- void _copy_to_texscreen();
-
- bool _test_depth_shadow_buffer();
-
- Vector3 chunk_vertex;
- Vector3 chunk_normal;
- Plane chunk_tangent;
- Color chunk_color;
- Vector2 chunk_uv;
- Vector2 chunk_uv2;
- GLuint tc0_id_cache;
- GLuint tc0_idx;
-
- template <bool use_normalmap>
- _FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item, CanvasItem *current_clip, bool &reclip);
- _FORCE_INLINE_ void _canvas_item_setup_shader_params(ShaderMaterial *material, Shader *p_shader);
- _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(ShaderMaterial *material, Shader *p_shader);
-
-public:
- /* TEXTURE API */
-
- virtual RID texture_create();
- virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
- virtual void texture_set_data(RID p_texture, const Image &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT);
- virtual Image texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const;
- virtual void texture_set_flags(RID p_texture, uint32_t p_flags);
- virtual uint32_t texture_get_flags(RID p_texture) const;
- virtual Image::Format texture_get_format(RID p_texture) const;
- virtual uint32_t texture_get_width(RID p_texture) const;
- virtual uint32_t texture_get_height(RID p_texture) const;
- virtual bool texture_has_alpha(RID p_texture) const;
- virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
- virtual void texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const;
-
- virtual void texture_set_path(RID p_texture, const String &p_path);
- virtual String texture_get_path(RID p_texture) const;
- virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
-
- virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
-
- GLuint _texture_get_name(RID p_tex);
-
- /* SHADER API */
-
- virtual RID shader_create(VS::ShaderMode p_mode = VS::SHADER_MATERIAL);
-
- virtual void shader_set_mode(RID p_shader, VS::ShaderMode p_mode);
- virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
-
- virtual void shader_set_code(RID p_shader, const String &p_vertex, const String &p_fragment, const String &p_light, int p_vertex_ofs = 0, int p_fragment_ofs = 0, int p_light_ofs = 0);
- virtual String shader_get_fragment_code(RID p_shader) const;
- virtual String shader_get_vertex_code(RID p_shader) const;
- virtual String shader_get_light_code(RID p_shader) const;
-
- virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
-
- virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
- virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
-
- virtual Variant shader_get_default_param(RID p_shader, const StringName &p_name);
-
- /* COMMON MATERIAL API */
-
- virtual RID material_create();
-
- virtual void material_set_shader(RID p_shader_material, RID p_shader);
- virtual RID material_get_shader(RID p_shader_material) const;
-
- virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
- virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
-
- virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled);
- virtual bool material_get_flag(RID p_material, VS::MaterialFlag p_flag) const;
-
- virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
- virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
-
- virtual void material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode);
- virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
-
- virtual void material_set_line_width(RID p_material, float p_line_width);
- virtual float material_get_line_width(RID p_material) const;
-
- /* MESH API */
-
- virtual RID mesh_create();
-
- virtual void mesh_add_surface(RID p_mesh, VS::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), bool p_alpha_sort = false);
- virtual Array mesh_get_surface_arrays(RID p_mesh, int p_surface) const;
- virtual Array mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const;
- virtual void mesh_add_custom_surface(RID p_mesh, const Variant &p_dat);
-
- virtual void mesh_set_morph_target_count(RID p_mesh, int p_amount);
- virtual int mesh_get_morph_target_count(RID p_mesh) const;
-
- virtual void mesh_set_morph_target_mode(RID p_mesh, VS::MorphTargetMode p_mode);
- virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
-
- virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned = false);
- virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
-
- virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
- virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
- virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
- virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
-
- virtual void mesh_remove_surface(RID p_mesh, int p_index);
- virtual int mesh_get_surface_count(RID p_mesh) const;
-
- virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) const;
-
- virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
- virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
-
- /* MULTIMESH API */
-
- virtual RID multimesh_create();
-
- virtual void multimesh_set_instance_count(RID p_multimesh, int p_count);
- virtual int multimesh_get_instance_count(RID p_multimesh) const;
-
- virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
- virtual void multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb);
- virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
- virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
-
- virtual RID multimesh_get_mesh(RID p_multimesh) const;
- virtual AABB multimesh_get_aabb(RID p_multimesh) const;
-
- virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
- virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
-
- virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
- virtual int multimesh_get_visible_instances(RID p_multimesh) const;
-
- /* IMMEDIATE API */
-
- virtual RID immediate_create();
- virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID());
- virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex);
- virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal);
- virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent);
- virtual void immediate_color(RID p_immediate, const Color &p_color);
- virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv);
- virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv);
- virtual void immediate_end(RID p_immediate);
- virtual void immediate_clear(RID p_immediate);
- virtual AABB immediate_get_aabb(RID p_immediate) const;
- virtual void immediate_set_material(RID p_immediate, RID p_material);
- virtual RID immediate_get_material(RID p_immediate) const;
-
- /* PARTICLES API */
-
- virtual RID particles_create();
-
- virtual void particles_set_amount(RID p_particles, int p_amount);
- virtual int particles_get_amount(RID p_particles) const;
-
- virtual void particles_set_emitting(RID p_particles, bool p_emitting);
- virtual bool particles_is_emitting(RID p_particles) const;
-
- virtual void particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility);
- virtual AABB particles_get_visibility_aabb(RID p_particles) const;
-
- virtual void particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents);
- virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
-
- virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity);
- virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
-
- virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3> &p_points);
- virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
-
- virtual void particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal);
- virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
-
- virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value);
- virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const;
-
- virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness);
- virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const;
-
- virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
- virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
-
- virtual void particles_set_color_phases(RID p_particles, int p_phases);
- virtual int particles_get_color_phases(RID p_particles) const;
-
- virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color);
- virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
-
- virtual void particles_set_attractors(RID p_particles, int p_attractors);
- virtual int particles_get_attractors(RID p_particles) const;
-
- virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos);
- virtual Vector3 particles_get_attractor_pos(RID p_particles, int p_attractor) const;
-
- virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
- virtual float particles_get_attractor_strength(RID p_particles, int p_attractor) const;
-
- virtual void particles_set_material(RID p_particles, RID p_material, bool p_owned = false);
- virtual RID particles_get_material(RID p_particles) const;
-
- virtual AABB particles_get_aabb(RID p_particles) const;
-
- virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
- virtual bool particles_has_height_from_velocity(RID p_particles) const;
-
- virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
- virtual bool particles_is_using_local_coordinates(RID p_particles) const;
-
- /* SKELETON API */
-
- virtual RID skeleton_create();
- virtual void skeleton_resize(RID p_skeleton, int p_bones);
- virtual int skeleton_get_bone_count(RID p_skeleton) const;
- virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
- virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone);
-
- /* LIGHT API */
-
- virtual RID light_create(VS::LightType p_type);
- virtual VS::LightType light_get_type(RID p_light) const;
-
- virtual void light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color);
- virtual Color light_get_color(RID p_light, VS::LightColor p_type) const;
-
- virtual void light_set_shadow(RID p_light, bool p_enabled);
- virtual bool light_has_shadow(RID p_light) const;
-
- virtual void light_set_volumetric(RID p_light, bool p_enabled);
- virtual bool light_is_volumetric(RID p_light) const;
-
- virtual void light_set_projector(RID p_light, RID p_texture);
- virtual RID light_get_projector(RID p_light) const;
-
- virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value);
- virtual float light_get_var(RID p_light, VS::LightParam p_var) const;
-
- virtual void light_set_operator(RID p_light, VS::LightOp p_op);
- virtual VS::LightOp light_get_operator(RID p_light) const;
-
- virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
- virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
-
- virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode);
- virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
- virtual void light_directional_set_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param, float p_value);
- virtual float light_directional_get_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param) const;
-
- virtual AABB light_get_aabb(RID p_light) const;
-
- virtual RID light_instance_create(RID p_light);
- virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
-
- virtual ShadowType light_instance_get_shadow_type(RID p_light_instance, bool p_far = false) const;
- virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
- virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const;
- virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix &p_camera, const Transform &p_transform, float p_split_near = 0, float p_split_far = 0);
- virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index = 0) const;
-
- virtual void shadow_clear_near();
- virtual bool shadow_allocate_near(RID p_light);
- virtual bool shadow_allocate_far(RID p_light);
-
- /* SHADOW */
-
- virtual RID particles_instance_create(RID p_particles);
- virtual void particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform);
-
- /* VIEWPORT */
-
- virtual RID viewport_data_create();
-
- virtual RID render_target_create();
- virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
- virtual RID render_target_get_texture(RID p_render_target) const;
- virtual bool render_target_renedered_in_frame(RID p_render_target);
-
- /* RENDER API */
- /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
-
- virtual void begin_frame();
-
- virtual void set_viewport(const VS::ViewportRect &p_viewport);
- virtual void set_render_target(RID p_render_target, bool p_transparent_bg = false, bool p_vflip = false);
- virtual void clear_viewport(const Color &p_color);
- virtual void capture_viewport(Image *r_capture);
-
- virtual void begin_scene(RID p_viewport_data, RID p_env, VS::ScenarioDebugMode p_debug);
-
- virtual void begin_shadow_map(RID p_light_instance, int p_shadow_pass);
-
- virtual void set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint);
-
- virtual void add_light(RID p_light_instance); ///< all "add_light" calls happen before add_geometry calls
-
- typedef Map<StringName, Variant> ParamOverrideMap;
-
- virtual void add_mesh(const RID &p_mesh, const InstanceData *p_data);
- virtual void add_multimesh(const RID &p_multimesh, const InstanceData *p_data);
- virtual void add_immediate(const RID &p_immediate, const InstanceData *p_data);
- virtual void add_particles(const RID &p_particle_instance, const InstanceData *p_data);
-
- virtual void end_scene();
- virtual void end_shadow_map();
-
- virtual void end_frame();
-
- /* CANVAS API */
-
- virtual void begin_canvas_bg();
-
- virtual void canvas_begin();
- virtual void canvas_disable_blending();
-
- virtual void canvas_set_opacity(float p_opacity);
- virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
- virtual void canvas_begin_rect(const Transform2D &p_transform);
- virtual void canvas_set_clip(bool p_clip, const Rect2 &p_rect);
- virtual void canvas_end_rect();
- virtual void canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width, bool p_antialiased);
- virtual void canvas_draw_rect(const Rect2 &p_rect, int p_flags, const Rect2 &p_source, RID p_texture, const Color &p_modulate);
- virtual void canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_src_region, RID p_texture, const float *p_margins, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1));
- virtual void canvas_draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width);
- virtual void canvas_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor);
- virtual void canvas_set_transform(const Transform2D &p_transform);
-
- virtual void canvas_render_items(CanvasItem *p_item_list, int p_z, const Color &p_modulate, CanvasLight *p_light);
- virtual void canvas_debug_viewport_shadows(CanvasLight *p_lights_with_shadow);
-
- /* CANVAS LIGHT SHADOW */
-
- //buffer
- virtual RID canvas_light_shadow_buffer_create(int p_width);
- virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, CanvasLightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache);
-
- //occluder
- virtual RID canvas_light_occluder_create();
- virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2> &p_lines);
-
- /* ENVIRONMENT */
-
- virtual RID environment_create();
-
- virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
- virtual VS::EnvironmentBG environment_get_background(RID p_env) const;
-
- virtual void environment_set_background_param(RID p_env, VS::EnvironmentBGParam p_param, const Variant &p_value);
- virtual Variant environment_get_background_param(RID p_env, VS::EnvironmentBGParam p_param) const;
-
- virtual void environment_set_enable_fx(RID p_env, VS::EnvironmentFx p_effect, bool p_enabled);
- virtual bool environment_is_fx_enabled(RID p_env, VS::EnvironmentFx p_effect) const;
-
- virtual void environment_fx_set_param(RID p_env, VS::EnvironmentFxParam p_param, const Variant &p_value);
- virtual Variant environment_fx_get_param(RID p_env, VS::EnvironmentFxParam p_param) const;
-
- /* SAMPLED LIGHT */
- virtual RID sampled_light_dp_create(int p_width, int p_height);
- virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier);
-
- /*MISC*/
-
- virtual bool is_texture(const RID &p_rid) const;
- virtual bool is_material(const RID &p_rid) const;
- virtual bool is_mesh(const RID &p_rid) const;
- virtual bool is_immediate(const RID &p_rid) const;
- virtual bool is_multimesh(const RID &p_rid) const;
- virtual bool is_particles(const RID &p_beam) const;
-
- virtual bool is_light(const RID &p_rid) const;
- virtual bool is_light_instance(const RID &p_rid) const;
- virtual bool is_particles_instance(const RID &p_rid) const;
- virtual bool is_skeleton(const RID &p_rid) const;
- virtual bool is_environment(const RID &p_rid) const;
- virtual bool is_shader(const RID &p_rid) const;
-
- virtual bool is_canvas_light_occluder(const RID &p_rid) const;
-
- virtual void free(const RID &p_rid);
-
- virtual void init();
- virtual void finish();
-
- virtual int get_render_info(VS::RenderInfo p_info);
-
- void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0));
-
- virtual void flush_frame(); //not necessary in most cases
- void set_extensions(const char *p_strings);
-
- virtual bool needs_to_draw_next_frame() const;
-
- void set_use_framebuffers(bool p_use);
- void reload_vram();
-
- virtual bool has_feature(VS::Features p_feature) const;
-
- virtual void restore_framebuffer();
-
- static RasterizerGLES2 *get_singleton();
-
- virtual void set_force_16_bits_fbo(bool p_force);
-
- RasterizerGLES2(bool p_compress_arrays = false, bool p_keep_ram_copy = true, bool p_default_fragment_lighting = true, bool p_use_reload_hooks = false);
- virtual ~RasterizerGLES2();
-};
-
-#endif
-#endif
diff --git a/drivers/gles2/rasterizer_instance_gles2.cpp b/drivers/gles2/rasterizer_instance_gles2.cpp
deleted file mode 100644
index 90ff837bb6..0000000000
--- a/drivers/gles2/rasterizer_instance_gles2.cpp
+++ /dev/null
@@ -1,40 +0,0 @@
-/*************************************************************************/
-/* rasterizer_instance_gles2.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#include "rasterizer_instance_gles2.h"
-#include "rasterizer_gles2.h"
-
-#ifdef GLES2_ENABLED
-
-Rasterizer *instance_RasterizerGLES2() {
-
- return memnew(RasterizerGLES2);
-}
-
-#endif
diff --git a/drivers/gles2/rasterizer_instance_gles2.h b/drivers/gles2/rasterizer_instance_gles2.h
deleted file mode 100644
index 3348d6140d..0000000000
--- a/drivers/gles2/rasterizer_instance_gles2.h
+++ /dev/null
@@ -1,41 +0,0 @@
-/*************************************************************************/
-/* rasterizer_instance_gles2.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#ifndef RASTERIZER_INSTANCE_GLES2_H
-#define RASTERIZER_INSTANCE_GLES2_H
-
-#include "servers/visual/rasterizer.h"
-
-#ifdef GLES2_ENABLED
-
-Rasterizer *instance_RasterizerGLES2();
-
-#endif
-
-#endif // RASTERIZER_INSTANCE_gles2_H
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
deleted file mode 100644
index 72d67e31f3..0000000000
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ /dev/null
@@ -1,939 +0,0 @@
-/*************************************************************************/
-/* shader_compiler_gles2.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#include "shader_compiler_gles2.h"
-#include "print_string.h"
-
-#include "stdio.h"
-
-//#define DEBUG_SHADER_ENABLED
-
-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";
- }
-
- return tb;
-}
-
-static String _typestr(SL::DataType p_type) {
-
- switch (p_type) {
-
- case SL::TYPE_VOID: return "void";
- case SL::TYPE_BOOL: return "bool";
- case SL::TYPE_FLOAT: return "float";
- case SL::TYPE_VEC2: return "vec2";
- case SL::TYPE_VEC3: return "vec3";
- case SL::TYPE_VEC4: return "vec4";
- case SL::TYPE_MAT2: return "mat2";
- case SL::TYPE_MAT3: return "mat3";
- case SL::TYPE_MAT4: return "mat4";
- case SL::TYPE_TEXTURE: return "sampler2D";
- case SL::TYPE_CUBEMAP: return "samplerCube";
- }
-
- return "";
-}
-
-static String _mknum(float p_num) {
- return String::num_real(p_num);
-}
-
-static String _opstr(SL::Operator p_op) {
-
- switch (p_op) {
- case SL::OP_ASSIGN: return "=";
- case SL::OP_ADD: return "+";
- case SL::OP_SUB: return "-";
- case SL::OP_MUL: return "*";
- case SL::OP_DIV: return "/";
- case SL::OP_ASSIGN_ADD: return "+=";
- case SL::OP_ASSIGN_SUB: return "-=";
- case SL::OP_ASSIGN_MUL: return "*=";
- case SL::OP_ASSIGN_DIV: return "/=";
- case SL::OP_NEG: return "-";
- case SL::OP_NOT: return "!";
- case SL::OP_CMP_EQ: return "==";
- case SL::OP_CMP_NEQ: return "!=";
- case SL::OP_CMP_LEQ: return "<=";
- case SL::OP_CMP_GEQ: return ">=";
- case SL::OP_CMP_LESS: return "<";
- case SL::OP_CMP_GREATER: return ">";
- case SL::OP_CMP_OR: return "||";
- case SL::OP_CMP_AND: return "&&";
- default: return "";
- }
-
- return "";
-}
-
-//#ifdef DEBUG_SHADER_ENABLED
-#if 1
-#define ENDL "\n"
-#else
-#define ENDL ""
-#endif
-
-String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node, int p_level, bool p_assign_left) {
-
- String code;
-
- switch (p_node->type) {
-
- case SL::Node::TYPE_PROGRAM: {
-
- SL::ProgramNode *pnode = (SL::ProgramNode *)p_node;
-
- 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;
-
- //variables
- 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;
- }
-
- for (int i = 0; i < bnode->statements.size(); i++) {
-
- code += _mktab(p_level) + dump_node_code(bnode->statements[i], p_level) + ";" ENDL;
- }
-
- code += "}" ENDL;
-
- } break;
- case SL::Node::TYPE_VARIABLE: {
- SL::VariableNode *vnode = (SL::VariableNode *)p_node;
-
- if (type == ShaderLanguage::SHADER_MATERIAL_VERTEX) {
-
- 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_uv_interp) {
- flags->use_uv_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_var2_interp) {
- flags->use_var2_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 (vnode->name == vname_discard) {
- uses_discard = true;
- }
- if (vnode->name == vname_normalmap) {
- uses_normalmap = 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_color_interp) {
- flags->use_color_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_var1_interp) {
- flags->use_var1_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 (type == ShaderLanguage::SHADER_MATERIAL_LIGHT) {
-
- if (vnode->name == vname_light) {
- uses_light = true;
- }
-
- if (vnode->name == vname_shadow) {
- uses_shadow_color = true;
- }
- }
- if (type == ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX) {
-
- 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_world_vec) {
- uses_worldvec = true;
- }
- }
-
- if (type == ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT) {
-
- if (vnode->name == vname_texpixel_size) {
- uses_texpixel_size = 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_screen_uv) {
- uses_screen_uv = true;
- }
-
- if (vnode->name == vname_var1_interp) {
- flags->use_var1_interp = true;
- }
- if (vnode->name == vname_var2_interp) {
- flags->use_var2_interp = true;
- }
- }
-
- if (type == ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT) {
-
- if (vnode->name == vname_light) {
- uses_light = true;
- }
-
- if (vnode->name == vname_normal) {
- uses_normal = true;
- }
-
- if (vnode->name == vname_shadow) {
- uses_shadow_color = true;
- }
- }
-
- if (vnode->name == vname_time) {
- uses_time = true;
- }
- 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) + ">";
- }
-
- } break;
- case SL::Node::TYPE_OPERATOR: {
- SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
-
- 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) {
-
- 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) {
-
- 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) {
-
- 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) {
-
- 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";
- 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) + ")";
- break;
-
- case SL::OP_MUL:
-
- 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";
- break;
- } 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";
- break;
- } 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";
- break;
- } 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";
- break;
- } 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";
- break;
- } 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";
- break;
- }
-
- case SL::OP_ADD:
- case SL::OP_SUB:
- case SL::OP_DIV:
- case SL::OP_CMP_EQ:
- case SL::OP_CMP_NEQ:
- case SL::OP_CMP_LEQ:
- case SL::OP_CMP_GEQ:
- case SL::OP_CMP_LESS:
- case SL::OP_CMP_GREATER:
- 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) + ")";
- break;
- case SL::OP_NEG:
- case SL::OP_NOT:
- //handle unary
- 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);
-
- code = callfunc + "(";
- /*if (callfunc=="mat4") {
- //fix constructor for mat4
- for(int i=1;i<onode->arguments.size();i++) {
- if (i>1)
- code+=", ";
- //transform
- code+="vec4( "+dump_node_code(onode->arguments[i],p_level)+(i==4?",1.0)":",0.0)");
-
- }
- } else*/ if (callfunc == "tex") {
-
- code = "texture2D( " + dump_node_code(onode->arguments[1], p_level) + "," + dump_node_code(onode->arguments[2], p_level) + ")";
- break;
- } else if (callfunc == "texcube") {
-
- code = "(textureCube( " + dump_node_code(onode->arguments[1], p_level) + ",(" + dump_node_code(onode->arguments[2], p_level) + ")).xyz";
- break;
- } 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";
- //code="(texture2D( screen_texture, ("+dump_node_code(onode->arguments[1],p_level)+").xy).rgb";
- break;
- } 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) + "";
- //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") {
-
- 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;
- }
- 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;
- }
- 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;
- }
- 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);
- }
- }
- code += ")";
- break;
- } break;
- default: {}
- }
-
- } break;
- case SL::Node::TYPE_CONTROL_FLOW: {
- 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 += "} else {" ENDL;
- code += dump_node_code(cfnode->statements[2], p_level + 1);
- }
-
- code += "}" ENDL;
-
- } else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
-
- if (cfnode->statements.size()) {
- code = "return " + dump_node_code(cfnode->statements[0], p_level);
- } else {
- code = "return";
- }
- }
-
- } break;
- case SL::Node::TYPE_MEMBER: {
- 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]";
-
- } else {
- m = "." + mnode->name;
- }
- 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 = "";
-
- // uniforms first!
-
- int ubase = 0;
- if (uniforms)
- 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;
-
- global_code += uline;
- if (uniforms) {
- /*
- if (uniforms->has(E->key())) {
- //repeated uniform, error
- ERR_EXPLAIN("Uniform already exists from other shader: "+String(E->key()));
- ERR_FAIL_COND_V(uniforms->has(E->key()),ERR_ALREADY_EXISTS);
- }
- */
- SL::Uniform u = E->get();
- u.order += ubase;
- uniforms->insert(E->key(), u);
- }
- }
-
- for (int i = 0; i < p_program->functions.size(); i++) {
-
- SL::FunctionNode *fnode = p_program->functions[i].function;
-
- 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++) {
-
- 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;
- }
-
- /* 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);
-
-#ifdef DEBUG_SHADER_ENABLED
-
- print_line("GLOBAL CODE:\n\n");
- print_line(global_code);
- global_code = global_code.replace("\n", "");
- print_line("CODE:\n\n");
- print_line(code);
- code = code.replace("\n", "");
-#endif
-
- return OK;
-}
-
-Error ShaderCompilerGLES2::create_glsl_120_code(void *p_str, SL::ProgramNode *p_program) {
-
- ShaderCompilerGLES2 *compiler = (ShaderCompilerGLES2 *)p_str;
- return compiler->compile_node(p_program);
-}
-
-String ShaderCompilerGLES2::replace_string(const StringName &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);
- if (E)
- return E->get();
-
- 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;
- 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;
-
- String error;
- int 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));
- 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;
- return OK;
-}
-
-ShaderCompilerGLES2::ShaderCompilerGLES2() {
-
-#ifdef GLEW_ENABLED
- //use custom functions because they are not supported in GLSL120
- custom_h = true;
-#else
- 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";
-
- if (custom_h) {
- 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["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";
-#else
- 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";
-
- 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]["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";
- //@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]["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_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]["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_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[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";
- 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";
-}
diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h
deleted file mode 100644
index eb1854fa66..0000000000
--- a/drivers/gles2/shader_compiler_gles2.h
+++ /dev/null
@@ -1,134 +0,0 @@
-/*************************************************************************/
-/* shader_compiler_gles2.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#ifndef SHADER_COMPILER_GLES2_H
-#define SHADER_COMPILER_GLES2_H
-
-#include "servers/visual/shader_language.h"
-class ShaderCompilerGLES2 {
-
- class Uniform;
-
-public:
- struct Flags;
-
-private:
- ShaderLanguage::ProgramNode *program_node;
- 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);
-
- bool uses_light;
- bool uses_texscreen;
- bool uses_texpos;
- bool uses_alpha;
- bool uses_discard;
- bool uses_time;
- bool uses_screen_uv;
- bool uses_normalmap;
- bool uses_normal;
- bool uses_texpixel_size;
- bool uses_worldvec;
- bool vertex_code_writes_vertex;
- bool vertex_code_writes_position;
- bool uses_shadow_color;
-
- bool sinh_used;
- bool tanh_used;
- bool cosh_used;
-
- bool custom_h;
-
- Flags *flags;
-
- StringName vname_discard;
- StringName vname_screen_uv;
- StringName vname_diffuse_alpha;
- StringName vname_color_interp;
- StringName vname_uv_interp;
- StringName vname_uv2_interp;
- StringName vname_tangent_interp;
- StringName vname_binormal_interp;
- StringName vname_var1_interp;
- StringName vname_var2_interp;
- StringName vname_vertex;
- StringName vname_position;
- StringName vname_light;
- StringName vname_time;
- StringName vname_normalmap;
- StringName vname_normalmap_depth;
- StringName vname_normal;
- StringName vname_texpixel_size;
- StringName vname_world_vec;
- StringName vname_shadow;
-
- Map<StringName, ShaderLanguage::Uniform> *uniforms;
-
- StringName out_vertex_name;
-
- String global_code;
- String code;
- ShaderLanguage::ShaderType type;
-
- String replace_string(const StringName &p_string);
-
- Map<StringName, StringName> mode_replace_table[9];
- Map<StringName, StringName> replace_table;
-
-public:
- struct Flags {
-
- bool uses_alpha;
- bool uses_texscreen;
- bool uses_texpos;
- bool uses_normalmap;
- bool vertex_code_writes_vertex;
- bool vertex_code_writes_position;
- bool uses_discard;
- bool uses_screen_uv;
- bool use_color_interp;
- bool use_uv_interp;
- bool use_uv2_interp;
- bool use_tangent_interp;
- bool use_var1_interp;
- bool use_var2_interp;
- bool uses_light;
- bool uses_time;
- bool uses_normal;
- bool uses_texpixel_size;
- bool uses_worldvec;
- 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);
-
- ShaderCompilerGLES2();
-};
-
-#endif // SHADER_COMPILERL_GL_H
diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp
deleted file mode 100644
index 85ab587bd5..0000000000
--- a/drivers/gles2/shader_gles2.cpp
+++ /dev/null
@@ -1,736 +0,0 @@
-/*************************************************************************/
-/* shader_gles2.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#include "shader_gles2.h"
-
-#ifdef GLES2_ENABLED
-#include "print_string.h"
-
-//#define DEBUG_OPENGL
-
-#ifdef DEBUG_OPENGL
-
-#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;
-
-//#define DEBUG_SHADER
-
-#ifdef DEBUG_SHADER
-
-#define DEBUG_PRINT(m_text) print_line(m_text);
-
-#else
-
-#define DEBUG_PRINT(m_text)
-
-#endif
-
-void ShaderGLES2::bind_uniforms() {
-
- if (!uniforms_dirty) {
- return;
- };
-
- // upload default uniforms
- const Map<uint32_t, Variant>::Element *E = uniform_defaults.front();
-
- while (E) {
- int idx = E->key();
- int location = version->uniform_location[idx];
-
- if (location < 0) {
- E = E->next();
- continue;
- }
-
- 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();
- };
-
- 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();
- continue;
- }
-
- glUniformMatrix4fv(location, 1, false, &(C->get().matrix[0][0]));
- C = C->next();
- };
-
- uniforms_dirty = false;
-};
-
-GLint ShaderGLES2::get_uniform_location(int p_index) const {
-
- ERR_FAIL_COND_V(!version, -1);
-
- return version->uniform_location[p_index];
-};
-
-bool ShaderGLES2::bind() {
-
- 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);
-
- DEBUG_TEST_ERROR("Use Program");
-
- active = this;
- uniforms_dirty = true;
- /*
- * why on earth is this code here?
- for (int i=0;i<texunit_pair_count;i++) {
-
- glUniform1i(texunit_pairs[i].location, texunit_pairs[i].index);
- DEBUG_TEST_ERROR("Uniform 1 i");
- }
-
-*/
- return true;
-}
-
-void ShaderGLES2::unbind() {
-
- version = NULL;
- glUseProgram(0);
- uniforms_dirty = true;
- active = NULL;
-}
-
-static String _fix_error_code_line(const String &p_error, int p_code_start, int p_offset) {
-
- int last_find_pos = -1;
- // NVIDIA
- String error = p_error;
- while ((last_find_pos = p_error.find("(", last_find_pos + 1)) != -1) {
-
- int end_pos = last_find_pos + 1;
-
- while (true) {
-
- if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
-
- end_pos++;
- continue;
- } else if (p_error[end_pos] == ')') {
- break;
- } else {
-
- end_pos = -1;
- break;
- }
- }
-
- 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;
- }
-
- // 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;
-
- while (true) {
-
- if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
-
- 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;
- }
- return error;
-}
-
-ShaderGLES2::Version *ShaderGLES2::get_current_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)
- return _v;
- } else {
- return _v;
- }
- }
-
- if (!_v)
- version_map[conditional_version] = Version();
-
- Version &v = version_map[conditional_version];
-
- if (!_v) {
-
- 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;
- }
- }
-
- v.ok = false;
- /* SETUP CONDITIONALS */
-
- Vector<const char *> strings;
-#ifdef GLEW_ENABLED
- strings.push_back("#version 120\n"); //ATI requieres this before anything
-#endif
- 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] : "");
- 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;
-
- 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;
- }
-
- /* CREATE PROGRAM */
-
- v.id = glCreateProgram();
-
- ERR_FAIL_COND_V(v.id == 0, NULL);
-
- /* VERTEX SHADER */
-
- if (cc) {
- 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]));
- }
- }
-
- int strings_base_size = strings.size();
-#if 0
- if (cc) {
-
- String _code_string = "#define VERTEX_SHADER_CODE "+cc->vertex+"\n";
- String _code_globals = "#define VERTEX_SHADER_GLOBALS "+cc->vertex_globals+"\n";
-
- code_string=_code_string.ascii();
- code_globals=_code_globals.ascii();
- DEBUG_PRINT( code_globals.get_data() );
- DEBUG_PRINT( code_string.get_data() );
- strings.push_back(code_globals);
- strings.push_back(code_string);
- }
-#endif
-
- strings.push_back(vertex_code0.get_data());
- if (cc) {
- 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();
- 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++) {
-
- //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);
- glCompileShader(v.vert_id);
-
- GLint status;
-
- 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) {
-
- glDeleteShader(v.vert_id);
- glDeleteProgram(v.id);
- v.id = 0;
-
- ERR_PRINT("NO LOG, WTF");
- } else {
-
- 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);
- ERR_PRINT(err_string.ascii().get_data());
- Memory::free_static(ilogmem);
- glDeleteShader(v.vert_id);
- glDeleteProgram(v.id);
- v.id = 0;
- }
-
- ERR_FAIL_V(NULL);
- }
-
- /* FRAGMENT SHADER */
-
- strings.resize(strings_base_size);
-#if 0
- if (cc) {
-
- String _code_string = "#define FRAGMENT_SHADER_CODE "+cc->fragment+"\n";
- String _code_globals = "#define FRAGMENT_SHADER_GLOBALS "+cc->fragment_globals+"\n";
-
- code_string=_code_string.ascii();
- code_globals=_code_globals.ascii();
- DEBUG_PRINT( code_globals.get_data() );
- DEBUG_PRINT( code_string.get_data() );
- strings.push_back(code_globals);
- strings.push_back(code_string);
- }
-#endif
-
- strings.push_back(fragment_code0.get_data());
- if (cc) {
- 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();
- strings.push_back(code_string.get_data());
- }
-
- strings.push_back(fragment_code2.get_data());
-
- if (cc) {
- 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++) {
-
- //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);
- glCompileShader(v.frag_id);
-
- 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) {
-
- glDeleteShader(v.frag_id);
- glDeleteShader(v.vert_id);
- glDeleteProgram(v.id);
- v.id = 0;
- ERR_PRINT("NO LOG, WTF");
- } else {
-
- 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);
- 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;
- }
-
- 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++) {
-
- 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
- GLsizei iloglen;
- 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);
- }
-
- 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);
- 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;
-
- ERR_FAIL_V(NULL);
- }
-
- /* 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]);
- //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++) {
-
- GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
- if (loc >= 0)
- glUniform1i(loc, texunit_pairs[i].index);
- }
-
- if (cc) {
-
- v.custom_uniform_locations.resize(cc->custom_uniforms.size());
- 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());
- }
- }
-
- glUseProgram(0);
-
- v.ok = true;
-
- return &v;
-}
-
-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());
-}
-
-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;
-
- //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;
- int cpos = code.find(globals_tag);
- if (cpos == -1) {
- vertex_code0 = code.ascii();
- } else {
- 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();
- } else {
-
- 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;
- int cpos = code.find(globals_tag);
- if (cpos == -1) {
- fragment_code0 = code.ascii();
- } else {
- 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();
- } else {
-
- 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();
- } else {
-
- 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);
- }
-}
-
-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);
- }
-
- version_map.clear();
-
- custom_code_map.clear();
- 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;
- 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) {
-
- 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;
- cc->version++;
-}
-
-void ShaderGLES2::set_custom_shader(uint32_t 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 )) {
- 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
-
- custom_code_map.erase(p_code_id);
-}
-
-ShaderGLES2::ShaderGLES2() {
- 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
deleted file mode 100644
index f897f77515..0000000000
--- a/drivers/gles2/shader_gles2.h
+++ /dev/null
@@ -1,359 +0,0 @@
-/*************************************************************************/
-/* shader_gles2.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#ifndef SHADER_GLES2_H
-#define SHADER_GLES2_H
-
-#ifdef GLES2_ENABLED
-
-#include "platform_config.h"
-#ifndef GLES2_INCLUDE_H
-#include <GLES2/gl2.h>
-#else
-#include GLES2_INCLUDE_H
-#endif
-
-#include "camera_matrix.h"
-#include "hash_map.h"
-#include "map.h"
-#include "variant.h"
-
-/**
- @author Juan Linietsky <reduzio@gmail.com>
-*/
-
-class ShaderGLES2 {
-protected:
- struct Enum {
-
- uint64_t mask;
- uint64_t shift;
- const char *defines[16];
- };
-
- struct EnumValue {
-
- uint64_t set_mask;
- uint64_t clear_mask;
- };
-
- struct AttributePair {
-
- const char *name;
- int index;
- };
-
- struct UniformPair {
- const char *name;
- Variant::Type type_hint;
- };
-
- struct TexUnitPair {
-
- const char *name;
- int index;
- };
-
- bool uniforms_dirty;
-
-private:
- //@TODO Optimize to a fixed set of shader pools and use a LRU
- int uniform_count;
- int texunit_pair_count;
- int conditional_count;
- int vertex_code_start;
- int fragment_code_start;
- int attribute_pair_count;
-
- struct CustomCode {
-
- String vertex;
- String vertex_globals;
- String fragment;
- String fragment_globals;
- String light;
- uint32_t version;
- Vector<StringName> custom_uniforms;
- Vector<const char *> custom_defines;
- };
-
- struct Version {
-
- GLuint id;
- GLuint vert_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 *version;
-
- union VersionKey {
-
- struct {
- uint32_t version;
- 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; }
- };
-
- struct VersionKeyHash {
-
- 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<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;
- const AttributePair *attribute_pairs;
- const TexUnitPair *texunit_pairs;
- const char *vertex_code;
- const char *fragment_code;
- CharString fragment_code0;
- CharString fragment_code1;
- CharString fragment_code2;
- CharString fragment_code3;
-
- CharString vertex_code0;
- CharString vertex_code1;
- CharString vertex_code2;
-
- Version *get_current_version();
-
- static ShaderGLES2 *active;
-
- _FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) {
-
- if (p_uniform < 0)
- return; // do none
- switch (p_value.get_type()) {
-
- 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
- }
- }
-
- 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);
-
- ShaderGLES2();
-
-public:
- enum {
- CUSTOM_SHADER_DISABLED = 0
- };
-
- GLint get_uniform_location(const String &p_name) const;
- GLint get_uniform_location(int p_index) 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; }
-
- void clear_caches();
-
- uint32_t create_custom_shader();
- void 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 set_custom_shader(uint32_t p_code_id);
- void free_custom_shader(uint32_t p_code_id);
-
- void set_uniform_default(int p_idx, const Variant &p_value) {
-
- if (p_value.get_type() == Variant::NIL) {
-
- uniform_defaults.erase(p_idx);
- } else {
-
- 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) {
-
- uniform_cameras[p_idx] = p_mat;
- uniforms_dirty = true;
- };
-
- _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);
- }
-
- _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);
- return version->custom_uniform_locations[p_idx];
- }
-
- virtual void init() = 0;
- void finish();
-
- virtual ~ShaderGLES2();
-};
-
-// 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);
- return version->uniform_location[p_which];
-}
-
-void ShaderGLES2::_set_conditional(int p_which, bool p_value) {
-
- ERR_FAIL_INDEX(p_which, conditional_count);
- if (p_value)
- new_conditional_version.version |= (1 << p_which);
- else
- new_conditional_version.version &= ~(1 << p_which);
-}
-
-#endif
-#endif
diff --git a/drivers/gles2/shaders/SCsub b/drivers/gles2/shaders/SCsub
deleted file mode 100644
index bf4ec9485d..0000000000
--- a/drivers/gles2/shaders/SCsub
+++ /dev/null
@@ -1,12 +0,0 @@
-#!/usr/bin/env python
-
-Import('env')
-
-if env['BUILDERS'].has_key('GLSL120GLES'):
- env.GLSL120GLES('material.glsl')
- env.GLSL120GLES('canvas.glsl')
- env.GLSL120GLES('canvas_shadow.glsl')
- env.GLSL120GLES('blur.glsl')
- env.GLSL120GLES('copy.glsl')
-
-Export('env')
diff --git a/drivers/gles2/shaders/blur.glsl b/drivers/gles2/shaders/blur.glsl
deleted file mode 100644
index b68a55aee7..0000000000
--- a/drivers/gles2/shaders/blur.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-[vertex]
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
-attribute highp vec4 vertex_attrib; // attrib:0
-attribute vec2 uv_in; // attrib:4
-
-varying vec2 uv_out;
-
-
-
-void main() {
-
- color_interp = color_attrib;
- uv_interp = uv_attrib;
- vec4 outvec = vec4(vertex, 1.0);
- outvec = extra_matrix * outvec;
- outvec = modelview_matrix * outvec;
- gl_Position = projection_matrix * outvec;
-}
-
-[fragment]
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
- // texunit:0
-uniform sampler2D texture;
-varying vec2 uv_out;
-
-
-void main() {
-
- vec4 color = color_interp;
-
- color *= texture2D( texture, uv_interp );
-
- gl_FragColor = color;
-}
-
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
deleted file mode 100644
index 4b8c553b60..0000000000
--- a/drivers/gles2/shaders/canvas.glsl
+++ /dev/null
@@ -1,391 +0,0 @@
-[vertex]
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
-uniform highp mat4 projection_matrix;
-uniform highp mat4 modelview_matrix;
-uniform highp mat4 extra_matrix;
-attribute highp vec3 vertex; // attrib:0
-attribute vec4 color_attrib; // attrib:3
-attribute highp vec2 uv_attrib; // attrib:4
-
-varying vec2 uv_interp;
-varying vec4 color_interp;
-
-#if defined(USE_TIME)
-uniform float time;
-#endif
-
-
-#ifdef USE_LIGHTING
-
-uniform highp mat4 light_matrix;
-uniform highp mat4 light_local_matrix;
-uniform vec2 light_pos;
-varying vec4 light_uv_interp;
-
-varying vec4 local_rot;
-uniform vec2 normal_flip;
-
-#ifdef USE_SHADOWS
-varying highp vec2 pos;
-#endif
-
-#endif
-
-#if defined(ENABLE_VAR1_INTERP)
-varying vec4 var1_interp;
-#endif
-
-#if defined(ENABLE_VAR2_INTERP)
-varying vec4 var2_interp;
-#endif
-
-//uniform bool snap_pixels;
-
-VERTEX_SHADER_GLOBALS
-
-void main() {
-
- color_interp = color_attrib;
- uv_interp = uv_attrib;
- highp vec4 outvec = vec4(vertex, 1.0);
-{
- vec2 src_vtx=outvec.xy;
-VERTEX_SHADER_CODE
-
-}
-#if !defined(USE_WORLD_VEC)
- outvec = extra_matrix * outvec;
- outvec = modelview_matrix * outvec;
-#endif
-
-
-
-#ifdef USE_PIXEL_SNAP
-
- outvec.xy=floor(outvec.xy+0.5);
-#endif
-
-
- gl_Position = projection_matrix * outvec;
-
-#ifdef USE_LIGHTING
-
- light_uv_interp.xy = (light_matrix * outvec).xy;
- light_uv_interp.zw =(light_local_matrix * outvec).xy;
-#ifdef USE_SHADOWS
- pos=outvec.xy;
-#endif
-
- local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x;
- local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy )*normal_flip.y;
-
-#endif
-
-}
-
-[fragment]
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
-
-uniform sampler2D texture; // texunit:0
-uniform sampler2D normal_texture; // texunit:0
-
-varying vec2 uv_interp;
-varying vec4 color_interp;
-
-#ifdef MOMO
-
-#endif
-
-#if defined(ENABLE_SCREEN_UV)
-
-uniform vec2 screen_uv_mult;
-
-#endif
-
-#if defined(ENABLE_TEXSCREEN)
-
-uniform vec2 texscreen_screen_mult;
-uniform vec4 texscreen_screen_clamp;
-uniform sampler2D texscreen_tex;
-
-#endif
-
-
-#if defined(ENABLE_VAR1_INTERP)
-varying vec4 var1_interp;
-#endif
-
-#if defined(ENABLE_VAR2_INTERP)
-varying vec4 var2_interp;
-#endif
-
-#if defined(USE_TIME)
-uniform float time;
-#endif
-
-#ifdef USE_MODULATE
-
-uniform vec4 modulate;
-
-#endif
-
-#ifdef USE_LIGHTING
-
-uniform sampler2D light_texture;
-uniform vec4 light_color;
-uniform vec4 light_shadow_color;
-uniform float light_height;
-varying vec4 light_uv_interp;
-uniform float light_outside_alpha;
-
-varying vec4 local_rot;
-
-#ifdef USE_SHADOWS
-
-uniform highp sampler2D shadow_texture;
-uniform float shadow_attenuation;
-
-uniform highp mat4 shadow_matrix;
-varying highp vec2 pos;
-uniform float shadowpixel_size;
-
-#ifdef SHADOW_ESM
-uniform float shadow_esm_multiplier;
-#endif
-
-#endif
-
-#endif
-
-#if defined(USE_TEXPIXEL_SIZE)
-uniform vec2 texpixel_size;
-#endif
-
-
-FRAGMENT_SHADER_GLOBALS
-
-
-void main() {
-
- vec4 color = color_interp;
-
-#ifdef USE_DISTANCE_FIELD
- const float smoothing = 1.0/32.0;
- float distance = textureLod(texture, uv_interp,0.0).a;
- color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
-#else
- color *= texture2D( texture, uv_interp );
-
-#endif
-
- vec3 normal;
- normal.xy = textureLod( normal_texture, uv_interp, 0.0 ).xy * 2.0 - 1.0;
- normal.z = sqrt(1.0-dot(normal.xy,normal.xy));
-
-#if defined(ENABLE_SCREEN_UV)
- vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
-#endif
-
-
-{
-#if defined(USE_NORMALMAP)
- vec3 normal_map=vec3(0.0,0.0,1.0);
- float normal_depth=1.0;
-#endif
-
-FRAGMENT_SHADER_CODE
-
-#if defined(USE_NORMALMAP)
- normal = mix(vec3(0.0,0.0,1.0), normal_map * vec3(2.0,-2.0,1.0) - vec3( 1.0, -1.0, 0.0 ), normal_depth );
-#endif
-
-}
-#ifdef DEBUG_ENCODED_32
- highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );
- color = vec4(vec3(enc32),1.0);
-#endif
-
-#ifdef USE_MODULATE
-
- color*=modulate;
-#endif
-
-
-#ifdef USE_LIGHTING
-
- vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping
-
- normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
-
- float att=1.0;
-
- vec2 light_uv = light_uv_interp.xy;
- vec4 light = texture2D(light_texture,light_uv) * light_color;
-#if defined(USE_OUTPUT_SHADOW_COLOR)
- vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
-#endif
-
- if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) {
- color.a*=light_outside_alpha; //invisible
-
- } else {
-
-#if defined(USE_LIGHT_SHADER_CODE)
-//light is written by the light shader
- {
- vec4 light_out=light*color;
-LIGHT_SHADER_CODE
- color=light_out;
- }
-
-#else
-
- vec3 light_normal = normalize(vec3(light_vec,-light_height));
- light*=max(dot(-light_normal,normal),0.0);
-
- color*=light;
-/*
-#ifdef USE_NORMAL
- color.xy=local_rot.xy;//normal.xy;
- color.zw=vec2(0.0,1.0);
-#endif
-*/
-
-//light shader code
-#endif
-
-
-#ifdef USE_SHADOWS
-
- float angle_to_light = -atan(light_vec.x,light_vec.y);
- float PI = 3.14159265358979323846264;
- /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
- float ang*/
-
- float su,sz;
-
- float abs_angle = abs(angle_to_light);
- vec2 point;
- float sh;
- if (abs_angle<45.0*PI/180.0) {
- point = light_vec;
- sh=0.0+(1.0/8.0);
- } else if (abs_angle>135.0*PI/180.0) {
- point = -light_vec;
- sh = 0.5+(1.0/8.0);
- } else if (angle_to_light>0.0) {
-
- point = vec2(light_vec.y,-light_vec.x);
- sh = 0.25+(1.0/8.0);
- } else {
-
- point = vec2(-light_vec.y,light_vec.x);
- sh = 0.75+(1.0/8.0);
-
- }
-
-
- highp vec4 s = shadow_matrix * vec4(point,0.0,1.0);
- s.xyz/=s.w;
- su=s.x*0.5+0.5;
- sz=s.z*0.5+0.5;
-
- highp float shadow_attenuation=0.0;
-
-#ifdef USE_DEPTH_SHADOWS
-
-#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).r)
-
-#else
-
-//#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
-#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
-
-#endif
-
-
-
-#ifdef SHADOW_PCF5
-
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
- shadow_attenuation/=5.0;
-
-#endif
-
-#ifdef SHADOW_PCF13
-
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*3.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*4.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*5.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*6.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*3.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*4.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*5.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*6.0,sh))<sz?0.0:1.0;
- shadow_attenuation/=13.0;
-
-#endif
-
-#ifdef SHADOW_ESM
-
-
- {
- float unnormalized = su/shadowpixel_size;
- float fractional = fract(unnormalized);
- unnormalized = floor(unnormalized);
- float zc = SHADOW_DEPTH(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh));
- float zn = SHADOW_DEPTH(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh));
- float z = mix(zc,zn,fractional);
- shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0);
- }
-
-#endif
-
-#if !defined(SHADOW_PCF5) && !defined(SHADOW_PCF13) && !defined(SHADOW_ESM)
-
- shadow_attenuation = SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
-
-#endif
-
-#if defined(USE_OUTPUT_SHADOW_COLOR)
- color=mix(shadow_color,color,shadow_attenuation);
-#else
- //color*=shadow_attenuation;
- color=mix(light_shadow_color,color,shadow_attenuation);
-#endif
-//use shadows
-#endif
- }
-
-//use lighting
-#endif
- //color.rgb*=color.a;
- gl_FragColor = color;
-
-
-}
-
diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl
deleted file mode 100644
index 40cf321dce..0000000000
--- a/drivers/gles2/shaders/canvas_shadow.glsl
+++ /dev/null
@@ -1,62 +0,0 @@
-[vertex]
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
-uniform highp mat4 projection_matrix;
-uniform highp mat4 light_matrix;
-uniform highp mat4 world_matrix;
-
-attribute highp vec3 vertex; // attrib:0
-
-#ifndef USE_DEPTH_SHADOWS
-
-varying vec4 position_interp;
-
-#endif
-
-
-void main() {
-
- gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0)));
-
-#ifndef USE_DEPTH_SHADOWS
- position_interp = gl_Position;
-#endif
-
-}
-
-[fragment]
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
-#ifndef USE_DEPTH_SHADOWS
-
-varying vec4 position_interp;
-
-#endif
-
-void main() {
-
-#ifdef USE_DEPTH_SHADOWS
-
-#else
- highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias;
- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
- gl_FragColor = comp;
-#endif
-
-}
-
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
deleted file mode 100644
index 23680ffe91..0000000000
--- a/drivers/gles2/shaders/copy.glsl
+++ /dev/null
@@ -1,557 +0,0 @@
-[vertex]
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
-attribute highp vec4 vertex_attrib; // attrib:0
-#ifdef USE_CUBEMAP
-attribute vec3 cube_in; // attrib:4
-#else
-attribute vec2 uv_in; // attrib:4
-#endif
-attribute vec2 uv2_in; // attrib:5
-
-
-#ifdef USE_CUBEMAP
-varying vec3 cube_interp;
-#else
-varying vec2 uv_interp;
-#endif
-
-varying vec2 uv2_interp;
-
-void main() {
-
-#ifdef USE_CUBEMAP
- cube_interp = cube_in;
-#else
- uv_interp = uv_in;
-#endif
- uv2_interp = uv2_in;
- gl_Position = vertex_attrib;
-}
-
-[fragment]
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
-
-
-float sRGB_gamma_correct(float c){
- float a = 0.055;
- if(c < 0.0031308)
- return 12.92*c;
- else
- return (1.0+a)*pow(c, 1.0/2.4) - a;
-}
-
-#define LUM_RANGE 4.0
-
-
-#ifdef USE_ARRAY
-uniform sampler2DArray source;
-#elif defined(USE_CUBEMAP)
-varying vec3 cube_interp;
-uniform samplerCube source_cube;
-#else
-varying vec2 uv_interp;
-#ifdef HIGHP_SOURCE
-uniform highp sampler2D source;
-#else
-uniform sampler2D source;
-#endif
-#endif
-varying vec2 uv2_interp;
-
-
-#ifdef USE_DEPTH
-uniform highp sampler2D source_depth; //texunit:1
-#endif
-
-#ifdef USE_GLOW
-
-uniform sampler2D glow_source;
-
-#endif
-
-
-#if defined(USE_HDR) && defined(USE_GLOW_COPY)
-uniform highp float hdr_glow_threshold;
-uniform highp float hdr_glow_scale;
-#endif
-
-#ifdef USE_HDR
-
-uniform sampler2D hdr_source;
-uniform highp float tonemap_exposure;
-uniform highp float tonemap_white;
-#endif
-
-#ifdef USE_BCS
-
-uniform vec3 bcs;
-
-#endif
-
-#ifdef USE_GLOW_COPY
-
-uniform float bloom;
-uniform float bloom_threshold;
-
-#endif
-
-#if defined(SHADOW_BLUR_V_PASS) || defined(SHADOW_BLUR_H_PASS) || defined(BLUR_V_PASS) || defined(BLUR_H_PASS) || defined(USE_HDR_REDUCE)
-
-uniform vec2 pixel_size;
-uniform float pixel_scale;
-uniform float blur_magnitude;
-
-#ifdef USE_HDR_STORE
-
-uniform highp float hdr_time_delta;
-uniform highp float hdr_exp_adj_speed;
-uniform highp float min_luminance;
-uniform highp float max_luminance;
-uniform sampler2D source_vd_lum;
-
-#endif
-
-//endif
-#elif defined(USE_FXAA)
-
-uniform vec2 pixel_size;
-
-#endif
-
-#ifdef USE_ENERGY
-
-uniform highp float energy;
-
-#endif
-
-#ifdef USE_CUSTOM_ALPHA
-uniform float custom_alpha;
-#endif
-
-
-void main() {
-
- //vec4 color = color_interp;
-
-
-#ifdef USE_ARRAY
- highp vec4 color = textureLod( source, vec3(uv_interp,0.0),0.0 );
-#elif defined(USE_CUBEMAP)
- highp vec4 color = textureCube( source_cube, normalize(cube_interp) );
-
-#else
- highp vec4 color = texture2D( source, uv_interp );
-#endif
-
-
-
-#endif
-
-#ifdef USE_FXAA
-
-#define FXAA_REDUCE_MIN (1.0/ 128.0)
-#define FXAA_REDUCE_MUL (1.0 / 8.0)
-#define FXAA_SPAN_MAX 8.0
-
- {
- vec3 rgbNW = texture2D(source, uv_interp + vec2(-1.0, -1.0) * pixel_size).xyz;
- vec3 rgbNE = texture2D(source, uv_interp + vec2(1.0, -1.0) * pixel_size).xyz;
- vec3 rgbSW = texture2D(source, uv_interp + vec2(-1.0, 1.0) * pixel_size).xyz;
- vec3 rgbSE = texture2D(source, uv_interp + vec2(1.0, 1.0) * pixel_size).xyz;
- vec3 rgbM = color.rgb;
- vec3 luma = vec3(0.299, 0.587, 0.114);
- float lumaNW = dot(rgbNW, luma);
- float lumaNE = dot(rgbNE, luma);
- float lumaSW = dot(rgbSW, luma);
- float lumaSE = dot(rgbSE, luma);
- float lumaM = dot(rgbM, luma);
- float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
- float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
-
- vec2 dir;
- dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
- dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
-
- float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
- (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
-
- float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
- dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
- max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
- dir * rcpDirMin)) * pixel_size;
-
- vec3 rgbA = 0.5 * (
- texture2D(source, uv_interp + dir * (1.0 / 3.0 - 0.5)).xyz +
- texture2D(source, uv_interp + dir * (2.0 / 3.0 - 0.5)).xyz);
- vec3 rgbB = rgbA * 0.5 + 0.25 * (
- texture2D(source, uv_interp + dir * -0.5).xyz +
- texture2D(source, uv_interp + dir * 0.5).xyz);
-
- float lumaB = dot(rgbB, luma);
- if ((lumaB < lumaMin) || (lumaB > lumaMax))
- color.rgb = rgbA;
- else
- color.rgb = rgbB;
- }
-
-#endif
- //color.rg=uv_interp;
-
-#ifdef USE_BCS
-
- color.rgb = mix(vec3(0.0),color.rgb,bcs.x);
- color.rgb = mix(vec3(0.5),color.rgb,bcs.y);
- color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z);
-
-#endif
-
-#ifdef BLUR_V_PASS
-
- color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale);
- color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale);
- color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale);
- color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale);
- color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale);
- color+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale);
-
- color*=(1.0/7.0)*blur_magnitude;
-
-#endif
-
-#ifdef BLUR_H_PASS
-
-
- color+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale);
- color+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale);
- color+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale);
- color+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale);
- color+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale);
- color+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale);
-
- color*=(1.0/7.0)*blur_magnitude;
-
-#endif
-
-#ifdef SHADOW_BLUR_V_PASS
-
-#ifdef USE_RGBA_DEPTH
-
-#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1))
-
- highp float depth = VEC42DEPTH(color)*0.383;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale))*0.006;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale))*0.061;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale))*0.242;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale))*0.242;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale))*0.061;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale))*0.006;
- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
- color=comp;
-
-#else
-
- highp float depth = color.r*0.383;
- depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-3.0)*pixel_scale).r*0.006;
- depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-2.0)*pixel_scale).r*0.061;
- depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*-1.0)*pixel_scale).r*0.242;
- depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*1.0)*pixel_scale).r*0.242;
- depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*2.0)*pixel_scale).r*0.061;
- depth+=texture2D(source,uv_interp+vec2(0.0,pixel_size.y*3.0)*pixel_scale).r*0.006;
-
-#ifdef USE_GLES_OVER_GL
- gl_FragDepth = depth;
-
-#else
- gl_FragDepthEXT = depth;
-#endif
-
- return;
-#endif
-
-#endif
-
-#ifdef SHADOW_BLUR_H_PASS
-
-
-#ifdef USE_RGBA_DEPTH
-
-#define VEC42DEPTH(m_vec4) dot(m_vec4,vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1))
-
- highp float depth = VEC42DEPTH(color)*0.383;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale))*0.006;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale))*0.061;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale))*0.242;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale))*0.242;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale))*0.061;
- depth+=VEC42DEPTH(texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale))*0.006;
- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
- color=comp;
-#else
-
-
- highp float depth = color.r*0.383;
- depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-3.0,0.0)*pixel_scale).r*0.006;
- depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-2.0,0.0)*pixel_scale).r*0.061;
- depth+=texture2D(source,uv_interp+vec2(pixel_size.x*-1.0,0.0)*pixel_scale).r*0.242;
- depth+=texture2D(source,uv_interp+vec2(pixel_size.x*1.0,0.0)*pixel_scale).r*0.242;
- depth+=texture2D(source,uv_interp+vec2(pixel_size.x*2.0,0.0)*pixel_scale).r*0.061;
- depth+=texture2D(source,uv_interp+vec2(pixel_size.x*3.0,0.0)*pixel_scale).r*0.006;
-
-#ifdef USE_GLES_OVER_GL
- gl_FragDepth = depth;
-#else
- gl_FragDepthEXT = depth;
-#endif
-
- return;
-
-#endif
-
-#endif
-
-#ifdef USE_HDR
-
- highp float white_mult = 1.0;
-
-#ifdef USE_8BIT_HDR
- highp vec4 _mult = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1);
- highp float hdr_lum = dot(texture2D( hdr_source, vec2(0.0) ), _mult );
- color.rgb*=LUM_RANGE;
- hdr_lum*=LUM_RANGE; //restore to full range
-#else
-
- highp vec2 lv = texture2D( hdr_source, vec2(0.0) ).rg;
- highp float hdr_lum = lv.r;
-#ifdef USE_AUTOWHITE
- white_mult=lv.g;
-#endif
-
-#endif
-
-#ifdef USE_REINHARDT_TONEMAPPER
- float src_lum = dot(color.rgb,vec3(0.3, 0.58, 0.12));
- float lp = tonemap_exposure/hdr_lum*src_lum;
- float white = tonemap_white;
-#ifdef USE_AUTOWHITE
- white_mult = (white_mult + 1.0 * white_mult);
- white_mult*=white_mult;
- white*=white_mult;
-#endif
- lp = ( lp * ( 1.0 + ( lp / ( white) ) ) ) / ( 1.0 + lp );
- color.rgb*=lp;
-
-#else
-
-#ifdef USE_LOG_TONEMAPPER
- color.rgb = tonemap_exposure * log(color.rgb+1.0)/log(hdr_lum+1.0);
-#else
- highp float tone_scale = tonemap_exposure / hdr_lum; //only linear supported
- color.rgb*=tone_scale;
-#endif
-
-#endif
-
-#endif
-
-
-#ifdef USE_GLOW_COPY
-
- highp vec3 glowcol = color.rgb*color.a+step(bloom_threshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb;
-
-#ifdef USE_HDR
- highp float collum = max(color.r,max(color.g,color.b));
- glowcol+=color.rgb*max(collum-hdr_glow_threshold,0.0)*hdr_glow_scale;
-#endif
- color.rgb=glowcol;
- color.a=0.0;
-
-#endif
-
-
-#ifdef USE_GLOW
-
- vec4 glow = texture2D( glow_source, uv2_interp );
-
-#ifdef USE_GLOW_SCREEN
-
- color.rgb = clamp((color.rgb + glow.rgb) - (color.rgb * glow.rgb), 0.0, 1.0);
-
-#endif
-
-#ifdef USE_GLOW_SOFTLIGHT
-
- {
-
- glow.rgb = (glow.rgb * 0.5) + 0.5;
- color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r)));
- color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g)));
- color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b)));
- }
-
-#endif
-
-#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT)
- color.rgb+=glow.rgb;
-#endif
-
-
-
-#endif
-
-#ifdef USE_SRGB
-
-#if 0
- //this was fast, but was commented out because it looked kind of shitty, might it be fixable?
-
- { //i have my doubts about how fast this is
-
- color.rgb = min(color.rgb,vec3(1.0)); //clamp just in case
- vec3 S1 = sqrt(color.rgb);
- vec3 S2 = sqrt(S1);
- vec3 S3 = sqrt(S2);
- color.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.225411470 * color.rgb;
- }
-#else
-
- color.r=sRGB_gamma_correct(color.r);
- color.g=sRGB_gamma_correct(color.g);
- color.b=sRGB_gamma_correct(color.b);
-
-#endif
-
-#endif
-
-#ifdef USE_HDR_COPY
-
- //highp float lum = dot(color.rgb,highp vec3(1.0/3.0,1.0/3.0,1.0/3.0));
- //highp float lum = max(color.r,max(color.g,color.b));
- highp float lum = dot(color.rgb,vec3(0.3, 0.58, 0.12));
-
- //lum=log(lum+0.0001); //everyone does it
-
-#ifdef USE_8BIT_HDR
- highp vec4 comp = fract(lum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
- color=comp;
-#else
- color.rgb=vec3(lum);
-#endif
-
-
-#endif
-
-#ifdef USE_HDR_REDUCE
-
-#ifdef USE_8BIT_HDR
- highp vec4 _multcv = vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0, 1.0);
- highp float lum_accum = dot(color,_multcv );
- lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,-pixel_size.y) ),_multcv );
- lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,-pixel_size.y) ),_multcv );
- lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,-pixel_size.y) ),_multcv );
- lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,0.0) ),_multcv );
- lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,0.0) ),_multcv );
- lum_accum += dot(texture2D( source, uv_interp+vec2(-pixel_size.x,pixel_size.y) ),_multcv );
- lum_accum += dot(texture2D( source, uv_interp+vec2(0.0,pixel_size.y) ),_multcv );
- lum_accum += dot(texture2D( source, uv_interp+vec2(pixel_size.x,pixel_size.y) ),_multcv );
- lum_accum/=9.0;
-#else
-
- highp float lum_accum = color.r;
- highp float lum_max = color.g;
-
-#define LUM_REDUCE(m_uv) \
- {\
- vec2 val = texture2D( source, uv_interp+m_uv ).rg;\
- lum_accum+=val.x;\
- lum_max=max(val.y,lum_max);\
- }
-
- LUM_REDUCE( vec2(-pixel_size.x,-pixel_size.y) );
- LUM_REDUCE( vec2(0.0,-pixel_size.y) );
- LUM_REDUCE( vec2(pixel_size.x,-pixel_size.y) );
- LUM_REDUCE( vec2(-pixel_size.x,0.0) );
- LUM_REDUCE( vec2(pixel_size.x,0.0) );
- LUM_REDUCE( vec2(-pixel_size.x,pixel_size.y) );
- LUM_REDUCE( vec2(0.0,pixel_size.y) );
- LUM_REDUCE( vec2(pixel_size.x,pixel_size.y) );
- lum_accum/=9.0;
-
-#endif
-
-#ifdef USE_HDR_STORE
-
- //lum_accum=exp(lum_accum);
-
-#ifdef USE_8BIT_HDR
-
- highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv );
- lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE));
-#else
- highp float vd_lum=texture2D( source_vd_lum, vec2(0.0) ).r;
- lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance,max_luminance);
-#endif
-
-#endif
-
-#ifdef USE_8BIT_HDR
- highp vec4 comp = fract(lum_accum * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
- color=comp;
-#else
-#ifdef USE_AUTOWHITE
- color.r=lum_accum;
- color.g=lum_max;
-#else
- color.rgb=vec3(lum_accum);
-#endif
-
-
-#endif
-
-#endif
-
-
-
-#ifdef USE_RGBE
-
- color.rgb = pow(color.rgb,color.a*255.0-(8.0+128.0));
-#endif
-
-#ifdef USE_ENERGY
- color.rgb*=energy;
-#endif
-
-#ifdef USE_NO_ALPHA
- color.a=1.0;
-#endif
-
-#ifdef USE_CUSTOM_ALPHA
- color.a=custom_alpha;
-#endif
-
-
- gl_FragColor = color;
-
-#ifdef USE_DEPTH
- gl_FragDepth = texture(source_depth,uv_interp).r;
-#endif
-
-}
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl
deleted file mode 100644
index 704a22c5d1..0000000000
--- a/drivers/gles2/shaders/material.glsl
+++ /dev/null
@@ -1,1326 +0,0 @@
-[vertex]
-
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#define roundfix( m_val ) floor( (m_val) + 0.5 )
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
-
-
-/*
-from VisualServer:
-
-ARRAY_VERTEX=0,
-ARRAY_NORMAL=1,
-ARRAY_TANGENT=2,
-ARRAY_COLOR=3,
-ARRAY_TEX_UV=4,
-ARRAY_TEX_UV2=5,
-ARRAY_BONES=6,
-ARRAY_WEIGHTS=7,
-ARRAY_INDEX=8,
-*/
-
-//hack to use uv if no uv present so it works with lightmap
-#ifdef ENABLE_AMBIENT_LIGHTMAP
-
-#ifdef USE_LIGHTMAP_ON_UV2
-
-#ifndef ENABLE_UV2_INTERP
-#define ENABLE_UV2_INTERP
-#endif
-
-#else
-
-#ifndef ENABLE_UV_INTERP
-#define ENABLE_UV_INTERP
-#endif
-
-#endif
-
-#endif
-
-
-/* INPUT ATTRIBS */
-
-attribute highp vec4 vertex_attrib; // attrib:0
-attribute vec3 normal_attrib; // attrib:1
-attribute vec4 tangent_attrib; // attrib:2
-attribute vec4 color_attrib; // attrib:3
-attribute vec2 uv_attrib; // attrib:4
-attribute vec2 uv2_attrib; // attrib:5
-
-uniform float normal_mult;
-
-#ifdef USE_SKELETON
-attribute vec4 bone_indices; // attrib:6
-attribute vec4 bone_weights; // attrib:7
-uniform highp sampler2D skeleton_matrices;
-uniform highp float skeltex_pixel_size;
-#endif
-
-#ifdef USE_ATTRIBUTE_INSTANCING
-
-attribute highp vec4 instance_row0; // attrib:8
-attribute highp vec4 instance_row1; // attrib:9
-attribute highp vec4 instance_row2; // attrib:10
-attribute highp vec4 instance_row3; // attrib:11
-
-#endif
-
-#ifdef USE_TEXTURE_INSTANCING
-
-attribute highp vec3 instance_uv; // attrib:6
-uniform highp sampler2D instance_matrices;
-
-#endif
-
-uniform highp mat4 world_transform;
-uniform highp mat4 camera_inverse_transform;
-uniform highp mat4 projection_transform;
-
-#ifdef USE_UNIFORM_INSTANCING
-//shittiest form of instancing (but most compatible)
-uniform highp mat4 instance_transform;
-#endif
-
-/* Varyings */
-
-varying vec3 vertex_interp;
-varying vec3 normal_interp;
-
-#if defined(ENABLE_COLOR_INTERP)
-varying vec4 color_interp;
-#endif
-
-#if defined(ENABLE_UV_INTERP)
-varying vec2 uv_interp;
-#endif
-
-#if defined(ENABLE_UV2_INTERP)
-varying vec2 uv2_interp;
-#endif
-
-#if defined(ENABLE_VAR1_INTERP)
-varying vec4 var1_interp;
-#endif
-
-#if defined(ENABLE_VAR2_INTERP)
-varying vec4 var2_interp;
-#endif
-
-#if defined(ENABLE_TANGENT_INTERP)
-varying vec3 tangent_interp;
-varying vec3 binormal_interp;
-#endif
-
-#ifdef ENABLE_AMBIENT_OCTREE
-
-uniform highp mat4 ambient_octree_inverse_transform;
-varying highp vec3 ambient_octree_coords;
-
-#endif
-
-#ifdef USE_FOG
-
-varying vec4 fog_interp;
-uniform highp vec3 fog_params;
-uniform vec3 fog_color_begin;
-uniform vec3 fog_color_end;
-
-#endif
-
-#ifdef USE_VERTEX_LIGHTING
-
-uniform vec3 light_pos;
-uniform vec3 light_direction;
-uniform vec3 light_attenuation;
-uniform vec3 light_spot_attenuation;
-uniform vec3 light_diffuse;
-uniform vec3 light_specular;
-
-
-
-#endif
-
-varying vec4 diffuse_interp;
-varying vec3 specular_interp;
-//intended for static branching
-//pretty much all meaningful platforms support
-//static branching
-
-uniform float time;
-uniform float instance_id;
-
-uniform vec3 ambient_light;
-
-#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
-
-varying vec4 position_interp;
-
-#endif
-
-#ifdef LIGHT_USE_SHADOW
-
-uniform highp mat4 shadow_matrix;
-varying highp vec4 shadow_coord;
-#ifdef LIGHT_USE_PSSM
-uniform highp mat4 shadow_matrix2;
-varying highp vec4 shadow_coord2;
-#endif
-#ifdef LIGHT_USE_PSSM4
-uniform highp mat4 shadow_matrix3;
-varying highp vec4 shadow_coord3;
-uniform highp mat4 shadow_matrix4;
-varying highp vec4 shadow_coord4;
-#endif
-
-
-#endif
-
-#ifdef USE_SHADOW_PASS
-
-uniform highp float shadow_z_offset;
-uniform highp float shadow_z_slope_scale;
-
-#endif
-
-#ifdef USE_DUAL_PARABOLOID
-uniform highp vec2 dual_paraboloid;
-varying float dp_clip;
-#endif
-
-
-
-VERTEX_SHADER_GLOBALS
-
-
-
-
-void main() {
-#ifdef USE_UNIFORM_INSTANCING
-
- highp mat4 modelview = (camera_inverse_transform * (world_transform * instance_transform));
-#ifdef ENABLE_AMBIENT_OCTREE
- highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * instance_transform));
-#endif
-
-#else
-
-#ifdef USE_ATTRIBUTE_INSTANCING
-
- highp mat4 minst=mat4(instance_row0,instance_row1,instance_row2,instance_row3);
- highp mat4 modelview = (camera_inverse_transform * (world_transform * minst));
-#ifdef ENABLE_AMBIENT_OCTREE
- highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * minst));
-#endif
-
-#else
-
-#ifdef USE_TEXTURE_INSTANCING
-
- highp vec2 ins_ofs=vec2(instance_uv.z,0.0);
-
- highp mat4 minst=mat4(
- texture2D(instance_matrices,instance_uv.xy),
- texture2D(instance_matrices,instance_uv.xy+ins_ofs),
- texture2D(instance_matrices,instance_uv.xy+ins_ofs*2.0),
- texture2D(instance_matrices,instance_uv.xy+ins_ofs*3.0)
- );
-
- /*highp mat4 minst=mat4(
- vec4(1.0,0.0,0.0,0.0),
- vec4(0.0,1.0,0.0,0.0),
- vec4(0.0,0.0,1.0,0.0),
- vec4(0.0,0.0,0.0,1.0)
- );*/
-
- highp mat4 modelview = (camera_inverse_transform * (world_transform * minst));
-#ifdef ENABLE_AMBIENT_OCTREE
- highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * minst));
-#endif
-
-#else
- highp mat4 modelview = (camera_inverse_transform * world_transform);
-#ifdef ENABLE_AMBIENT_OCTREE
- highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * world_transform);
-#endif
-
-#endif
-
-#endif
-
-#endif
- highp vec4 vertex_in = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
- vec3 normal_in = normal_attrib;
- normal_in*=normal_mult;
-#if defined(ENABLE_TANGENT_INTERP)
- vec3 tangent_in = tangent_attrib.xyz;
- tangent_in*=normal_mult;
- float binormalf = tangent_attrib.a;
-#endif
-
-#ifdef USE_SKELETON
-
- {
- //skeleton transform
- highp mat4 m=mat4(texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.x;
- m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.y;
- m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.z;
- m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.w;
-
- vertex_in = vertex_in * m;
- normal_in = (vec4(normal_in,0.0) * m).xyz;
-#if defined(ENABLE_TANGENT_INTERP)
- tangent_in = (vec4(tangent_in,0.0) * m).xyz;
-#endif
- }
-
-#endif
-
-#ifdef ENABLE_AMBIENT_OCTREE
-
- ambient_octree_coords = (ambient_octree_transform * vertex_in).xyz;
-#endif
-
- vertex_interp = (modelview * vertex_in).xyz;
- normal_interp = normalize((modelview * vec4(normal_in,0.0)).xyz);
-
-#if defined(ENABLE_COLOR_INTERP)
-#ifdef USE_COLOR_ATTRIB_SRGB_TO_LINEAR
-
- color_interp = vec4(
- color_attrib.r<0.04045 ? color_attrib.r * (1.0 / 12.92) : pow((color_attrib.r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
- color_attrib.g<0.04045 ? color_attrib.g * (1.0 / 12.92) : pow((color_attrib.g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
- color_attrib.b<0.04045 ? color_attrib.b * (1.0 / 12.92) : pow((color_attrib.b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
- color_attrib.a
- );
-#else
- color_interp = color_attrib;
-#endif
-#endif
-
-#if defined(ENABLE_TANGENT_INTERP)
- tangent_interp=normalize((modelview * vec4(tangent_in,0.0)).xyz);
- binormal_interp = normalize( cross(normal_interp,tangent_interp) * binormalf );
-#endif
-
-#if defined(ENABLE_UV_INTERP)
- uv_interp = uv_attrib;
-#endif
-#if defined(ENABLE_UV2_INTERP)
- uv2_interp = uv2_attrib;
-#endif
-
- float vertex_specular_exp = 40.0; //material_specular.a;
-
-
-
-VERTEX_SHADER_CODE
-
-
-#ifdef USE_DUAL_PARABOLOID
-//for dual paraboloid shadow mapping
- highp vec3 vtx = vertex_interp;
- vtx.z*=dual_paraboloid.y; //side to affect
- vtx.z+=0.01;
- dp_clip=vtx.z;
- highp float len=length( vtx );
- vtx=normalize(vtx);
- vtx.xy/=1.0+vtx.z;
- vtx.z = len*dual_paraboloid.x; // it's a reciprocal(len - z_near) / (z_far - z_near);
- vtx+=normalize(vtx)*0.025;
- vtx.z = vtx.z * 2.0 - 1.0; // fit to clipspace
- vertex_interp=vtx;
-
- //vertex_interp.w = z_clip;
-
-#endif
-
-#ifdef USE_SHADOW_PASS
-
- float z_ofs = shadow_z_offset;
- z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale;
- vertex_interp.z-=z_ofs;
-#endif
-
-#ifdef LIGHT_USE_SHADOW
-
- shadow_coord = shadow_matrix * vec4(vertex_interp,1.0);
- shadow_coord.xyz/=shadow_coord.w;
-
-#ifdef LIGHT_USE_PSSM
- shadow_coord.y*=0.5;
- shadow_coord.y+=0.5;
- shadow_coord2 = shadow_matrix2 * vec4(vertex_interp,1.0);
- shadow_coord2.xyz/=shadow_coord2.w;
- shadow_coord2.y*=0.5;
-#endif
-#ifdef LIGHT_USE_PSSM4
- shadow_coord.x*=0.5;
- shadow_coord2.x*=0.5;
-
- shadow_coord3 = shadow_matrix3 * vec4(vertex_interp,1.0);
- shadow_coord3.xyz/=shadow_coord3.w;
- shadow_coord3.xy*=vec2(0.5);
- shadow_coord3.xy+=vec2(0.5);
-
- shadow_coord4 = shadow_matrix4 * vec4(vertex_interp,1.0);
- shadow_coord4.xyz/=shadow_coord4.w;
- shadow_coord4.xy*=vec2(0.5);
- shadow_coord4.x+=0.5;
-
-#endif
-
-#endif
-
-#ifdef USE_FOG
-
- fog_interp.a = pow( clamp( (length(vertex_interp)-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z );
- fog_interp.rgb = mix( fog_color_begin, fog_color_end, fog_interp.a );
-#endif
-
-#ifndef VERTEX_SHADER_WRITE_POSITION
-//vertex shader might write a position
- gl_Position = projection_transform * vec4(vertex_interp,1.0);
-#endif
-
-
-
-#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
-
- position_interp=gl_Position;
-
-#endif
-
-
-#ifdef USE_VERTEX_LIGHTING
-
- vec3 eye_vec = -normalize(vertex_interp);
-
-#ifdef LIGHT_TYPE_DIRECTIONAL
-
- vec3 light_dir = -light_direction;
- float attenuation = light_attenuation.r;
-
-
-#endif
-
-#ifdef LIGHT_TYPE_OMNI
- vec3 light_dir = light_pos-vertex_interp;
- float radius = light_attenuation.g;
- float dist = min(length(light_dir),radius);
- light_dir=normalize(light_dir);
- float attenuation = pow( max(1.0 - dist/radius, 0.0), light_attenuation.b ) * light_attenuation.r;
-
-#endif
-
-#ifdef LIGHT_TYPE_SPOT
-
- vec3 light_dir = light_pos-vertex_interp;
- float radius = light_attenuation.g;
- float dist = min(length(light_dir),radius);
- light_dir=normalize(light_dir);
- float attenuation = pow( max(1.0 - dist/radius, 0.0), light_attenuation.b ) * light_attenuation.r;
- vec3 spot_dir = light_direction;
- float spot_cutoff=light_spot_attenuation.r;
- float scos = max(dot(-light_dir, spot_dir),spot_cutoff);
- float rim = (1.0 - scos) / (1.0 - spot_cutoff);
- attenuation *= 1.0 - pow( rim, light_spot_attenuation.g);
-
-
-#endif
-
-#if defined(LIGHT_TYPE_DIRECTIONAL) || defined(LIGHT_TYPE_OMNI) || defined(LIGHT_TYPE_SPOT)
-
- //process_shade(normal_interp,light_dir,eye_vec,vertex_specular_exp,attenuation,diffuse_interp,specular_interp);
- {
- float NdotL = max(0.0,dot( normal_interp, light_dir ));
- vec3 half_vec = normalize(light_dir + eye_vec);
- float eye_light = max(dot(normal_interp, half_vec),0.0);
- diffuse_interp.rgb=light_diffuse * NdotL * attenuation;
- diffuse_interp.a=attenuation;
- if (NdotL > 0.0) {
- specular_interp=light_specular * pow( eye_light, vertex_specular_exp ) * attenuation;
- } else {
- specular_interp=vec3(0.0);
- }
- }
-
-#else
-
-#ifdef SHADELESS
-
- diffuse_interp=vec4(vec3(1.0),0.0);
- specular_interp=vec3(0.0);
-# else
-
- diffuse_interp=vec4(0.0);
- specular_interp=vec3(0.0);
-# endif
-
-#endif
-
-
-
-
-#endif
-
-
-}
-
-
-[fragment]
-
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#define roundfix( m_val ) floor( (m_val) + 0.5 )
-#else
-
-precision mediump float;
-precision mediump int;
-
-#endif
-
-
-//hack to use uv if no uv present so it works with lightmap
-#ifdef ENABLE_AMBIENT_LIGHTMAP
-
-#ifdef USE_LIGHTMAP_ON_UV2
-
-#ifndef ENABLE_UV2_INTERP
-#define ENABLE_UV2_INTERP
-#endif
-
-#else
-
-#ifndef ENABLE_UV_INTERP
-#define ENABLE_UV_INTERP
-#endif
-
-#endif
-
-#endif
-
-
-/* Varyings */
-
-#if defined(ENABLE_COLOR_INTERP)
-varying vec4 color_interp;
-#endif
-
-#if defined(ENABLE_UV_INTERP)
-varying vec2 uv_interp;
-#endif
-
-#if defined(ENABLE_UV2_INTERP)
-varying vec2 uv2_interp;
-#endif
-
-#if defined(ENABLE_TANGENT_INTERP)
-varying vec3 tangent_interp;
-varying vec3 binormal_interp;
-#endif
-
-#if defined(ENABLE_VAR1_INTERP)
-varying vec4 var1_interp;
-#endif
-
-#if defined(ENABLE_VAR2_INTERP)
-varying vec4 var2_interp;
-#endif
-
-#ifdef LIGHT_USE_PSSM
-uniform vec3 light_pssm_split;
-#endif
-
-varying vec3 vertex_interp;
-varying vec3 normal_interp;
-
-#ifdef USE_FOG
-
-varying vec4 fog_interp;
-
-#endif
-
-/* Material Uniforms */
-
-#ifdef USE_VERTEX_LIGHTING
-
-varying vec4 diffuse_interp;
-varying vec3 specular_interp;
-
-#endif
-
-#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
-
-varying vec4 position_interp;
-
-#endif
-
-
-
-uniform vec3 light_pos;
-uniform vec3 light_direction;
-uniform vec3 light_attenuation;
-uniform vec3 light_spot_attenuation;
-uniform vec3 light_diffuse;
-uniform vec3 light_specular;
-
-uniform vec3 ambient_light;
-
-
-#ifdef USE_FRAGMENT_LIGHTING
-
-
-
-# ifdef USE_DEPTH_SHADOWS
-# else
-# endif
-
-#endif
-
-uniform float const_light_mult;
-uniform float time;
-
-#ifdef ENABLE_AMBIENT_OCTREE
-
-varying highp vec3 ambient_octree_coords;
-uniform highp float ambient_octree_lattice_size;
-uniform highp vec2 ambient_octree_pix_size;
-uniform highp vec2 ambient_octree_light_pix_size;
-uniform highp float ambient_octree_lattice_divide;
-uniform highp sampler2D ambient_octree_tex;
-uniform highp sampler2D ambient_octree_light_tex;
-uniform float ambient_octree_multiplier;
-uniform int ambient_octree_steps;
-
-#endif
-
-#ifdef ENABLE_AMBIENT_LIGHTMAP
-
-uniform highp sampler2D ambient_lightmap;
-uniform float ambient_lightmap_multiplier;
-
-#endif
-
-#ifdef ENABLE_AMBIENT_DP_SAMPLER
-
-uniform highp sampler2D ambient_dp_sampler;
-uniform float ambient_dp_sampler_multiplier;
-
-#endif
-
-#ifdef ENABLE_AMBIENT_COLOR
-
-uniform vec3 ambient_color;
-
-#endif
-
-FRAGMENT_SHADER_GLOBALS
-
-
-
-#ifdef LIGHT_USE_SHADOW
-
-varying highp vec4 shadow_coord;
-#ifdef LIGHT_USE_PSSM
-varying highp vec4 shadow_coord2;
-#endif
-#ifdef LIGHT_USE_PSSM4
-varying highp vec4 shadow_coord3;
-varying highp vec4 shadow_coord4;
-#endif
-
-uniform highp sampler2D shadow_texture;
-uniform highp vec2 shadow_texel_size;
-
-uniform float shadow_darkening;
-
-#ifdef USE_DEPTH_SHADOWS
-
-#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).z)
-
-#else
-
-//#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
-#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
-
-#endif
-
-#ifdef USE_SHADOW_PCF
-
-
-#ifdef USE_SHADOW_PCF_HQ
-
-
-float SAMPLE_SHADOW_TEX( highp vec2 coord, highp float refdepth) {
-
- float avg=(SHADOW_DEPTH(shadow_texture,coord) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(shadow_texel_size.x,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(-shadow_texel_size.x,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,-shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(shadow_texel_size.x,shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(-shadow_texel_size.x,shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(shadow_texel_size.x,-shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(-shadow_texel_size.x,-shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(shadow_texel_size.x*2.0,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(-shadow_texel_size.x*2.0,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,shadow_texel_size.y*2.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,-shadow_texel_size.y*2.0)) < refdepth ? 0.0 : 1.0);
- return avg*(1.0/13.0);
-}
-
-#else
-
-float SAMPLE_SHADOW_TEX( highp vec2 coord, highp float refdepth) {
-
- float avg=(SHADOW_DEPTH(shadow_texture,coord) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(shadow_texel_size.x,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(-shadow_texel_size.x,0.0)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- avg+=(SHADOW_DEPTH(shadow_texture,coord+vec2(0.0,-shadow_texel_size.y)) < refdepth ? 0.0 : 1.0);
- return avg*0.2;
-}
-
-#endif
-
-
-
-
-/*
- 16x averaging
-float SAMPLE_SHADOW_TEX( highp vec2 coord, highp float refdepth) {
-
- vec2 offset = vec2(
- lessThan(vec2(0.25),fract(gl_FragCoord.xy * 0.5))
- );
- offset.y += offset.x; // y ^= x in floating point
-
- if (offset.y > 1.1)
- offset.y = 0.0;
- float avg = step( refdepth, SHADOW_DEPTH(shadow_texture, coord+ (offset + vec2(-1.5, 0.5))*shadow_texel_size) );
- avg+=step(refdepth, SHADOW_DEPTH(shadow_texture, coord+ (offset + vec2(0.5, 0.5))*shadow_texel_size) );
- avg+=step(refdepth, SHADOW_DEPTH(shadow_texture, coord+ (offset + vec2(-1.5, -1.5))*shadow_texel_size) );
- avg+=step(refdepth, SHADOW_DEPTH(shadow_texture, coord+ (offset + vec2(0.5, -1.5))*shadow_texel_size) );
- return avg * 0.25;
-}
-*/
-
-/*
-float SAMPLE_SHADOW_TEX( highp vec2 coord, highp float refdepth) {
-
- vec2 offset = vec2(
- lessThan(vec2(0.25),fract(gl_FragCoord.xy * 0.5))
- );
- offset.y += offset.x; // y ^= x in floating point
-
- if (offset.y > 1.1)
- offset.y = 0.0;
- return step( refdepth, SHADOW_DEPTH(shadow_texture, coord+ offset*shadow_texel_size) );
-
-}
-
-*/
-/* simple pcf4 */
-//#define SAMPLE_SHADOW_TEX(m_coord,m_depth) ((step(m_depth,SHADOW_DEPTH(shadow_texture,m_coord))+step(m_depth,SHADOW_DEPTH(shadow_texture,m_coord+vec2(0.0,shadow_texel_size.y)))+step(m_depth,SHADOW_DEPTH(shadow_texture,m_coord+vec2(shadow_texel_size.x,0.0)))+step(m_depth,SHADOW_DEPTH(shadow_texture,m_coord+shadow_texel_size)))/4.0)
-
-#endif
-
-#ifdef USE_SHADOW_ESM
-
-uniform float esm_multiplier;
-
-float SAMPLE_SHADOW_TEX(vec2 p_uv,float p_depth) {
-
-#if defined (USE_DEPTH_SHADOWS)
- //these only are used if interpolation exists
- highp float occluder = SHADOW_DEPTH(shadow_texture, p_uv);
-#else
- vec2 unnormalized = p_uv/shadow_texel_size;
- vec2 fractional = fract(unnormalized);
- unnormalized = floor(unnormalized);
-
- vec4 exponent;
- exponent.x = SHADOW_DEPTH(shadow_texture, (unnormalized + vec2( -0.5, 0.5 )) * shadow_texel_size );
- exponent.y = SHADOW_DEPTH(shadow_texture, (unnormalized + vec2( 0.5, 0.5 )) * shadow_texel_size );
- exponent.z = SHADOW_DEPTH(shadow_texture, (unnormalized + vec2( 0.5, -0.5 )) * shadow_texel_size );
- exponent.w = SHADOW_DEPTH(shadow_texture, (unnormalized + vec2( -0.5, -0.5 )) * shadow_texel_size );
-
- highp float occluder = (exponent.w + (exponent.x - exponent.w) * fractional.y);
- occluder = occluder + ((exponent.z + (exponent.y - exponent.z) * fractional.y) - occluder)*fractional.x;
-#endif
- return clamp(exp(esm_multiplier* ( occluder - p_depth )),0.0,1.0);
-
-}
-
-
-#endif
-
-#if !defined(USE_SHADOW_PCF) && !defined(USE_SHADOW_ESM)
-
-#define SAMPLE_SHADOW_TEX(m_coord,m_depth) (SHADOW_DEPTH(shadow_texture,m_coord) < m_depth ? 0.0 : 1.0)
-
-#endif
-
-
-#endif
-
-#ifdef USE_DUAL_PARABOLOID
-
-varying float dp_clip;
-
-#endif
-
-uniform highp mat4 camera_inverse_transform;
-
-#if defined(ENABLE_TEXSCREEN)
-
-uniform vec2 texscreen_screen_mult;
-uniform vec4 texscreen_screen_clamp;
-uniform sampler2D texscreen_tex;
-
-#endif
-
-#if defined(ENABLE_SCREEN_UV)
-
-uniform vec2 screen_uv_mult;
-
-#endif
-
-void main() {
-
-#ifdef USE_DUAL_PARABOLOID
- if (dp_clip<0.0)
- discard;
-#endif
-
- //lay out everything, whathever is unused is optimized away anyway
- vec3 vertex = vertex_interp;
- vec4 diffuse = vec4(0.9,0.9,0.9,1.0);
- vec3 specular = vec3(0.0,0.0,0.0);
- vec3 emission = vec3(0.0,0.0,0.0);
- float specular_exp=1.0;
- float glow=0.0;
- float shade_param=0.0;
-#ifdef DISABLE_FRONT_FACING
- float side=float(1)*2.0-1.0;
-#else
- float side=float(gl_FrontFacing)*2.0-1.0;
-#endif
-#if defined(ENABLE_TANGENT_INTERP)
- vec3 binormal = normalize(binormal_interp)*side;
- vec3 tangent = normalize(tangent_interp)*side;
-#endif
- //vec3 normal = abs(normalize(normal_interp))*side;
- vec3 normal = normalize(normal_interp)*side;
-#if defined(ENABLE_SCREEN_UV)
- vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
-#endif
-
-#if defined(ENABLE_UV_INTERP)
- vec2 uv = uv_interp;
-#endif
-
-#if defined(ENABLE_UV2_INTERP)
- vec2 uv2 = uv2_interp;
-#endif
-
-#if defined(ENABLE_COLOR_INTERP)
- vec4 color = color_interp;
-#endif
-
-#if defined(ENABLE_NORMALMAP)
-
- vec3 normalmap = vec3(0.0);
-#endif
-
- float normaldepth=1.0;
-
-
-
-#if defined(ENABLE_DISCARD)
- bool discard_=false;
-#endif
-
-{
-
-
-FRAGMENT_SHADER_CODE
-
-}
-
-#if defined(ENABLE_NORMALMAP)
-
- normal = normalize( mix(normal_interp,tangent_interp * normalmap.x + binormal_interp * normalmap.y + normal_interp * normalmap.z,normaldepth) ) * side;
-
-#endif
-
-#if defined(ENABLE_DISCARD)
- if (discard_) {
- //easy to eliminate dead code
- discard;
- }
-#endif
-
-#ifdef ENABLE_CLIP_ALPHA
- if (diffuse.a<0.99) {
- //used for doublepass and shadowmapping
- discard;
- }
-#endif
-
- float shadow_attenuation = 1.0;
-
-#ifdef ENABLE_AMBIENT_LIGHTMAP
-
- vec3 ambientmap_color = vec3(0.0,0.0,0.0);
- vec2 ambientmap_uv = vec2(0.0,0.0);
-
-#ifdef USE_LIGHTMAP_ON_UV2
-
- ambientmap_uv = uv2_interp;
-
-#else
-
- ambientmap_uv = uv_interp;
-
-#endif
-
- vec4 amcol = texture2D(ambient_lightmap,ambientmap_uv);
- shadow_attenuation=amcol.a;
- ambientmap_color = amcol.rgb;
- ambientmap_color*=ambient_lightmap_multiplier;
- ambientmap_color*=diffuse.rgb;
-
-
-
-#endif
-
-
-#ifdef ENABLE_AMBIENT_OCTREE
-
- vec3 ambientmap_color = vec3(0.0,0.0,0.0);
-
-
- {
-
- //read position from initial lattice grid
- highp vec3 lattice_pos = floor(ambient_octree_coords*ambient_octree_lattice_size);
- highp vec2 octant_uv = highp vec2(lattice_pos.x+ambient_octree_lattice_size*lattice_pos.z,lattice_pos.y);
- octant_uv=(octant_uv*highp vec2(2.0,4.0)+highp vec2(0.0,4.0));
- highp float ld = 1.0/ambient_octree_lattice_size;
-
-
- //go down the octree
-
- for(int i=0;i<ambient_octree_steps;i++) {
-
-
- highp vec3 sub=mod(ambient_octree_coords,ld);
- ld*=0.5;
- highp vec3 s = step(ld,sub);
- octant_uv+=s.xy;
- octant_uv.y+=s.z*2.0;
- octant_uv=(octant_uv+0.5)*ambient_octree_pix_size;
- highp vec4 new_uv = texture2D(ambient_octree_tex,octant_uv);
- octant_uv=floor(highp vec2( dot(new_uv.xy,highp vec2(65280.0,255.0)), dot(new_uv.zw,highp vec2(65280.0,255.0)) )+0.5);//+ambient_octree_pix_size*0.5;
-
- }
-
- //sample color
- octant_uv=(octant_uv+0.5)*ambient_octree_light_pix_size;
- highp vec3 sub=(mod(ambient_octree_coords,ld)/ld);
- octant_uv.xy+=sub.xy*ambient_octree_light_pix_size.xy;
- vec3 col_up=texture2D(ambient_octree_light_tex,octant_uv).rgb;
- octant_uv.y+=ambient_octree_light_pix_size.y*2.0;
- vec3 col_down=texture2D(ambient_octree_light_tex,octant_uv).rgb;
- ambientmap_color=mix(col_up,col_down,sub.z)*ambient_octree_multiplier;
-
- ambientmap_color*=diffuse.rgb;
-
- }
-
-#endif
-
-
-
-#ifdef ENABLE_AMBIENT_DP_SAMPLER
-
- vec3 ambientmap_color = vec3(0.0,0.0,0.0);
-
- {
-
- vec3 dp_normal = normalize((vec4(normal,0) * camera_inverse_transform).xyz);
- vec2 ambient_uv = (dp_normal.xy / (1.0+abs(dp_normal.z)))*0.5+0.5; //dual paraboloid
- ambient_uv.y*=0.5;
- if (dp_normal.z<0) {
-
- ambient_uv.y=(0.5-ambient_uv.y)+0.5;
-
- }
-
- ambientmap_color = texture2D(ambient_dp_sampler,ambient_uv ).rgb * ambient_dp_sampler_multiplier;
- ambientmap_color*=diffuse.rgb;
- }
-
-#endif
-
-
-
-
-#ifdef LIGHT_USE_SHADOW
-#ifdef LIGHT_TYPE_DIRECTIONAL
-
- float shadow_fade_exponent=5.0; //hardcoded for now
- float shadow_fade=pow(length(vertex_interp)/light_attenuation.g,shadow_fade_exponent);
-
-// optimization - skip shadows outside visible range
- if(shadow_fade<1.0){
-
-#ifdef LIGHT_USE_PSSM
-
-
- //if (vertex_interp.z > light_pssm_split) {
-#if 0
- highp vec3 splane = vec3(0.0,0.0,0.0);
-
- if (gl_FragCoord.w > light_pssm_split.x) {
-
- splane = shadow_coord.xyz;
- splane.y+=1.0;
- } else {
- splane = shadow_coord2.xyz;
- }
- splane.y*=0.5;
- shadow_attenuation=SAMPLE_SHADOW_TEX(splane.xy,splane.z);
-
-#else
-/*
- float sa_a = SAMPLE_SHADOW_TEX(shadow_coord.xy,shadow_coord.z);
- float sa_b = SAMPLE_SHADOW_TEX(shadow_coord2.xy,shadow_coord2.z);
- if (gl_FragCoord.w > light_pssm_split.x) {
- shadow_attenuation=sa_a;
- } else {
- shadow_attenuation=sa_b;
- }
-*/
-
- vec2 pssm_coord;
- float pssm_z;
-
-#if defined(LIGHT_USE_PSSM) && defined(USE_SHADOW_ESM)
-#define USE_PSSM_BLEND
- float pssm_blend;
- vec2 pssm_coord_2;
- float pssm_z_2;
- vec3 light_pssm_split_inv = 1.0/light_pssm_split;
- float w_inv = 1.0/gl_FragCoord.w;
-#endif
-
-#ifdef LIGHT_USE_PSSM4
-
-
- if (gl_FragCoord.w > light_pssm_split.y) {
-
- if (gl_FragCoord.w > light_pssm_split.x) {
- pssm_coord=shadow_coord.xy;
- pssm_z=shadow_coord.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord2.xy;
- pssm_z_2=shadow_coord2.z;
- pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
-#endif
-
- } else {
- pssm_coord=shadow_coord2.xy;
- pssm_z=shadow_coord2.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord3.xy;
- pssm_z_2=shadow_coord3.z;
- pssm_blend=smoothstep(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv);
-#endif
-
- }
- } else {
-
-
- if (gl_FragCoord.w > light_pssm_split.z) {
- pssm_coord=shadow_coord3.xy;
- pssm_z=shadow_coord3.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord4.xy;
- pssm_z_2=shadow_coord4.z;
- pssm_blend=smoothstep(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv);
-#endif
-
- } else {
- pssm_coord=shadow_coord4.xy;
- pssm_z=shadow_coord4.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord4.xy;
- pssm_z_2=shadow_coord4.z;
- pssm_blend=0.0;
-#endif
-
- }
- }
-
-#else
-
- if (gl_FragCoord.w > light_pssm_split.x) {
- pssm_coord=shadow_coord.xy;
- pssm_z=shadow_coord.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord2.xy;
- pssm_z_2=shadow_coord2.z;
- pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv);
-#endif
-
- } else {
- pssm_coord=shadow_coord2.xy;
- pssm_z=shadow_coord2.z;
-#if defined(USE_PSSM_BLEND)
- pssm_coord_2=shadow_coord2.xy;
- pssm_z_2=shadow_coord2.z;
- pssm_blend=0.0;
-#endif
-
- }
-
-#endif
-
- //one one sample
- shadow_attenuation=SAMPLE_SHADOW_TEX(pssm_coord,pssm_z);
-#if defined(USE_PSSM_BLEND)
- shadow_attenuation=mix(shadow_attenuation,SAMPLE_SHADOW_TEX(pssm_coord_2,pssm_z_2),pssm_blend);
-#endif
-
-
-#endif
-
-#else
-
- shadow_attenuation=SAMPLE_SHADOW_TEX(shadow_coord.xy,shadow_coord.z);
-#endif
-
- shadow_attenuation=mix(shadow_attenuation,1.0,shadow_fade);
- }else{
- shadow_attenuation=1.0;
- };
-
-#endif
-
-#ifdef LIGHT_TYPE_OMNI
-
- vec3 splane=shadow_coord.xyz;///shadow_coord.w;
- float shadow_len=length(splane);
- splane=normalize(splane);
- float vofs=0.0;
-
- if (splane.z>=0.0) {
-
- splane.z+=1.0;
- } else {
-
- splane.z=1.0 - splane.z;
- vofs=0.5;
- }
- splane.xy/=splane.z;
- splane.xy=splane.xy * 0.5 + 0.5;
- float lradius = light_attenuation.g;
- splane.z = shadow_len / lradius;
- splane.y=clamp(splane.y,0.0,1.0)*0.5+vofs;
-
- shadow_attenuation=SAMPLE_SHADOW_TEX(splane.xy,splane.z);
-#endif
-
-#ifdef LIGHT_TYPE_SPOT
-
- shadow_attenuation=SAMPLE_SHADOW_TEX(shadow_coord.xy,shadow_coord.z);
-#endif
-
- shadow_attenuation=mix(shadow_attenuation,1.0,shadow_darkening);
-#endif
-
-
-#ifdef USE_FRAGMENT_LIGHTING
-
- vec3 eye_vec = -normalize(vertex);
-
-#ifdef LIGHT_TYPE_DIRECTIONAL
-
- vec3 light_dir = -light_direction;
- float attenuation = light_attenuation.r;
-
-
-#endif
-
-#ifdef LIGHT_TYPE_OMNI
-
- vec3 light_dir = light_pos-vertex;
- float radius = light_attenuation.g;
- float dist = min(length(light_dir),radius);
- light_dir=normalize(light_dir);
- float attenuation = pow( max(1.0 - dist/radius, 0.0), light_attenuation.b ) * light_attenuation.r;
-
-#endif
-
-
-#ifdef LIGHT_TYPE_SPOT
-
- vec3 light_dir = light_pos-vertex;
- float radius = light_attenuation.g;
- float dist = min(length(light_dir),radius);
- light_dir=normalize(light_dir);
- float attenuation = pow( max(1.0 - dist/radius, 0.0), light_attenuation.b ) * light_attenuation.r;
- vec3 spot_dir = light_direction;
- float spot_cutoff=light_spot_attenuation.r;
- float scos = max(dot(-light_dir, spot_dir),spot_cutoff);
- float rim = (1.0 - scos) / (1.0 - spot_cutoff);
- attenuation *= 1.0 - pow( rim, light_spot_attenuation.g);
-
-#endif
-
-# if defined(LIGHT_TYPE_DIRECTIONAL) || defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
-
- {
-
- vec3 mdiffuse = diffuse.rgb;
- vec3 light;
-
-#if defined(USE_OUTPUT_SHADOW_COLOR)
- vec3 shadow_color=vec3(0.0,0.0,0.0);
-#endif
-
-#if defined(USE_LIGHT_SHADER_CODE)
-//light is written by the light shader
-{
-
-LIGHT_SHADER_CODE
-
-}
-#else
-//traditional lambert + blinn
- float NdotL = max(0.0,dot( normal, light_dir ));
- vec3 half_vec = normalize(light_dir + eye_vec);
- float eye_light = max(dot(normal, half_vec),0.0);
-
- light = light_diffuse * mdiffuse * NdotL;
- if (NdotL > 0.0) {
- light+=specular * light_specular * pow( eye_light, specular_exp );
- }
-#endif
- diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
-
-#if defined(USE_OUTPUT_SHADOW_COLOR)
- diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation);
-#endif
-
-#ifdef USE_FOG
-
- diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a);
-
-# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
- diffuse.rgb = mix(mix(vec3(0.0),diffuse.rgb,attenuation),diffuse.rgb,const_light_mult);
-# endif
-
-
-#endif
-
-
- }
-
-
-# endif
-
-# if !defined(LIGHT_TYPE_DIRECTIONAL) && !defined(LIGHT_TYPE_OMNI) && !defined (LIGHT_TYPE_SPOT)
-//none
-#ifndef SHADELESS
- diffuse.rgb=ambient_light *diffuse.rgb;
-#endif
-
-# endif
-
- diffuse.rgb+=const_light_mult*emission;
-
-#endif
-
-
-
-
-#ifdef USE_VERTEX_LIGHTING
-
- vec3 ambient = const_light_mult*ambient_light*diffuse.rgb;
-# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
- //ambient*=diffuse_interp.a; //attenuation affects ambient too
-
-# endif
-
- //diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
- //diffuse.rgb+=emission * const_light_mult;
- diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
- diffuse.rgb+=emission * const_light_mult;
-
-#ifdef USE_FOG
-
- diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a);
-
-# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
- diffuse.rgb = mix(mix(vec3(0.0),diffuse.rgb,diffuse_interp.a),diffuse.rgb,const_light_mult);
-# endif
-
-#endif
-
-#endif
-
-
-#if defined(ENABLE_AMBIENT_OCTREE) || defined(ENABLE_AMBIENT_LIGHTMAP) || defined(ENABLE_AMBIENT_DP_SAMPLER)
-#if defined(ENABLE_AMBIENT_COLOR)
- ambientmap_color*=ambient_color;
-#endif
- diffuse.rgb+=ambientmap_color;
-#endif
-
-
-#ifdef USE_SHADOW_PASS
-
-#ifdef USE_DEPTH_SHADOWS
-
- //do nothing, depth is just written
-#else
- // pack depth to rgba
- //highp float bias = 0.0005;
- highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias;
- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
- gl_FragColor = comp;
-
-#endif
-
-#else
-
-
-
-#ifdef USE_GLOW
-
- diffuse.a=glow;
-#endif
-
-#ifdef USE_8BIT_HDR
- diffuse.rgb*=0.25;
-#endif
-
- gl_FragColor = diffuse;
-#endif
-}
-
-