diff options
Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 6495 |
1 files changed, 6495 insertions, 0 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp new file mode 100644 index 0000000000..c632d1c2da --- /dev/null +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -0,0 +1,6495 @@ +#include "rasterizer_storage_gles3.h" +#include "rasterizer_canvas_gles3.h" +#include "rasterizer_scene_gles3.h" +#include "globals.h" + +/* 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 + + +#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F + +#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF + +#define _EXT_COMPRESSED_R11_EAC 0x9270 +#define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271 +#define _EXT_COMPRESSED_RG11_EAC 0x9272 +#define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273 +#define _EXT_COMPRESSED_RGB8_ETC2 0x9274 +#define _EXT_COMPRESSED_SRGB8_ETC2 0x9275 +#define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 +#define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 +#define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 + +#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C +#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D +#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E +#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F + +Image RasterizerStorageGLES3::_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,GLenum &r_gl_type,bool &r_compressed,bool &srgb) { + + + r_compressed=false; + r_gl_format=0; + Image image=p_image; + srgb=false; + + bool need_decompress=false; + + switch(p_format) { + + case Image::FORMAT_L8: { + r_gl_internal_format=GL_R8; + r_gl_format=GL_RED; + r_gl_type=GL_UNSIGNED_BYTE; + + } break; + case Image::FORMAT_LA8: { + + r_gl_internal_format=GL_RG8; + r_gl_format=GL_RG; + r_gl_type=GL_UNSIGNED_BYTE; + } break; + case Image::FORMAT_R8: { + + r_gl_internal_format=GL_R8; + r_gl_format=GL_RED; + r_gl_type=GL_UNSIGNED_BYTE; + + } break; + case Image::FORMAT_RG8: { + + r_gl_internal_format=GL_RG8; + r_gl_format=GL_RG; + r_gl_type=GL_UNSIGNED_BYTE; + + } break; + case Image::FORMAT_RGB8: { + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8:GL_RGB8; + r_gl_format=GL_RGB; + r_gl_type=GL_UNSIGNED_BYTE; + srgb=true; + + } break; + case Image::FORMAT_RGBA8: { + + r_gl_format=GL_RGBA; + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8_ALPHA8:GL_RGBA8; + r_gl_type=GL_UNSIGNED_BYTE; + srgb=true; + + } break; + case Image::FORMAT_RGB565: { +//#warning TODO: Convert tod 555 if 565 is not supported (GLES3.3-) + r_gl_internal_format=GL_RGB5; + //r_gl_internal_format=GL_RGB565; + r_gl_format=GL_RGB; + r_gl_type=GL_UNSIGNED_SHORT_5_6_5; + + } break; + case Image::FORMAT_RGBA4444: { + + r_gl_internal_format=GL_RGBA4; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_SHORT_4_4_4_4; + + } break; + case Image::FORMAT_RGBA5551: { + + r_gl_internal_format=GL_RGB5_A1; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_SHORT_5_5_5_1; + + + } break; + case Image::FORMAT_RF: { + + + r_gl_internal_format=GL_R32F; + r_gl_format=GL_RED; + r_gl_type=GL_FLOAT; + + } break; + case Image::FORMAT_RGF: { + + r_gl_internal_format=GL_RG32F; + r_gl_format=GL_RG; + r_gl_type=GL_FLOAT; + + } break; + case Image::FORMAT_RGBF: { + + r_gl_internal_format=GL_RGB32F; + r_gl_format=GL_RGB; + r_gl_type=GL_FLOAT; + + } break; + case Image::FORMAT_RGBAF: { + + r_gl_internal_format=GL_RGBA32F; + r_gl_format=GL_RGBA; + r_gl_type=GL_FLOAT; + + } break; + case Image::FORMAT_RH: { + r_gl_internal_format=GL_R32F; + r_gl_format=GL_RED; + r_gl_type=GL_HALF_FLOAT; + } break; + case Image::FORMAT_RGH: { + r_gl_internal_format=GL_RG32F; + r_gl_format=GL_RG; + r_gl_type=GL_HALF_FLOAT; + + } break; + case Image::FORMAT_RGBH: { + r_gl_internal_format=GL_RGB32F; + r_gl_format=GL_RGB; + r_gl_type=GL_HALF_FLOAT; + + } break; + case Image::FORMAT_RGBAH: { + r_gl_internal_format=GL_RGBA32F; + r_gl_format=GL_RGBA; + r_gl_type=GL_HALF_FLOAT; + + } break; + case Image::FORMAT_DXT1: { + + if (config.s3tc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + } break; + case Image::FORMAT_DXT3: { + + + if (config.s3tc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + } break; + case Image::FORMAT_DXT5: { + + if (config.s3tc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + } break; + case Image::FORMAT_ATI1: { + + if (config.latc_supported) { + + + r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + + } break; + case Image::FORMAT_ATI2: { + + if (config.latc_supported) { + + + r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + } else { + + need_decompress=true; + } + + } break; + case Image::FORMAT_BPTC_RGBA: { + + if (config.bptc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:_EXT_COMPRESSED_RGBA_BPTC_UNORM; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_BPTC_RGBF: { + + if (config.bptc_supported) { + + + r_gl_internal_format=_EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT; + r_gl_format=GL_RGB; + r_gl_type=GL_FLOAT; + r_compressed=true; + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_BPTC_RGBFU: { + if (config.bptc_supported) { + + + r_gl_internal_format=_EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT; + r_gl_format=GL_RGB; + r_gl_type=GL_FLOAT; + r_compressed=true; + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_PVRTC2: { + + if (config.pvrtc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_PVRTC2A: { + + if (config.pvrtc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + } break; + case Image::FORMAT_PVRTC4: { + + if (config.pvrtc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + } break; + case Image::FORMAT_PVRTC4A: { + + if (config.pvrtc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + } break; + case Image::FORMAT_ETC: { + + if (config.etc_supported) { + + r_gl_internal_format=_EXT_ETC1_RGB8_OES; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + + } else { + + need_decompress=true; + } + + } break; + case Image::FORMAT_ETC2_R11: { + + if (config.etc2_supported) { + + r_gl_internal_format=_EXT_COMPRESSED_R11_EAC; + r_gl_format=GL_RED; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_R11S: { + + if (config.etc2_supported) { + + r_gl_internal_format=_EXT_COMPRESSED_SIGNED_R11_EAC; + r_gl_format=GL_RED; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_RG11: { + + if (config.etc2_supported) { + + r_gl_internal_format=_EXT_COMPRESSED_RG11_EAC; + r_gl_format=GL_RG; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_RG11S: { + if (config.etc2_supported) { + + r_gl_internal_format=_EXT_COMPRESSED_SIGNED_RG11_EAC; + r_gl_format=GL_RG; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + + } else { + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_RGB8: { + + if (config.etc2_supported) { + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_ETC2:_EXT_COMPRESSED_RGB8_ETC2; + r_gl_format=GL_RGB; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_RGBA8: { + + if (config.etc2_supported) { + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:_EXT_COMPRESSED_RGBA8_ETC2_EAC; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_RGB8A1: { + + if (config.etc2_supported) { + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:_EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + + } else { + + need_decompress=true; + } + } break; + default: { + + ERR_FAIL_V(Image()); + } + } + + if (need_decompress) { + + if (!image.empty()) { + image.decompress(); + ERR_FAIL_COND_V(image.is_compressed(),image); + image.convert(Image::FORMAT_RGBA8); + } + + + r_gl_format=GL_RGBA; + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8_ALPHA8:GL_RGBA8; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=false; + srgb=true; + + return image; + + } + + + 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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) { + + int components; + GLenum format; + GLenum internal_format; + GLenum type; + + bool compressed; + bool srgb; + + if (p_flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + 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->stored_cube_sides=0; + 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,type,compressed,srgb); + + texture->alloc_width = texture->width; + texture->alloc_height = texture->height; + + + texture->gl_format_cache=format; + texture->gl_type_cache=type; + texture->gl_internal_format_cache=internal_format; + texture->compressed=compressed; + texture->srgb=srgb; + texture->data_size=0; + texture->mipmaps=1; + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + + if (p_flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + //prealloc if video + glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type,NULL); + } + + texture->active=true; +} + +void RasterizerStorageGLES3::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() ); + + GLenum type; + GLenum format; + GLenum internal_format; + bool compressed; + bool srgb; + + + if (config.keep_original_textures && !(texture->flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { + texture->images[p_cube_side]=p_image; + } + + Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,internal_format,type,compressed,srgb); + + if (config.shrink_textures_x2 && (p_image.has_mipmaps() || !p_image.is_compressed()) && !(texture->flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { + + texture->alloc_height = MAX(1,texture->alloc_height/2); + texture->alloc_width = MAX(1,texture->alloc_width/2); + + if (texture->alloc_width == img.get_width()/2 && texture->alloc_height == img.get_height()/2) { + + img.shrink_x2(); + } else if (img.get_format() <= Image::FORMAT_RGB565) { + + img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR); + + } + }; + + + 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(); + DVector<uint8_t>::Read read = img.get_data().read(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + texture->ignore_mipmaps = compressed && !img.has_mipmaps(); + + if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,config.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 (config.srgb_decode_supported && srgb) { + + if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); + texture->using_srgb=true; + } else { + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); + texture->using_srgb=false; + } + } + + 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 + } + + if ((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 ); + } + + //set swizle for older format compatibility + switch(texture->format) { + + case Image::FORMAT_L8: { + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_ONE); + + } break; + case Image::FORMAT_LA8: { + + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_GREEN); + } break; + default: { + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_GREEN); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_BLUE); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_ALPHA); + + } break; + + } + if (config.use_anisotropic_filter) { + + if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { + + glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level); + } else { + glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1); + } + } + + int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.has_mipmaps()) ? img.get_mipmap_count() +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_USED_FOR_STREAMING) { + glTexSubImage2D( blit_target, i, 0,0,w, h,format,type,&read[ofs] ); + } else { + glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type,&read[ofs]); + } + + } + tsize+=size; + + w = MAX(1,w>>1); + h = MAX(1,h>>1); + + } + + info.texture_mem-=texture->total_data_size; + texture->total_data_size=tsize; + info.texture_mem+=texture->total_data_size; + + //printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem); + + texture->stored_cube_sides|=(1<<p_cube_side); + + if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1 && !texture->ignore_mipmaps && (!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP) || texture->stored_cube_sides==(1<<6)-1)) { + //generate mipmaps if they were requested and the image does not contain them + glGenerateMipmap(texture->target); + } + + texture->mipmaps=mipmaps; + + //texture_set_flags(p_texture,texture->flags); + + +} + +Image RasterizerStorageGLES3::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()); + + if (!texture->images[p_cube_side].empty()) + return texture->images[p_cube_side]; + +#ifdef GLES_OVER_GL + + DVector<uint8_t> data; + + int data_size = Image::get_image_data_size(texture->alloc_width,texture->alloc_height,texture->format,texture->mipmaps>1?-1:0); + + data.resize(data_size*2); //add some memory at the end, just in case for buggy drivers + DVector<uint8_t>::Write wb = data.write(); + + glActiveTexture(GL_TEXTURE0); + + glBindTexture(texture->target,texture->tex_id); + + glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); + + print_line("GET FORMAT: "+Image::get_format_name(texture->format)+" mipmaps: "+itos(texture->mipmaps)); + + + for(int i=0;i<texture->mipmaps;i++) { + + int ofs=0; + if (i>0) { + ofs=Image::get_image_data_size(texture->alloc_width,texture->alloc_height,texture->format,i-1); + } + + if (texture->compressed) { + + glPixelStorei(GL_PACK_ALIGNMENT, 4); + glGetCompressedTexImage(texture->target,i,&wb[ofs]); + + } else { + + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + glGetTexImage(texture->target,i,texture->gl_format_cache,texture->gl_type_cache,&wb[ofs]); + } + } + + + wb=DVector<uint8_t>::Write(); + + data.resize(data_size); + + Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps>1?true:false,texture->format,data); + + return img; +#else + + ERR_EXPLAIN("Sorry, It's not posible to obtain images back in OpenGL ES"); + return Image(); +#endif +} + +void RasterizerStorageGLES3::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 + + + if ((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 (config.use_anisotropic_filter) { + + if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { + + glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.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,config.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 (config.srgb_decode_supported && texture->srgb) { + + if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); + texture->using_srgb=true; + } else { + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); + texture->using_srgb=false; + } + } + + 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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::texture_get_height(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return texture->height; +} + + +void RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::texture_get_path(RID p_texture) const{ + + Texture * texture = texture_owner.get(p_texture); + ERR_FAIL_COND_V(!texture,String()); + return texture->path; +} +void RasterizerStorageGLES3::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 RasterizerStorageGLES3::texture_set_shrink_all_x2_on_set_data(bool p_enable) { + + config.shrink_textures_x2=p_enable; +} + +void RasterizerStorageGLES3::textures_keep_original(bool p_enable) { + + config.keep_original_textures=p_enable; +} + +RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source,int p_resolution) const { + + Texture * texture = texture_owner.get(p_source); + ERR_FAIL_COND_V(!texture,RID()); + ERR_FAIL_COND_V(!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP),RID()); + + bool use_float=true; + + if (p_resolution<0) { + p_resolution=texture->width; + } + + + glBindVertexArray(0); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_BLEND); + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) { + + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); + texture->using_srgb=true; +#ifdef TOOLS_ENABLED + if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; + //notify that texture must be set to linear beforehand, so it works in other platforms when exported + } +#endif + } + + + glActiveTexture(GL_TEXTURE1); + GLuint new_cubemap; + glGenTextures(1, &new_cubemap); + glBindTexture(GL_TEXTURE_CUBE_MAP, new_cubemap); + + + GLuint tmp_fb; + + glGenFramebuffers(1, &tmp_fb); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); + + + int size = p_resolution; + + int lod=0; + + shaders.cubemap_filter.bind(); + + int mipmaps=6; + + int mm_level=mipmaps; + + GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2; + GLenum format = GL_RGBA; + GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV; + + + while(mm_level) { + + for(int i=0;i<6;i++) { + glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL); + } + + lod++; + mm_level--; + + if (size>1) + size>>=1; + } + + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1); + + lod=0; + mm_level=mipmaps; + + size = p_resolution; + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,false); + + while(mm_level) { + + for(int i=0;i<6;i++) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], new_cubemap, lod); + + glViewport(0,0,size,size); + glBindVertexArray(resources.quadie_array); + + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::FACE_ID,i); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps-1)); + + + glDrawArrays(GL_TRIANGLE_FAN,0,4); + glBindVertexArray(0); +#ifdef DEBUG_ENABLED + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); +#endif + } + + + + if (size>1) + size>>=1; + lod++; + mm_level--; + + } + + + //restore ranges + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1); + + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + glDeleteFramebuffers(1, &tmp_fb); + + Texture * ctex = memnew( Texture ); + + ctex->flags=VS::TEXTURE_FLAG_CUBEMAP|VS::TEXTURE_FLAG_MIPMAPS|VS::TEXTURE_FLAG_FILTER; + ctex->width=p_resolution; + ctex->height=p_resolution; + ctex->alloc_width=p_resolution; + ctex->alloc_height=p_resolution; + ctex->format=use_float?Image::FORMAT_RGBAH:Image::FORMAT_RGBA8; + ctex->target=GL_TEXTURE_CUBE_MAP; + ctex->gl_format_cache=format; + ctex->gl_internal_format_cache=internal_format; + ctex->gl_type_cache=type; + ctex->data_size=0; + ctex->compressed=false; + ctex->srgb=false; + ctex->total_data_size=0; + ctex->ignore_mipmaps=false; + ctex->mipmaps=mipmaps; + ctex->active=true; + ctex->tex_id=new_cubemap; + ctex->stored_cube_sides=(1<<6)-1; + ctex->render_target=NULL; + + return texture_owner.make_rid(ctex); +} + + +RID RasterizerStorageGLES3::skybox_create() { + + SkyBox *skybox = memnew( SkyBox ); + skybox->radiance=0; + return skybox_owner.make_rid(skybox); +} + +void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, int p_radiance_size){ + + SkyBox *skybox = skybox_owner.getornull(p_skybox); + ERR_FAIL_COND(!skybox); + + if (skybox->cubemap.is_valid()) { + skybox->cubemap=RID(); + glDeleteTextures(1,&skybox->radiance); + skybox->radiance=0; + } + + skybox->cubemap=p_cube_map; + if (!skybox->cubemap.is_valid()) + return; //cleared + + Texture *texture = texture_owner.getornull(skybox->cubemap); + if (!texture || !(texture->flags&VS::TEXTURE_FLAG_CUBEMAP)) { + skybox->cubemap=RID(); + ERR_FAIL_COND(!texture || !(texture->flags&VS::TEXTURE_FLAG_CUBEMAP)); + } + + glBindVertexArray(0); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_BLEND); + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) { + + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); + texture->using_srgb=true; +#ifdef TOOLS_ENABLED + if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; + //notify that texture must be set to linear beforehand, so it works in other platforms when exported + } +#endif + } + + + glActiveTexture(GL_TEXTURE1); + glGenTextures(1, &skybox->radiance); + glBindTexture(GL_TEXTURE_2D, skybox->radiance); + + GLuint tmp_fb; + + glGenFramebuffers(1, &tmp_fb); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); + + + int size = p_radiance_size; + + int lod=0; + + + int mipmaps=6; + + int mm_level=mipmaps; + + bool use_float=true; + + GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2; + GLenum format = GL_RGBA; + GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV; + + while(mm_level) { + + glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size*2, 0, format, type, NULL); + lod++; + mm_level--; + + if (size>1) + size>>=1; + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod-1); + + lod=0; + mm_level=mipmaps; + + size = p_radiance_size; + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,true); + shaders.cubemap_filter.bind(); + + while(mm_level) { + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, skybox->radiance, lod); +#ifdef DEBUG_ENABLED + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); +#endif + + for(int i=0;i<2;i++) { + glViewport(0,i*size,size,size); + glBindVertexArray(resources.quadie_array); + + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP,i>0); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps-1)); + + + glDrawArrays(GL_TRIANGLE_FAN,0,4); + glBindVertexArray(0); + } + + if (size>1) + size>>=1; + lod++; + mm_level--; + + } + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,false); + + + //restore ranges + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod-1); + + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameterf(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); + + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + glDeleteFramebuffers(1, &tmp_fb); + +} + + +/* SHADER API */ + + +RID RasterizerStorageGLES3::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); + shader->self=rid; + + return rid; +} + +void RasterizerStorageGLES3::_shader_make_dirty(Shader* p_shader) { + + if (p_shader->dirty_list.in_list()) + return; + + _shader_dirty_list.add(&p_shader->dirty_list); +} + +void RasterizerStorageGLES3::shader_set_mode(RID p_shader,VS::ShaderMode p_mode){ + + ERR_FAIL_INDEX(p_mode,VS::SHADER_MAX); + 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) { + + shader->shader->free_custom_shader(shader->custom_code_id); + shader->custom_code_id=0; + } + + shader->mode=p_mode; + + ShaderGLES3* shaders[VS::SHADER_MAX]={ + &scene->state.scene_shader, + &canvas->state.canvas_shader, + &this->shaders.particles, + + }; + + shader->shader=shaders[p_mode]; + + shader->custom_code_id = shader->shader->create_custom_shader(); + + _shader_make_dirty(shader); + +} +VS::ShaderMode RasterizerStorageGLES3::shader_get_mode(RID p_shader) const { + + const Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,VS::SHADER_MAX); + + return shader->mode; +} +void RasterizerStorageGLES3::shader_set_code(RID p_shader, const String& p_code){ + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); + + shader->code=p_code; + _shader_make_dirty(shader); +} +String RasterizerStorageGLES3::shader_get_code(RID p_shader) const{ + + const Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,String()); + + + return shader->code; +} + +void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const { + + + _shader_dirty_list.remove( &p_shader->dirty_list ); + + p_shader->valid=false; + + p_shader->uniforms.clear(); + + ShaderCompilerGLES3::GeneratedCode gen_code; + ShaderCompilerGLES3::IdentifierActions *actions=NULL; + + + + switch(p_shader->mode) { + case VS::SHADER_CANVAS_ITEM: { + + p_shader->canvas_item.light_mode=Shader::CanvasItem::LIGHT_MODE_NORMAL; + p_shader->canvas_item.blend_mode=Shader::CanvasItem::BLEND_MODE_MIX; + + shaders.actions_canvas.render_mode_values["blend_add"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_ADD); + shaders.actions_canvas.render_mode_values["blend_mix"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_MIX); + shaders.actions_canvas.render_mode_values["blend_sub"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_SUB); + shaders.actions_canvas.render_mode_values["blend_mul"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_MUL); + shaders.actions_canvas.render_mode_values["blend_premul_alpha"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_PMALPHA); + + shaders.actions_canvas.render_mode_values["unshaded"]=Pair<int*,int>(&p_shader->canvas_item.light_mode,Shader::CanvasItem::LIGHT_MODE_UNSHADED); + shaders.actions_canvas.render_mode_values["light_only"]=Pair<int*,int>(&p_shader->canvas_item.light_mode,Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY); + + actions=&shaders.actions_canvas; + actions->uniforms=&p_shader->uniforms; + + } break; + + case VS::SHADER_SPATIAL: { + + p_shader->spatial.blend_mode=Shader::Spatial::BLEND_MODE_MIX; + p_shader->spatial.depth_draw_mode=Shader::Spatial::DEPTH_DRAW_OPAQUE; + p_shader->spatial.cull_mode=Shader::Spatial::CULL_MODE_BACK; + p_shader->spatial.uses_alpha=false; + p_shader->spatial.uses_discard=false; + p_shader->spatial.unshaded=false; + p_shader->spatial.ontop=false; + p_shader->spatial.uses_sss=false; + p_shader->spatial.uses_vertex=false; + + shaders.actions_scene.render_mode_values["blend_add"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_ADD); + shaders.actions_scene.render_mode_values["blend_mix"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MIX); + shaders.actions_scene.render_mode_values["blend_sub"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_SUB); + shaders.actions_scene.render_mode_values["blend_mul"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MUL); + + shaders.actions_scene.render_mode_values["depth_draw_opaque"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_OPAQUE); + shaders.actions_scene.render_mode_values["depth_draw_always"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALWAYS); + shaders.actions_scene.render_mode_values["depth_draw_never"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_NEVER); + shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS); + + shaders.actions_scene.render_mode_values["cull_front"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_FRONT); + shaders.actions_scene.render_mode_values["cull_back"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_BACK); + shaders.actions_scene.render_mode_values["cull_disabled"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_DISABLED); + + shaders.actions_scene.render_mode_flags["unshaded"]=&p_shader->spatial.unshaded; + shaders.actions_scene.render_mode_flags["ontop"]=&p_shader->spatial.ontop; + + shaders.actions_scene.usage_flag_pointers["ALPHA"]=&p_shader->spatial.uses_alpha; + shaders.actions_scene.usage_flag_pointers["VERTEX"]=&p_shader->spatial.uses_vertex; + + shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"]=&p_shader->spatial.uses_sss; + shaders.actions_scene.usage_flag_pointers["DISCARD"]=&p_shader->spatial.uses_discard; + + actions=&shaders.actions_scene; + actions->uniforms=&p_shader->uniforms; + + + } + case VS::SHADER_PARTICLES: { + + actions=&shaders.actions_particles; + actions->uniforms=&p_shader->uniforms; + } + + } + + + Error err = shaders.compiler.compile(p_shader->mode,p_shader->code,actions,p_shader->path,gen_code); + + + ERR_FAIL_COND(err!=OK); + + p_shader->shader->set_custom_shader_code(p_shader->custom_code_id,gen_code.vertex,gen_code.vertex_global,gen_code.fragment,gen_code.light,gen_code.fragment_global,gen_code.uniforms,gen_code.texture_uniforms,gen_code.defines); + + p_shader->ubo_size=gen_code.uniform_total_size; + p_shader->ubo_offsets=gen_code.uniform_offsets; + p_shader->texture_count=gen_code.texture_uniforms.size(); + p_shader->texture_hints=gen_code.texture_hints; + + p_shader->uses_vertex_time=gen_code.uses_vertex_time; + p_shader->uses_fragment_time=gen_code.uses_fragment_time; + + //all materials using this shader will have to be invalidated, unfortunately + + for (SelfList<Material>* E = p_shader->materials.first();E;E=E->next() ) { + + _material_make_dirty(E->self()); + } + + p_shader->valid=true; + p_shader->version++; + + +} + +void RasterizerStorageGLES3::update_dirty_shaders() { + + while( _shader_dirty_list.first() ) { + _update_shader(_shader_dirty_list.first()->self() ); + } +} + +void RasterizerStorageGLES3::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::ShaderNode::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::ShaderNode::Uniform &u=shader->uniforms[E->get()]; + pi.name=E->get(); + switch(u.type) { + case ShaderLanguage::TYPE_VOID: pi.type=Variant::NIL; break; + case ShaderLanguage::TYPE_BOOL: pi.type=Variant::BOOL; break; + case ShaderLanguage::TYPE_BVEC2: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y"; break; + case ShaderLanguage::TYPE_BVEC3: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y,z"; break; + case ShaderLanguage::TYPE_BVEC4: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y,z,w"; break; + case ShaderLanguage::TYPE_UINT: + case ShaderLanguage::TYPE_INT: { + pi.type=Variant::INT; + if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) { + pi.hint=PROPERTY_HINT_RANGE; + pi.hint_string=rtos(u.hint_range[0])+","+rtos(u.hint_range[1]); + } + + } break; + case ShaderLanguage::TYPE_IVEC2: + case ShaderLanguage::TYPE_IVEC3: + case ShaderLanguage::TYPE_IVEC4: + case ShaderLanguage::TYPE_UVEC2: + case ShaderLanguage::TYPE_UVEC3: + case ShaderLanguage::TYPE_UVEC4: { + + pi.type=Variant::INT_ARRAY; + } break; + case ShaderLanguage::TYPE_FLOAT: { + pi.type=Variant::REAL; + if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) { + pi.hint=PROPERTY_HINT_RANGE; + pi.hint_string=rtos(u.hint_range[0])+","+rtos(u.hint_range[1])+","+rtos(u.hint_range[2]); + } + + } break; + case ShaderLanguage::TYPE_VEC2: pi.type=Variant::VECTOR2; break; + case ShaderLanguage::TYPE_VEC3: pi.type=Variant::VECTOR3; break; + case ShaderLanguage::TYPE_VEC4: { + if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) { + pi.type=Variant::COLOR; + } else { + pi.type=Variant::PLANE; + } + } break; + case ShaderLanguage::TYPE_MAT2: pi.type=Variant::MATRIX32; break; + case ShaderLanguage::TYPE_MAT3: pi.type=Variant::MATRIX3; break; + case ShaderLanguage::TYPE_MAT4: pi.type=Variant::TRANSFORM; break; + case ShaderLanguage::TYPE_SAMPLER2D: + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: { + + pi.type=Variant::OBJECT; + pi.hint=PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string="Texture"; + } break; + case ShaderLanguage::TYPE_SAMPLERCUBE: { + + pi.type=Variant::OBJECT; + pi.hint=PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string="CubeMap"; + } break; + }; + + p_param_list->push_back(pi); + + } +} + +void RasterizerStorageGLES3::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 RasterizerStorageGLES3::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(); +} + + +/* COMMON MATERIAL API */ + +void RasterizerStorageGLES3::_material_make_dirty(Material* p_material) const { + + if (p_material->dirty_list.in_list()) + return; + + _material_dirty_list.add(&p_material->dirty_list); +} + +RID RasterizerStorageGLES3::material_create(){ + + Material *material = memnew( Material ); + + return material_owner.make_rid(material); +} + +void RasterizerStorageGLES3::material_set_shader(RID p_material, RID p_shader){ + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND(!material); + + Shader *shader=shader_owner.getornull(p_shader); + + if (material->shader) { + //if shader, remove from previous shader material list + material->shader->materials.remove( &material->list ); + } + material->shader=shader; + + if (shader) { + shader->materials.add(&material->list); + } + + _material_make_dirty(material); + +} + +RID RasterizerStorageGLES3::material_get_shader(RID p_material) const{ + + const Material *material = material_owner.get( p_material ); + ERR_FAIL_COND_V(!material,RID()); + + if (material->shader) + return material->shader->self; + + return RID(); +} + +void RasterizerStorageGLES3::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); + + if (p_value.get_type()==Variant::NIL) + material->params.erase(p_param); + else + material->params[p_param]=p_value; + + _material_make_dirty(material); + +} +Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringName& p_param) const{ + + const Material *material = material_owner.get( p_material ); + ERR_FAIL_COND_V(!material,RID()); + + if (material->params.has(p_param)) + return material->params[p_param]; + + return Variant(); +} + +void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND(!material); + + material->line_width=p_width; + + +} + +bool RasterizerStorageGLES3::material_is_animated(RID p_material) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND_V(!material,false); + if (material->dirty_list.in_list()) { + _update_material(material); + } + + return material->is_animated_cache; + +} +bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND_V(!material,false); + if (material->dirty_list.in_list()) { + _update_material(material); + } + + return material->can_cast_shadow_cache; +} + +void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND(!material); + + Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.find(p_instance); + if (E) { + E->get()++; + } else { + material->instance_owners[p_instance]=1; + } +} + +void RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND(!material); + + Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.find(p_instance); + ERR_FAIL_COND(!E); + E->get()--; + + if (E->get()==0) { + material->instance_owners.erase(E); + } +} + + + +_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant& value, uint8_t *data,bool p_linear_color) { + switch(type) { + case ShaderLanguage::TYPE_BOOL: { + + bool v = value; + + GLuint *gui = (GLuint*)data; + *gui = v ? GL_TRUE : GL_FALSE; + } break; + case ShaderLanguage::TYPE_BVEC2: { + + int v = value; + GLuint *gui = (GLuint*)data; + gui[0]=v&1 ? GL_TRUE : GL_FALSE; + gui[1]=v&2 ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_BVEC3: { + + int v = value; + GLuint *gui = (GLuint*)data; + gui[0]=v&1 ? GL_TRUE : GL_FALSE; + gui[1]=v&2 ? GL_TRUE : GL_FALSE; + gui[2]=v&4 ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_BVEC4: { + + int v = value; + GLuint *gui = (GLuint*)data; + gui[0]=v&1 ? GL_TRUE : GL_FALSE; + gui[1]=v&2 ? GL_TRUE : GL_FALSE; + gui[2]=v&4 ? GL_TRUE : GL_FALSE; + gui[3]=v&8 ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_INT: { + + int v = value; + GLint *gui = (GLint*)data; + gui[0]=v; + + } break; + case ShaderLanguage::TYPE_IVEC2: { + + DVector<int> iv = value; + int s = iv.size(); + GLint *gui = (GLint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<2;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + + } + + } break; + case ShaderLanguage::TYPE_IVEC3: { + + DVector<int> iv = value; + int s = iv.size(); + GLint *gui = (GLint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<3;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + + } + } break; + case ShaderLanguage::TYPE_IVEC4: { + + + DVector<int> iv = value; + int s = iv.size(); + GLint *gui = (GLint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<4;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + + } + } break; + case ShaderLanguage::TYPE_UINT: { + + int v = value; + GLuint *gui = (GLuint*)data; + gui[0]=v; + + } break; + case ShaderLanguage::TYPE_UVEC2: { + + DVector<int> iv = value; + int s = iv.size(); + GLuint *gui = (GLuint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<2;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + + } + } break; + case ShaderLanguage::TYPE_UVEC3: { + DVector<int> iv = value; + int s = iv.size(); + GLuint *gui = (GLuint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<3;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + } + + } break; + case ShaderLanguage::TYPE_UVEC4: { + DVector<int> iv = value; + int s = iv.size(); + GLuint *gui = (GLuint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<4;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + } + } break; + case ShaderLanguage::TYPE_FLOAT: { + float v = value; + GLfloat *gui = (GLfloat*)data; + gui[0]=v; + + } break; + case ShaderLanguage::TYPE_VEC2: { + Vector2 v = value; + GLfloat *gui = (GLfloat*)data; + gui[0]=v.x; + gui[1]=v.y; + + } break; + case ShaderLanguage::TYPE_VEC3: { + Vector3 v = value; + GLfloat *gui = (GLfloat*)data; + gui[0]=v.x; + gui[1]=v.y; + gui[2]=v.z; + + } break; + case ShaderLanguage::TYPE_VEC4: { + + GLfloat *gui = (GLfloat*)data; + + if (value.get_type()==Variant::COLOR) { + Color v=value; + + if (p_linear_color) { + v=v.to_linear(); + } + + gui[0]=v.r; + gui[1]=v.g; + gui[2]=v.b; + gui[3]=v.a; + } else if (value.get_type()==Variant::RECT2) { + Rect2 v=value; + + gui[0]=v.pos.x; + gui[1]=v.pos.y; + gui[2]=v.size.x; + gui[3]=v.size.y; + } else if (value.get_type()==Variant::QUAT) { + Quat v=value; + + gui[0]=v.x; + gui[1]=v.y; + gui[2]=v.z; + gui[3]=v.w; + } else { + Plane v=value; + + gui[0]=v.normal.x; + gui[1]=v.normal.y; + gui[2]=v.normal.x; + gui[3]=v.d; + + } + } break; + case ShaderLanguage::TYPE_MAT2: { + Matrix32 v = value; + GLfloat *gui = (GLfloat*)data; + + gui[ 0]=v.elements[0][0]; + gui[ 1]=v.elements[0][1]; + gui[ 2]=v.elements[1][0]; + gui[ 3]=v.elements[1][1]; + } break; + case ShaderLanguage::TYPE_MAT3: { + + + Matrix3 v = value; + GLfloat *gui = (GLfloat*)data; + + gui[ 0]=v.elements[0][0]; + gui[ 1]=v.elements[1][0]; + gui[ 2]=v.elements[2][0]; + gui[ 3]=0; + gui[ 4]=v.elements[0][1]; + gui[ 5]=v.elements[1][1]; + gui[ 6]=v.elements[2][1]; + gui[ 7]=0; + gui[ 8]=v.elements[0][2]; + gui[ 9]=v.elements[1][2]; + gui[10]=v.elements[2][2]; + gui[11]=0; + } break; + case ShaderLanguage::TYPE_MAT4: { + + Transform v = value; + GLfloat *gui = (GLfloat*)data; + + gui[ 0]=v.basis.elements[0][0]; + gui[ 1]=v.basis.elements[1][0]; + gui[ 2]=v.basis.elements[2][0]; + gui[ 3]=0; + gui[ 4]=v.basis.elements[0][1]; + gui[ 5]=v.basis.elements[1][1]; + gui[ 6]=v.basis.elements[2][1]; + gui[ 7]=0; + gui[ 8]=v.basis.elements[0][2]; + gui[ 9]=v.basis.elements[1][2]; + gui[10]=v.basis.elements[2][2]; + gui[11]=0; + gui[12]=v.origin.x; + gui[13]=v.origin.y; + gui[14]=v.origin.z; + gui[15]=1; + } break; + default: {} + } + +} + +_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value>& value, uint8_t *data) { + + switch(type) { + case ShaderLanguage::TYPE_BOOL: { + + GLuint *gui = (GLuint*)data; + *gui = value[0].boolean ? GL_TRUE : GL_FALSE; + } break; + case ShaderLanguage::TYPE_BVEC2: { + + GLuint *gui = (GLuint*)data; + gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE; + gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_BVEC3: { + + GLuint *gui = (GLuint*)data; + gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE; + gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE; + gui[2]=value[2].boolean ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_BVEC4: { + + GLuint *gui = (GLuint*)data; + gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE; + gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE; + gui[2]=value[2].boolean ? GL_TRUE : GL_FALSE; + gui[3]=value[3].boolean ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_INT: { + + GLint *gui = (GLint*)data; + gui[0]=value[0].sint; + + } break; + case ShaderLanguage::TYPE_IVEC2: { + + GLint *gui = (GLint*)data; + + for(int i=0;i<2;i++) { + gui[i]=value[i].sint; + + } + + } break; + case ShaderLanguage::TYPE_IVEC3: { + + GLint *gui = (GLint*)data; + + for(int i=0;i<3;i++) { + gui[i]=value[i].sint; + + } + + } break; + case ShaderLanguage::TYPE_IVEC4: { + + GLint *gui = (GLint*)data; + + for(int i=0;i<4;i++) { + gui[i]=value[i].sint; + + } + + } break; + case ShaderLanguage::TYPE_UINT: { + + + GLuint *gui = (GLuint*)data; + gui[0]=value[0].uint; + + } break; + case ShaderLanguage::TYPE_UVEC2: { + + GLint *gui = (GLint*)data; + + for(int i=0;i<2;i++) { + gui[i]=value[i].uint; + } + } break; + case ShaderLanguage::TYPE_UVEC3: { + GLint *gui = (GLint*)data; + + for(int i=0;i<3;i++) { + gui[i]=value[i].uint; + } + + } break; + case ShaderLanguage::TYPE_UVEC4: { + GLint *gui = (GLint*)data; + + for(int i=0;i<4;i++) { + gui[i]=value[i].uint; + } + } break; + case ShaderLanguage::TYPE_FLOAT: { + + GLfloat *gui = (GLfloat*)data; + gui[0]=value[0].real; + + } break; + case ShaderLanguage::TYPE_VEC2: { + + GLfloat *gui = (GLfloat*)data; + + for(int i=0;i<2;i++) { + gui[i]=value[i].real; + } + + } break; + case ShaderLanguage::TYPE_VEC3: { + + GLfloat *gui = (GLfloat*)data; + + for(int i=0;i<3;i++) { + gui[i]=value[i].real; + } + + } break; + case ShaderLanguage::TYPE_VEC4: { + + GLfloat *gui = (GLfloat*)data; + + for(int i=0;i<4;i++) { + gui[i]=value[i].real; + } + } break; + case ShaderLanguage::TYPE_MAT2: { + GLfloat *gui = (GLfloat*)data; + + for(int i=0;i<2;i++) { + gui[i]=value[i].real; + } + } break; + case ShaderLanguage::TYPE_MAT3: { + + + + GLfloat *gui = (GLfloat*)data; + + gui[ 0]=value[0].real; + gui[ 1]=value[1].real; + gui[ 2]=value[2].real; + gui[ 3]=0; + gui[ 4]=value[3].real; + gui[ 5]=value[4].real; + gui[ 6]=value[5].real; + gui[ 7]=0; + gui[ 8]=value[6].real; + gui[ 9]=value[7].real; + gui[10]=value[8].real; + gui[11]=0; + } break; + case ShaderLanguage::TYPE_MAT4: { + + GLfloat *gui = (GLfloat*)data; + + for(int i=0;i<16;i++) { + gui[i]=value[i].real; + } + } break; + default: {} + } + +} + + +_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, uint8_t *data) { + + switch(type) { + + case ShaderLanguage::TYPE_BOOL: + case ShaderLanguage::TYPE_INT: + case ShaderLanguage::TYPE_UINT: + case ShaderLanguage::TYPE_FLOAT: { + zeromem(data,4); + } break; + case ShaderLanguage::TYPE_BVEC2: + case ShaderLanguage::TYPE_IVEC2: + case ShaderLanguage::TYPE_UVEC2: + case ShaderLanguage::TYPE_VEC2: { + zeromem(data,8); + } break; + case ShaderLanguage::TYPE_BVEC3: + case ShaderLanguage::TYPE_IVEC3: + case ShaderLanguage::TYPE_UVEC3: + case ShaderLanguage::TYPE_VEC3: + case ShaderLanguage::TYPE_BVEC4: + case ShaderLanguage::TYPE_IVEC4: + case ShaderLanguage::TYPE_UVEC4: + case ShaderLanguage::TYPE_VEC4: + case ShaderLanguage::TYPE_MAT2:{ + + zeromem(data,16); + } break; + case ShaderLanguage::TYPE_MAT3:{ + + zeromem(data,48); + } break; + case ShaderLanguage::TYPE_MAT4:{ + zeromem(data,64); + } break; + + default: {} + } + +} + +void RasterizerStorageGLES3::_update_material(Material* material) { + + if (material->dirty_list.in_list()) + _material_dirty_list.remove( &material->dirty_list ); + + + if (material->shader && material->shader->dirty_list.in_list()) { + _update_shader(material->shader); + } + //update caches + + { + bool can_cast_shadow = false; + bool is_animated = false; + + if (material->shader && material->shader->mode==VS::SHADER_SPATIAL) { + if (!material->shader->spatial.uses_alpha && material->shader->spatial.blend_mode==Shader::Spatial::BLEND_MODE_MIX) { + can_cast_shadow=true; + } + + if (material->shader->spatial.uses_discard && material->shader->uses_fragment_time) { + is_animated=true; + } + + if (material->shader->spatial.uses_vertex && material->shader->uses_vertex_time) { + is_animated=true; + } + + } + + if (can_cast_shadow!=material->can_cast_shadow_cache || is_animated!=material->is_animated_cache) { + material->can_cast_shadow_cache=can_cast_shadow; + material->is_animated_cache=is_animated; + + for(Map<Geometry*,int>::Element *E=material->geometry_owners.front();E;E=E->next()) { + E->key()->material_changed_notify(); + } + + for(Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.front();E;E=E->next()) { + E->key()->base_material_changed(); + } + + } + + } + + + //clear ubo if it needs to be cleared + if (material->ubo_size) { + + if (!material->shader || material->shader->ubo_size!=material->ubo_size) { + //by by ubo + glDeleteBuffers(1,&material->ubo_id); + material->ubo_id=0; + material->ubo_size=0; + } + } + + //create ubo if it needs to be created + if (material->ubo_size==0 && material->shader && material->shader->ubo_size) { + + glGenBuffers(1, &material->ubo_id); + glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id); + glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + material->ubo_size=material->shader->ubo_size; + } + + //fill up the UBO if it needs to be filled + if (material->shader && material->ubo_size) { + uint8_t* local_ubo = (uint8_t*)alloca(material->ubo_size); + + for(Map<StringName,ShaderLanguage::ShaderNode::Uniform>::Element *E=material->shader->uniforms.front();E;E=E->next()) { + + if (E->get().order<0) + continue; // texture, does not go here + + //regular uniform + uint8_t *data = &local_ubo[ material->shader->ubo_offsets[E->get().order] ]; + + Map<StringName,Variant>::Element *V = material->params.find(E->key()); + + if (V) { + //user provided + _fill_std140_variant_ubo_value(E->get().type,V->get(),data,material->shader->mode==VS::SHADER_SPATIAL); + + } else if (E->get().default_value.size()){ + //default value + _fill_std140_ubo_value(E->get().type,E->get().default_value,data); + //value=E->get().default_value; + } else { + //zero because it was not provided + _fill_std140_ubo_empty(E->get().type,data); + } + + + } + + glBindBuffer(GL_UNIFORM_BUFFER,material->ubo_id); + glBufferSubData(GL_UNIFORM_BUFFER, 0, material->ubo_size, local_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } + + //set up the texture array, for easy access when it needs to be drawn + if (material->shader && material->shader->texture_count) { + + material->textures.resize(material->shader->texture_count); + + for(Map<StringName,ShaderLanguage::ShaderNode::Uniform>::Element *E=material->shader->uniforms.front();E;E=E->next()) { + + if (E->get().texture_order<0) + continue; // not a texture, does not go here + + RID texture; + + Map<StringName,Variant>::Element *V = material->params.find(E->key()); + if (V) { + texture=V->get(); + } + + if (!texture.is_valid()) { + Map<StringName,RID>::Element *W = material->shader->default_textures.find(E->key()); + if (W) { + texture=W->get(); + } + } + + material->textures[ E->get().texture_order ]=texture; + + + } + + + } else { + material->textures.clear(); + } + +} + +void RasterizerStorageGLES3::_material_add_geometry(RID p_material,Geometry *p_geometry) { + + Material * material = material_owner.getornull(p_material); + ERR_FAIL_COND(!material); + + Map<Geometry*,int>::Element *I = material->geometry_owners.find(p_geometry); + + if (I) { + I->get()++; + } else { + material->geometry_owners[p_geometry]=1; + } + +} + +void RasterizerStorageGLES3::_material_remove_geometry(RID p_material,Geometry *p_geometry) { + + Material * material = material_owner.getornull(p_material); + ERR_FAIL_COND(!material); + + Map<Geometry*,int>::Element *I = material->geometry_owners.find(p_geometry); + ERR_FAIL_COND(!I); + + I->get()--; + if (I->get()==0) { + material->geometry_owners.erase(I); + } +} + + +void RasterizerStorageGLES3::update_dirty_materials() { + + while( _material_dirty_list.first() ) { + + Material *material = _material_dirty_list.first()->self(); + + _update_material(material); + } +} + +/* MESH API */ + +RID RasterizerStorageGLES3::mesh_create(){ + + Mesh * mesh = memnew( Mesh ); + + return mesh_owner.make_rid(mesh); +} + + +void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes,const Vector<AABB>& p_bone_aabbs){ + + DVector<uint8_t> array = p_array; + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + + ERR_FAIL_COND(!(p_format&VS::ARRAY_FORMAT_VERTEX)); + + //must have index and bones, both. + { + uint32_t bones_weight = VS::ARRAY_FORMAT_BONES|VS::ARRAY_FORMAT_WEIGHTS; + ERR_EXPLAIN("Array must have both bones and weights in format or none."); + ERR_FAIL_COND( (p_format&bones_weight) && (p_format&bones_weight)!=bones_weight ); + } + + + bool has_morph = p_blend_shapes.size(); + + Surface::Attrib attribs[VS::ARRAY_MAX]; + + int stride=0; + + for(int i=0;i<VS::ARRAY_MAX;i++) { + + attribs[i].index=i; + + if (! (p_format&(1<<i) ) ) { + attribs[i].enabled=false; + attribs[i].integer=false; + continue; + } + + attribs[i].enabled=true; + attribs[i].offset=stride; + attribs[i].integer=false; + + switch(i) { + + case VS::ARRAY_VERTEX: { + + if (p_format&VS::ARRAY_FLAG_USE_2D_VERTICES) { + attribs[i].size=2; + } else { + attribs[i].size=(p_format&VS::ARRAY_COMPRESS_VERTEX)?4:3; + } + + if (p_format&VS::ARRAY_COMPRESS_VERTEX) { + attribs[i].type=GL_HALF_FLOAT; + stride+=attribs[i].size*2; + } else { + attribs[i].type=GL_FLOAT; + stride+=attribs[i].size*4; + } + + attribs[i].normalized=GL_FALSE; + + } break; + case VS::ARRAY_NORMAL: { + + attribs[i].size=3; + + if (p_format&VS::ARRAY_COMPRESS_NORMAL) { + attribs[i].type=GL_BYTE; + stride+=4; //pad extra byte + attribs[i].normalized=GL_TRUE; + } else { + attribs[i].type=GL_FLOAT; + stride+=12; + attribs[i].normalized=GL_FALSE; + } + + + + } break; + case VS::ARRAY_TANGENT: { + + attribs[i].size=4; + + if (p_format&VS::ARRAY_COMPRESS_TANGENT) { + attribs[i].type=GL_BYTE; + stride+=4; + attribs[i].normalized=GL_TRUE; + } else { + attribs[i].type=GL_FLOAT; + stride+=16; + attribs[i].normalized=GL_FALSE; + } + + + } break; + case VS::ARRAY_COLOR: { + + attribs[i].size=4; + + if (p_format&VS::ARRAY_COMPRESS_COLOR) { + attribs[i].type=GL_UNSIGNED_BYTE; + stride+=4; + attribs[i].normalized=GL_TRUE; + } else { + attribs[i].type=GL_FLOAT; + stride+=16; + attribs[i].normalized=GL_FALSE; + } + + + } break; + case VS::ARRAY_TEX_UV: { + + attribs[i].size=2; + + if (p_format&VS::ARRAY_COMPRESS_TEX_UV) { + attribs[i].type=GL_HALF_FLOAT; + stride+=4; + } else { + attribs[i].type=GL_FLOAT; + stride+=8; + } + + attribs[i].normalized=GL_FALSE; + + + } break; + case VS::ARRAY_TEX_UV2: { + + attribs[i].size=2; + + if (p_format&VS::ARRAY_COMPRESS_TEX_UV2) { + attribs[i].type=GL_HALF_FLOAT; + stride+=4; + } else { + attribs[i].type=GL_FLOAT; + stride+=8; + } + attribs[i].normalized=GL_FALSE; + + + + } break; + case VS::ARRAY_BONES: { + + attribs[i].size=4; + + if (p_format&VS::ARRAY_FLAG_USE_16_BIT_BONES) { + attribs[i].type=GL_UNSIGNED_SHORT; + stride+=8; + } else { + attribs[i].type=GL_UNSIGNED_BYTE; + stride+=4; + } + + attribs[i].normalized=GL_FALSE; + attribs[i].integer=true; + + + + } break; + case VS::ARRAY_WEIGHTS: { + + attribs[i].size=4; + + if (p_format&VS::ARRAY_COMPRESS_WEIGHTS) { + + attribs[i].type=GL_UNSIGNED_SHORT; + stride+=8; + attribs[i].normalized=GL_TRUE; + } else { + attribs[i].type=GL_FLOAT; + stride+=16; + attribs[i].normalized=GL_FALSE; + } + + } break; + case VS::ARRAY_INDEX: { + + attribs[i].size=1; + + if (p_vertex_count>=(1<<16)) { + attribs[i].type=GL_UNSIGNED_INT; + attribs[i].stride=4; + } else { + attribs[i].type=GL_UNSIGNED_SHORT; + attribs[i].stride=2; + } + + attribs[i].normalized=GL_FALSE; + + } break; + + } + } + + for(int i=0;i<VS::ARRAY_MAX-1;i++) { + attribs[i].stride=stride; + } + + //validate sizes + + int array_size = stride * p_vertex_count; + int index_array_size=0; + + print_line("desired size: "+itos(array_size)+" vcount "+itos(p_vertex_count)+" should be: "+itos(array.size()+p_vertex_count*2)+" but is "+itos(array.size())); + if (array.size()!=array_size && array.size()+p_vertex_count*2 == array_size) { + //old format, convert + array = DVector<uint8_t>(); + + array.resize( p_array.size()+p_vertex_count*2 ); + + DVector<uint8_t>::Write w = array.write(); + DVector<uint8_t>::Read r = p_array.read(); + + uint16_t *w16 = (uint16_t*)w.ptr(); + const uint16_t *r16 = (uint16_t*)r.ptr(); + + uint16_t one = Math::make_half_float(1); + + for(int i=0;i<p_vertex_count;i++) { + + *w16++ = *r16++; + *w16++ = *r16++; + *w16++ = *r16++; + *w16++ = one; + for(int j=0;j<(stride/2)-4;j++) { + *w16++ = *r16++; + } + } + + } + + ERR_FAIL_COND(array.size()!=array_size); + + if (p_format&VS::ARRAY_FORMAT_INDEX) { + + index_array_size=attribs[VS::ARRAY_INDEX].stride*p_index_count; + } + + + ERR_FAIL_COND(p_index_array.size()!=index_array_size); + + ERR_FAIL_COND(p_blend_shapes.size()!=mesh->morph_target_count); + + for(int i=0;i<p_blend_shapes.size();i++) { + ERR_FAIL_COND(p_blend_shapes[i].size()!=array_size); + } + + //ok all valid, create stuff + + Surface * surface = memnew( Surface ); + + surface->active=true; + surface->array_len=p_vertex_count; + surface->index_array_len=p_index_count; + surface->array_byte_size=array.size(); + surface->index_array_byte_size=p_index_array.size(); + surface->primitive=p_primitive; + surface->mesh=mesh; + surface->format=p_format; + surface->skeleton_bone_aabb=p_bone_aabbs; + surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size()); + surface->aabb=p_aabb; + surface->max_bone=p_bone_aabbs.size(); + + for(int i=0;i<surface->skeleton_bone_used.size();i++) { + if (surface->skeleton_bone_aabb[i].size.x<0 || surface->skeleton_bone_aabb[i].size.y<0 || surface->skeleton_bone_aabb[i].size.z<0) { + surface->skeleton_bone_used[i]=false; + } else { + surface->skeleton_bone_used[i]=true; + } + } + + for(int i=0;i<VS::ARRAY_MAX;i++) { + surface->attribs[i]=attribs[i]; + } + + { + + DVector<uint8_t>::Read vr = array.read(); + + glGenBuffers(1,&surface->vertex_id); + glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); + glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + + if (p_format&VS::ARRAY_FORMAT_INDEX) { + + DVector<uint8_t>::Read ir = p_index_array.read(); + + glGenBuffers(1,&surface->index_id); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_size,ir.ptr(),GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind + + + } + + //generate arrays for faster state switching + + for(int ai=0;ai<2;ai++) { + + if (ai==0) { + //for normal draw + glGenVertexArrays(1,&surface->array_id); + glBindVertexArray(surface->array_id); + glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); + } else if (ai==1) { + //for instancing draw (can be changed and no one cares) + glGenVertexArrays(1,&surface->instancing_array_id); + glBindVertexArray(surface->instancing_array_id); + glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); + } + + + for(int i=0;i<VS::ARRAY_MAX-1;i++) { + + if (!attribs[i].enabled) + continue; + + if (attribs[i].integer) { + glVertexAttribIPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].stride,((uint8_t*)0)+attribs[i].offset); + } else { + glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset); + } + glEnableVertexAttribArray(attribs[i].index); + + } + + if (surface->index_id) { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); + } + + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + } + + } + + { + + //blend shapes + + for(int i=0;i<p_blend_shapes.size();i++) { + + Surface::MorphTarget mt; + + DVector<uint8_t>::Read vr = p_blend_shapes[i].read(); + + glGenBuffers(1,&mt.vertex_id); + glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id); + glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + glGenVertexArrays(1,&mt.array_id); + glBindVertexArray(mt.array_id); + glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id); + + for(int j=0;j<VS::ARRAY_MAX-1;j++) { + + if (!attribs[j].enabled) + continue; + + if (attribs[j].integer) { + glVertexAttribIPointer(attribs[j].index,attribs[j].size,attribs[j].type,attribs[j].stride,((uint8_t*)0)+attribs[j].offset); + } else { + glVertexAttribPointer(attribs[j].index,attribs[j].size,attribs[j].type,attribs[j].normalized,attribs[j].stride,((uint8_t*)0)+attribs[j].offset); + } + glEnableVertexAttribArray(attribs[j].index); + + } + + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + surface->morph_targets.push_back(mt); + + } + } + + mesh->surfaces.push_back(surface); + mesh->instance_change_notify(); +} + +void RasterizerStorageGLES3::mesh_set_morph_target_count(RID p_mesh,int p_amount){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + + + ERR_FAIL_COND(mesh->surfaces.size()!=0); + ERR_FAIL_COND(p_amount<0); + + mesh->morph_target_count=p_amount; + +} +int RasterizerStorageGLES3::mesh_get_morph_target_count(RID p_mesh) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,0); + + return mesh->morph_target_count; +} + + +void RasterizerStorageGLES3::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + + mesh->morph_target_mode=p_mode; + +} +VS::MorphTargetMode RasterizerStorageGLES3::mesh_get_morph_target_mode(RID p_mesh) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED); + + return mesh->morph_target_mode; +} + +void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + ERR_FAIL_INDEX(p_surface,mesh->surfaces.size()); + + if (mesh->surfaces[p_surface]->material==p_material) + return; + + if (mesh->surfaces[p_surface]->material.is_valid()) { + _material_remove_geometry(mesh->surfaces[p_surface]->material,mesh->surfaces[p_surface]); + } + + mesh->surfaces[p_surface]->material=p_material; + + if (mesh->surfaces[p_surface]->material.is_valid()) { + _material_add_geometry(mesh->surfaces[p_surface]->material,mesh->surfaces[p_surface]); + } + + mesh->instance_material_change_notify(); + + +} +RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,RID()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),RID()); + + return mesh->surfaces[p_surface]->material; +} + +int RasterizerStorageGLES3::mesh_surface_get_array_len(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,0); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0); + + return mesh->surfaces[p_surface]->array_len; + +} +int RasterizerStorageGLES3::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,0); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0); + + return mesh->surfaces[p_surface]->index_array_len; +} + +DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_array(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,DVector<uint8_t>()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector<uint8_t>()); + + Surface *surface = mesh->surfaces[p_surface]; + + glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); + void * data = glMapBufferRange(GL_ARRAY_BUFFER,0,surface->array_byte_size,GL_MAP_READ_BIT); + + ERR_FAIL_COND_V(!data,DVector<uint8_t>()); + + DVector<uint8_t> ret; + ret.resize(surface->array_byte_size); + + { + + DVector<uint8_t>::Write w = ret.write(); + copymem(w.ptr(),data,surface->array_byte_size); + } + glUnmapBuffer(GL_ARRAY_BUFFER); + + + return ret; +} + +DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_mesh, int p_surface) const { + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,DVector<uint8_t>()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector<uint8_t>()); + + Surface *surface = mesh->surfaces[p_surface]; + + ERR_FAIL_COND_V(surface->index_array_len==0,DVector<uint8_t>()); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); + void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,surface->index_array_byte_size,GL_MAP_READ_BIT); + + ERR_FAIL_COND_V(!data,DVector<uint8_t>()); + + DVector<uint8_t> ret; + ret.resize(surface->index_array_byte_size); + + { + + DVector<uint8_t>::Write w = ret.write(); + copymem(w.ptr(),data,surface->index_array_byte_size); + } + + glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); + + return ret; +} + + +uint32_t RasterizerStorageGLES3::mesh_surface_get_format(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + + ERR_FAIL_COND_V(!mesh,0); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0); + + return mesh->surfaces[p_surface]->format; + +} + +VS::PrimitiveType RasterizerStorageGLES3::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_MAX); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),VS::PRIMITIVE_MAX); + + return mesh->surfaces[p_surface]->primitive; +} + +AABB RasterizerStorageGLES3::mesh_surface_get_aabb(RID p_mesh, int p_surface) const { + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,AABB()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),AABB()); + + return mesh->surfaces[p_surface]->aabb; + + +} +Vector<DVector<uint8_t> > RasterizerStorageGLES3::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,Vector<DVector<uint8_t> >()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector<DVector<uint8_t> >()); + + Vector<DVector<uint8_t> > bsarr; + + for(int i=0;i<mesh->surfaces[p_surface]->morph_targets.size();i++) { + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mesh->surfaces[p_surface]->morph_targets[i].vertex_id); + void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,mesh->surfaces[p_surface]->array_byte_size,GL_MAP_READ_BIT); + + ERR_FAIL_COND_V(!data,Vector<DVector<uint8_t> >()); + + DVector<uint8_t> ret; + ret.resize(mesh->surfaces[p_surface]->array_byte_size); + + { + + DVector<uint8_t>::Write w = ret.write(); + copymem(w.ptr(),data,mesh->surfaces[p_surface]->array_byte_size); + } + + bsarr.push_back(ret); + + glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); + } + + return bsarr; + +} +Vector<AABB> RasterizerStorageGLES3::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,Vector<AABB >()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector<AABB >()); + + return mesh->surfaces[p_surface]->skeleton_bone_aabb; + +} + + +void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + ERR_FAIL_INDEX(p_surface,mesh->surfaces.size()); + + Surface *surface = mesh->surfaces[p_surface]; + + if (surface->material.is_valid()) { + _material_remove_geometry(surface->material,mesh->surfaces[p_surface]); + } + + glDeleteBuffers(1,&surface->vertex_id); + if (surface->index_id) { + glDeleteBuffers(1,&surface->index_id); + } + + glDeleteVertexArrays(1,&surface->array_id); + + for(int i=0;i<surface->morph_targets.size();i++) { + + glDeleteBuffers(1,&surface->morph_targets[i].vertex_id); + glDeleteVertexArrays(1,&surface->morph_targets[i].array_id); + } + + mesh->instance_material_change_notify(); + + memdelete(surface); + + mesh->surfaces.remove(p_surface); + + mesh->instance_change_notify(); +} +int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,0); + return mesh->surfaces.size(); + +} + +void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + + mesh->custom_aabb=p_aabb; +} +AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,AABB()); + + return mesh->custom_aabb; + +} + +AABB RasterizerStorageGLES3::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->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->size; + ERR_CONTINUE(bs>sbs); + float *skb = sk->bones.ptr(); + + + + bool first=true; + if (sk->use_2d) { + for(int j=0;j<bs;j++) { + + if (!skused[j]) + continue; + + float *dataptr = &skb[8*j]; + + Transform mtx; + + mtx.basis.elements[0][0]=dataptr[ 0]; + mtx.basis.elements[0][1]=dataptr[ 1]; + mtx.origin[0]=dataptr[ 3]; + mtx.basis.elements[1][0]=dataptr[ 4]; + mtx.basis.elements[1][1]=dataptr[ 5]; + mtx.origin[1]=dataptr[ 7]; + + AABB baabb = mtx.xform( skbones[j] ); + if (first) { + laabb=baabb; + first=false; + } else { + laabb.merge_with(baabb); + } + } + } else { + for(int j=0;j<bs;j++) { + + if (!skused[j]) + continue; + + float *dataptr = &skb[12*j]; + + Transform mtx; + mtx.basis.elements[0][0]=dataptr[ 0]; + mtx.basis.elements[0][1]=dataptr[ 1]; + mtx.basis.elements[0][2]=dataptr[ 2]; + mtx.origin.x=dataptr[ 3]; + mtx.basis.elements[1][0]=dataptr[ 4]; + mtx.basis.elements[1][1]=dataptr[ 5]; + mtx.basis.elements[1][2]=dataptr[ 6]; + mtx.origin.y=dataptr[ 7]; + mtx.basis.elements[2][0]=dataptr[ 8]; + mtx.basis.elements[2][1]=dataptr[ 9]; + mtx.basis.elements[2][2]=dataptr[10]; + mtx.origin.z=dataptr[11]; + + AABB baabb = mtx.xform ( 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 RasterizerStorageGLES3::mesh_clear(RID p_mesh){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + + while(mesh->surfaces.size()) { + mesh_remove_surface(p_mesh,0); + } +} + +void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, float *p_weights) { + + glBindVertexArray(s->array_id); + + BlendShapeShaderGLES3::Conditionals cond[VS::ARRAY_MAX-1]={ + BlendShapeShaderGLES3::ENABLE_NORMAL, //will be ignored + BlendShapeShaderGLES3::ENABLE_NORMAL, + BlendShapeShaderGLES3::ENABLE_TANGENT, + BlendShapeShaderGLES3::ENABLE_COLOR, + BlendShapeShaderGLES3::ENABLE_UV, + BlendShapeShaderGLES3::ENABLE_UV2, + BlendShapeShaderGLES3::ENABLE_SKELETON, + BlendShapeShaderGLES3::ENABLE_SKELETON, + }; + + int stride=0; + + if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) { + stride=2*4; + } else { + stride=3*4; + } + + static const int sizes[VS::ARRAY_MAX-1]={ + 3*4, + 3*4, + 4*4, + 4*4, + 2*4, + 2*4, + 4*4, + 4*4 + }; + + for(int i=1;i<VS::ARRAY_MAX-1;i++) { + shaders.blend_shapes.set_conditional(cond[i],s->format&(1<<i)); //enable conditional for format + if (s->format&(1<<i)) { + stride+=sizes[i]; + } + } + + + //copy all first + float base_weight=1.0; + + int mtc = s->morph_targets.size(); + + if (s->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED) { + + for(int i=0;i<mtc;i++) { + base_weight-=p_weights[i]; + } + } + + + + shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND,false); //first pass does not blend + shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::USE_2D_VERTEX,s->format&VS::ARRAY_FLAG_USE_2D_VERTICES); //use 2D vertices if needed + + shaders.blend_shapes.bind(); + + shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT,base_weight); + glEnable(GL_RASTERIZER_DISCARD); + + glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[0]); + glBeginTransformFeedback(GL_POINTS); + glDrawArrays(GL_POINTS,0,s->array_len); + glEndTransformFeedback(); + + + shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND,true); //first pass does not blend + shaders.blend_shapes.bind(); + + for(int ti=0;ti<mtc;ti++) { + float weight = p_weights[ti]; + + if (weight<0.001) //not bother with this one + continue; + + glBindVertexArray(s->morph_targets[ti].array_id); + glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]); + glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[1]); + + shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT,weight); + + int ofs=0; + for(int i=0;i<VS::ARRAY_MAX-1;i++) { + + if (s->format&(1<<i)) { + glEnableVertexAttribArray(i+8); + switch(i) { + + case VS::ARRAY_VERTEX: { + if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) { + glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + } else { + glVertexAttribPointer(i+8,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=3*4; + } + } break; + case VS::ARRAY_NORMAL: { + glVertexAttribPointer(i+8,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=3*4; + } break; + case VS::ARRAY_TANGENT: { + glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_COLOR: { + glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_TEX_UV: { + glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + + } break; + case VS::ARRAY_TEX_UV2: { + glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + + } break; + case VS::ARRAY_BONES: { + glVertexAttribIPointer(i+8,4,GL_UNSIGNED_INT,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_WEIGHTS: { + glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + } + + } else { + glDisableVertexAttribArray(i+8); + } + } + + glBeginTransformFeedback(GL_POINTS); + glDrawArrays(GL_POINTS,0,s->array_len); + glEndTransformFeedback(); + + + SWAP(resources.transform_feedback_buffers[0],resources.transform_feedback_buffers[1]); + + } + + glDisable(GL_RASTERIZER_DISCARD); + glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0); + + + glBindVertexArray(resources.transform_feedback_array); + glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]); + + int ofs=0; + for(int i=0;i<VS::ARRAY_MAX-1;i++) { + + if (s->format&(1<<i)) { + glEnableVertexAttribArray(i); + switch(i) { + + case VS::ARRAY_VERTEX: { + if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) { + glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + } else { + glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=3*4; + } + } break; + case VS::ARRAY_NORMAL: { + glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=3*4; + } break; + case VS::ARRAY_TANGENT: { + glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_COLOR: { + glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_TEX_UV: { + glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + + } break; + case VS::ARRAY_TEX_UV2: { + glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + + } break; + case VS::ARRAY_BONES: { + glVertexAttribIPointer(i,4,GL_UNSIGNED_INT,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_WEIGHTS: { + glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + } + + } else { + glDisableVertexAttribArray(i); + } + } + + if (s->index_array_len) { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); + } + +} + +/* MULTIMESH API */ + + +RID RasterizerStorageGLES3::multimesh_create(){ + + MultiMesh *multimesh = memnew( MultiMesh ); + return multimesh_owner.make_rid(multimesh); +} + +void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + + if (multimesh->size==p_instances && multimesh->transform_format==p_transform_format && multimesh->color_format==p_color_format) + return; + + if (multimesh->buffer) { + glDeleteBuffers(1,&multimesh->buffer); + multimesh->data.resize(0); + } + + multimesh->size=p_instances; + multimesh->transform_format=p_transform_format; + multimesh->color_format=p_color_format; + + if (multimesh->size) { + + if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) { + multimesh->xform_floats=8; + } else { + multimesh->xform_floats=12; + + } + + if (multimesh->color_format==VS::MULTIMESH_COLOR_NONE) { + multimesh->color_floats=0; + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { + multimesh->color_floats=1; + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { + multimesh->color_floats=4; + } + + int format_floats = multimesh->color_floats+multimesh->xform_floats; + multimesh->data.resize(format_floats*p_instances); + for(int i=0;i<p_instances;i+=format_floats) { + + int color_from=0; + + if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) { + multimesh->data[i+0]=1.0; + multimesh->data[i+1]=0.0; + multimesh->data[i+2]=0.0; + multimesh->data[i+3]=0.0; + multimesh->data[i+4]=0.0; + multimesh->data[i+5]=1.0; + multimesh->data[i+6]=0.0; + multimesh->data[i+7]=0.0; + color_from=8; + } else { + multimesh->data[i+0]=1.0; + multimesh->data[i+1]=0.0; + multimesh->data[i+2]=0.0; + multimesh->data[i+3]=0.0; + multimesh->data[i+4]=0.0; + multimesh->data[i+5]=1.0; + multimesh->data[i+6]=0.0; + multimesh->data[i+7]=0.0; + multimesh->data[i+8]=0.0; + multimesh->data[i+9]=0.0; + multimesh->data[i+10]=1.0; + multimesh->data[i+11]=0.0; + color_from=12; + } + + if (multimesh->color_format==VS::MULTIMESH_COLOR_NONE) { + //none + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { + + union { + uint32_t colu; + float colf; + } cu; + + cu.colu=0xFFFFFFFF; + multimesh->data[i+color_from+0]=cu.colf; + + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { + multimesh->data[i+color_from+0]=1.0; + multimesh->data[i+color_from+1]=1.0; + multimesh->data[i+color_from+2]=1.0; + multimesh->data[i+color_from+3]=1.0; + } + } + + glGenBuffers(1,&multimesh->buffer); + glBindBuffer(GL_ARRAY_BUFFER,multimesh->buffer); + glBufferData(GL_ARRAY_BUFFER,multimesh->data.size()*sizeof(float),NULL,GL_DYNAMIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER,0); + + } + + multimesh->dirty_data=true; + multimesh->dirty_aabb=true; + + if (!multimesh->update_list.in_list()) { + multimesh_update_list.add(&multimesh->update_list); + } + +} + +int RasterizerStorageGLES3::multimesh_get_instance_count(RID p_multimesh) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,0); + + return multimesh->size; +} + +void RasterizerStorageGLES3::multimesh_set_mesh(RID p_multimesh,RID p_mesh){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + + multimesh->mesh=p_mesh; + + multimesh->dirty_aabb=true; + + if (!multimesh->update_list.in_list()) { + multimesh_update_list.add(&multimesh->update_list); + } +} + +void RasterizerStorageGLES3::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index,multimesh->size); + ERR_FAIL_COND(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index]; + + dataptr[ 0]=p_transform.basis.elements[0][0]; + dataptr[ 1]=p_transform.basis.elements[0][1]; + dataptr[ 2]=p_transform.basis.elements[0][2]; + dataptr[ 3]=p_transform.origin.x; + dataptr[ 4]=p_transform.basis.elements[1][0]; + dataptr[ 5]=p_transform.basis.elements[1][1]; + dataptr[ 6]=p_transform.basis.elements[1][2]; + dataptr[ 7]=p_transform.origin.y; + dataptr[ 8]=p_transform.basis.elements[2][0]; + dataptr[ 9]=p_transform.basis.elements[2][1]; + dataptr[10]=p_transform.basis.elements[2][2]; + dataptr[11]=p_transform.origin.z; + + multimesh->dirty_data=true; + multimesh->dirty_aabb=true; + + if (!multimesh->update_list.in_list()) { + multimesh_update_list.add(&multimesh->update_list); + } +} + +void RasterizerStorageGLES3::multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index,multimesh->size); + ERR_FAIL_COND(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_3D); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index]; + + dataptr[ 0]=p_transform.elements[0][0]; + dataptr[ 1]=p_transform.elements[1][0]; + dataptr[ 2]=0; + dataptr[ 3]=p_transform.elements[2][0]; + dataptr[ 4]=p_transform.elements[0][1]; + dataptr[ 5]=p_transform.elements[1][1]; + dataptr[ 6]=0; + dataptr[ 7]=p_transform.elements[2][1]; + + multimesh->dirty_data=true; + multimesh->dirty_aabb=true; + + if (!multimesh->update_list.in_list()) { + multimesh_update_list.add(&multimesh->update_list); + } +} +void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index,multimesh->size); + ERR_FAIL_COND(multimesh->color_format==VS::MULTIMESH_COLOR_NONE); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index+multimesh->xform_floats]; + + if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { + + uint8_t *data8=(uint8_t*)dataptr; + data8[0]=CLAMP(p_color.r*255.0,0,255); + data8[1]=CLAMP(p_color.g*255.0,0,255); + data8[2]=CLAMP(p_color.b*255.0,0,255); + data8[3]=CLAMP(p_color.a*255.0,0,255); + + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { + dataptr[ 0]=p_color.r; + dataptr[ 1]=p_color.g; + dataptr[ 2]=p_color.b; + dataptr[ 3]=p_color.a; + } + + + multimesh->dirty_data=true; + multimesh->dirty_aabb=true; + + if (!multimesh->update_list.in_list()) { + multimesh_update_list.add(&multimesh->update_list); + } +} + +RID RasterizerStorageGLES3::multimesh_get_mesh(RID p_multimesh) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,RID()); + + return multimesh->mesh; +} + + +Transform RasterizerStorageGLES3::multimesh_instance_get_transform(RID p_multimesh,int p_index) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,Transform()); + ERR_FAIL_INDEX_V(p_index,multimesh->size,Transform()); + ERR_FAIL_COND_V(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D,Transform()); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index]; + + Transform xform; + + xform.basis.elements[0][0]=dataptr[ 0]; + xform.basis.elements[0][1]=dataptr[ 1]; + xform.basis.elements[0][2]=dataptr[ 2]; + xform.origin.x=dataptr[ 3]; + xform.basis.elements[1][0]=dataptr[ 4]; + xform.basis.elements[1][1]=dataptr[ 5]; + xform.basis.elements[1][2]=dataptr[ 6]; + xform.origin.y=dataptr[ 7]; + xform.basis.elements[2][0]=dataptr[ 8]; + xform.basis.elements[2][1]=dataptr[ 9]; + xform.basis.elements[2][2]=dataptr[10]; + xform.origin.z=dataptr[11]; + + return xform; +} +Matrix32 RasterizerStorageGLES3::multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,Matrix32()); + ERR_FAIL_INDEX_V(p_index,multimesh->size,Matrix32()); + ERR_FAIL_COND_V(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_3D,Matrix32()); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index]; + + Matrix32 xform; + + xform.elements[0][0]=dataptr[ 0]; + xform.elements[1][0]=dataptr[ 1]; + xform.elements[2][0]=dataptr[ 3]; + xform.elements[0][1]=dataptr[ 4]; + xform.elements[1][1]=dataptr[ 5]; + xform.elements[2][1]=dataptr[ 7]; + + return xform; +} + +Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh,int p_index) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,Color()); + ERR_FAIL_INDEX_V(p_index,multimesh->size,Color()); + ERR_FAIL_COND_V(multimesh->color_format==VS::MULTIMESH_COLOR_NONE,Color()); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index+multimesh->color_floats]; + + if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { + union { + uint32_t colu; + float colf; + } cu; + + return Color::hex(BSWAP32(cu.colu)); + + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { + Color c; + c.r=dataptr[ 0]; + c.g=dataptr[ 1]; + c.b=dataptr[ 2]; + c.a=dataptr[ 3]; + + return c; + } + + return Color(); + +} + +void RasterizerStorageGLES3::multimesh_set_visible_instances(RID p_multimesh,int p_visible){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + + multimesh->visible_instances=p_visible; +} +int RasterizerStorageGLES3::multimesh_get_visible_instances(RID p_multimesh) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,-1); + + return multimesh->visible_instances; +} + +AABB RasterizerStorageGLES3::multimesh_get_aabb(RID p_multimesh) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,AABB()); + + const_cast<RasterizerStorageGLES3*>(this)->update_dirty_multimeshes(); //update pending AABBs + + return multimesh->aabb; +} + +void RasterizerStorageGLES3::update_dirty_multimeshes() { + + while(multimesh_update_list.first()) { + + MultiMesh *multimesh = multimesh_update_list.first()->self(); + + if (multimesh->size && multimesh->dirty_data) { + + + glBindBuffer(GL_ARRAY_BUFFER,multimesh->buffer); + glBufferSubData(GL_ARRAY_BUFFER,0,multimesh->data.size()*sizeof(float),multimesh->data.ptr()); + glBindBuffer(GL_ARRAY_BUFFER,0); + + + } + + + + if (multimesh->size && multimesh->dirty_aabb) { + + AABB mesh_aabb; + + if (multimesh->mesh.is_valid()) { + mesh_aabb=mesh_get_aabb(multimesh->mesh,RID()); + } else { + mesh_aabb.size+=Vector3(0.001,0.001,0.001); + } + + int stride=multimesh->color_floats+multimesh->xform_floats; + int count = multimesh->data.size(); + float *data=multimesh->data.ptr(); + + AABB aabb; + + if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) { + + for(int i=0;i<count;i+=stride) { + + float *dataptr=&data[i]; + Transform xform; + xform.basis[0][0]=dataptr[ 0]; + xform.basis[0][1]=dataptr[ 1]; + xform.origin[0]=dataptr[ 3]; + xform.basis[1][0]=dataptr[ 4]; + xform.basis[1][1]=dataptr[ 5]; + xform.origin[1]=dataptr[ 7]; + + AABB laabb = xform.xform(mesh_aabb); + if (i==0) + aabb=laabb; + else + aabb.merge_with(laabb); + } + } else { + + for(int i=0;i<count;i+=stride) { + + float *dataptr=&data[i]; + Transform xform; + + xform.basis.elements[0][0]=dataptr[ 0]; + xform.basis.elements[0][1]=dataptr[ 1]; + xform.basis.elements[0][2]=dataptr[ 2]; + xform.origin.x=dataptr[ 3]; + xform.basis.elements[1][0]=dataptr[ 4]; + xform.basis.elements[1][1]=dataptr[ 5]; + xform.basis.elements[1][2]=dataptr[ 6]; + xform.origin.y=dataptr[ 7]; + xform.basis.elements[2][0]=dataptr[ 8]; + xform.basis.elements[2][1]=dataptr[ 9]; + xform.basis.elements[2][2]=dataptr[10]; + xform.origin.z=dataptr[11]; + + AABB laabb = xform.xform(mesh_aabb); + if (i==0) + aabb=laabb; + else + aabb.merge_with(laabb); + } + } + + multimesh->aabb=aabb; + } + multimesh->dirty_aabb=false; + multimesh->dirty_data=false; + + multimesh->instance_change_notify(); + + multimesh_update_list.remove(multimesh_update_list.first()); + } +} + +/* IMMEDIATE API */ + + +RID RasterizerStorageGLES3::immediate_create() { + + Immediate *im = memnew( Immediate ); + return immediate_owner.make_rid(im); + +} + +void RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::immediate_end(RID p_immediate){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->building=false; + + im->instance_change_notify(); + +} +void RasterizerStorageGLES3::immediate_clear(RID p_immediate) { + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(im->building); + + im->chunks.clear(); + im->instance_change_notify(); + +} + +AABB RasterizerStorageGLES3::immediate_get_aabb(RID p_immediate) const { + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND_V(!im,AABB()); + return im->aabb; +} + +void RasterizerStorageGLES3::immediate_set_material(RID p_immediate,RID p_material) { + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + im->material=p_material; + im->instance_material_change_notify(); + +} + +RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const { + + const Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND_V(!im,RID()); + return im->material; + +} + +/* SKELETON API */ + +RID RasterizerStorageGLES3::skeleton_create(){ + + Skeleton *skeleton = memnew( Skeleton ); + return skeleton_owner.make_rid(skeleton); +} + +void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton){ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + ERR_FAIL_COND(!skeleton); + ERR_FAIL_COND(p_bones<0); + + if (skeleton->size==p_bones && skeleton->use_2d==p_2d_skeleton) + return; + + if (skeleton->ubo) { + glDeleteBuffers(1,&skeleton->ubo); + skeleton->ubo=0; + } + + skeleton->size=p_bones; + if (p_2d_skeleton) { + skeleton->bones.resize(p_bones*8); + for(int i=0;i<skeleton->bones.size();i+=8) { + skeleton->bones[i+0]=1; + skeleton->bones[i+1]=0; + skeleton->bones[i+2]=0; + skeleton->bones[i+3]=0; + skeleton->bones[i+4]=0; + skeleton->bones[i+5]=1; + skeleton->bones[i+6]=0; + skeleton->bones[i+7]=0; + } + + } else { + skeleton->bones.resize(p_bones*12); + for(int i=0;i<skeleton->bones.size();i+=12) { + skeleton->bones[i+0]=1; + skeleton->bones[i+1]=0; + skeleton->bones[i+2]=0; + skeleton->bones[i+3]=0; + skeleton->bones[i+4]=0; + skeleton->bones[i+5]=1; + skeleton->bones[i+6]=0; + skeleton->bones[i+7]=0; + skeleton->bones[i+8]=0; + skeleton->bones[i+9]=0; + skeleton->bones[i+10]=1; + skeleton->bones[i+11]=0; + } + + } + + + + if (p_bones) { + glGenBuffers(1, &skeleton->ubo); + glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo); + glBufferData(GL_UNIFORM_BUFFER, skeleton->bones.size()*sizeof(float), NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } + + if (!skeleton->update_list.in_list()) { + skeleton_update_list.add(&skeleton->update_list); + } + + + +} +int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const{ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + ERR_FAIL_COND_V(!skeleton,0); + + return skeleton->size; +} + +void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform){ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + + ERR_FAIL_COND(!skeleton); + ERR_FAIL_INDEX(p_bone,skeleton->size); + ERR_FAIL_COND(skeleton->use_2d); + + float * bones = skeleton->bones.ptr(); + bones[p_bone*12+ 0]=p_transform.basis.elements[0][0]; + bones[p_bone*12+ 1]=p_transform.basis.elements[0][1]; + bones[p_bone*12+ 2]=p_transform.basis.elements[0][2]; + bones[p_bone*12+ 3]=p_transform.origin.x; + bones[p_bone*12+ 4]=p_transform.basis.elements[1][0]; + bones[p_bone*12+ 5]=p_transform.basis.elements[1][1]; + bones[p_bone*12+ 6]=p_transform.basis.elements[1][2]; + bones[p_bone*12+ 7]=p_transform.origin.y; + bones[p_bone*12+ 8]=p_transform.basis.elements[2][0]; + bones[p_bone*12+ 9]=p_transform.basis.elements[2][1]; + bones[p_bone*12+10]=p_transform.basis.elements[2][2]; + bones[p_bone*12+11]=p_transform.origin.z; + + if (!skeleton->update_list.in_list()) { + skeleton_update_list.add(&skeleton->update_list); + } + +} + + +Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton,int p_bone) const{ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + + ERR_FAIL_COND_V(!skeleton,Transform()); + ERR_FAIL_INDEX_V(p_bone,skeleton->size,Transform()); + ERR_FAIL_COND_V(skeleton->use_2d,Transform()); + + float * bones = skeleton->bones.ptr(); + Transform mtx; + mtx.basis.elements[0][0]=bones[p_bone*12+ 0]; + mtx.basis.elements[0][1]=bones[p_bone*12+ 1]; + mtx.basis.elements[0][2]=bones[p_bone*12+ 2]; + mtx.origin.x=bones[p_bone*12+ 3]; + mtx.basis.elements[1][0]=bones[p_bone*12+ 4]; + mtx.basis.elements[1][1]=bones[p_bone*12+ 5]; + mtx.basis.elements[1][2]=bones[p_bone*12+ 6]; + mtx.origin.y=bones[p_bone*12+ 7]; + mtx.basis.elements[2][0]=bones[p_bone*12+ 8]; + mtx.basis.elements[2][1]=bones[p_bone*12+ 9]; + mtx.basis.elements[2][2]=bones[p_bone*12+10]; + mtx.origin.z=bones[p_bone*12+11]; + + return mtx; +} +void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform){ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + + ERR_FAIL_COND(!skeleton); + ERR_FAIL_INDEX(p_bone,skeleton->size); + ERR_FAIL_COND(!skeleton->use_2d); + + float * bones = skeleton->bones.ptr(); + bones[p_bone*12+ 0]=p_transform.elements[0][0]; + bones[p_bone*12+ 1]=p_transform.elements[1][0]; + bones[p_bone*12+ 2]=0; + bones[p_bone*12+ 3]=p_transform.elements[2][0]; + bones[p_bone*12+ 4]=p_transform.elements[0][1]; + bones[p_bone*12+ 5]=p_transform.elements[1][1]; + bones[p_bone*12+ 6]=0; + bones[p_bone*12+ 7]=p_transform.elements[2][1]; + + if (!skeleton->update_list.in_list()) { + skeleton_update_list.add(&skeleton->update_list); + } + +} +Matrix32 RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const{ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + + + ERR_FAIL_COND_V(!skeleton,Matrix32()); + ERR_FAIL_INDEX_V(p_bone,skeleton->size,Matrix32()); + ERR_FAIL_COND_V(!skeleton->use_2d,Matrix32()); + + Matrix32 mtx; + + float * bones = skeleton->bones.ptr(); + mtx.elements[0][0]=bones[p_bone*12+ 0]; + mtx.elements[1][0]=bones[p_bone*12+ 1]; + mtx.elements[2][0]=bones[p_bone*12+ 3]; + mtx.elements[0][1]=bones[p_bone*12+ 4]; + mtx.elements[1][1]=bones[p_bone*12+ 5]; + mtx.elements[2][1]=bones[p_bone*12+ 7]; + + return mtx; +} + +void RasterizerStorageGLES3::update_dirty_skeletons() { + + while(skeleton_update_list.first()) { + + Skeleton *skeleton = skeleton_update_list.first()->self(); + if (skeleton->size) { + glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo); + glBufferSubData(GL_UNIFORM_BUFFER,0,skeleton->bones.size()*sizeof(float),skeleton->bones.ptr()); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } + + for (Set<RasterizerScene::InstanceBase*>::Element *E=skeleton->instances.front();E;E=E->next()) { + E->get()->base_changed(); + } + + skeleton_update_list.remove(skeleton_update_list.first()); + } + +} + +/* Light API */ + +RID RasterizerStorageGLES3::light_create(VS::LightType p_type){ + + Light *light = memnew( Light ); + light->type=p_type; + + light->param[VS::LIGHT_PARAM_ENERGY]=1.0; + light->param[VS::LIGHT_PARAM_SPECULAR]=0.5; + light->param[VS::LIGHT_PARAM_RANGE]=1.0; + light->param[VS::LIGHT_PARAM_SPOT_ANGLE]=45; + light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE]=0; + light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET]=0.1; + light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET]=0.3; + light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET]=0.6; + light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]=0.1; + light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]=0.1; + + + light->color=Color(1,1,1,1); + light->shadow=false; + light->negative=false; + light->cull_mask=0xFFFFFFFF; + light->directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; + light->omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; + light->omni_shadow_detail=VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL; + light->directional_blend_splits=false; + + light->version=0; + + return light_owner.make_rid(light); +} + +void RasterizerStorageGLES3::light_set_color(RID p_light,const Color& p_color){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->color=p_color; +} +void RasterizerStorageGLES3::light_set_param(RID p_light,VS::LightParam p_param,float p_value){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + ERR_FAIL_INDEX(p_param,VS::LIGHT_PARAM_MAX); + + switch(p_param) { + case VS::LIGHT_PARAM_RANGE: + case VS::LIGHT_PARAM_SPOT_ANGLE: + case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE: + case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: + case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: + case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: + case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS: + case VS::LIGHT_PARAM_SHADOW_BIAS: + case VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: { + + light->version++; + light->instance_change_notify(); + } break; + } + + light->param[p_param]=p_value; +} +void RasterizerStorageGLES3::light_set_shadow(RID p_light,bool p_enabled){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + light->shadow=p_enabled; + + light->version++; + light->instance_change_notify(); +} + +void RasterizerStorageGLES3::light_set_shadow_color(RID p_light,const Color& p_color) { + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + light->shadow_color=p_color; + +} + +void RasterizerStorageGLES3::light_set_projector(RID p_light,RID p_texture){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->projector=p_texture; +} + +void RasterizerStorageGLES3::light_set_negative(RID p_light,bool p_enable){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->negative=p_enable; +} +void RasterizerStorageGLES3::light_set_cull_mask(RID p_light,uint32_t p_mask){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->cull_mask=p_mask; + + light->version++; + light->instance_change_notify(); + +} + +void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) { + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->omni_shadow_mode=p_mode; + + light->version++; + light->instance_change_notify(); + + +} + +VS::LightOmniShadowMode RasterizerStorageGLES3::light_omni_get_shadow_mode(RID p_light) { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_CUBE); + + return light->omni_shadow_mode; +} + + +void RasterizerStorageGLES3::light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail) { + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->omni_shadow_detail=p_detail; + light->version++; + light->instance_change_notify(); +} + + +void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->directional_shadow_mode=p_mode; + light->version++; + light->instance_change_notify(); + +} + +void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light,bool p_enable) { + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->directional_blend_splits=p_enable; + light->version++; + light->instance_change_notify(); + +} + + +bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,false); + + return light->directional_blend_splits; +} + +VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); + + return light->directional_shadow_mode; +} + + +VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); + + return light->type; +} + +float RasterizerStorageGLES3::light_get_param(RID p_light,VS::LightParam p_param) { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); + + return light->param[p_param]; +} + +Color RasterizerStorageGLES3::light_get_color(RID p_light) { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,Color()); + + return light->color; + +} + +bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); + + return light->shadow; +} + +uint64_t RasterizerStorageGLES3::light_get_version(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,0); + + return light->version; +} + + +AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,AABB()); + + switch( light->type ) { + + case VS::LIGHT_SPOT: { + + float len=light->param[VS::LIGHT_PARAM_RANGE]; + float size=Math::tan(Math::deg2rad(light->param[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->param[VS::LIGHT_PARAM_RANGE]; + return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 ); + } break; + case VS::LIGHT_DIRECTIONAL: { + + return AABB(); + } break; + default: {} + } + + ERR_FAIL_V( AABB() ); + return AABB(); +} + +/* PROBE API */ + +RID RasterizerStorageGLES3::reflection_probe_create(){ + + ReflectionProbe *reflection_probe = memnew( ReflectionProbe ); + + reflection_probe->intensity=1.0; + reflection_probe->interior_ambient=Color(); + reflection_probe->interior_ambient_energy=1.0; + reflection_probe->max_distance=0; + reflection_probe->extents=Vector3(1,1,1); + reflection_probe->origin_offset=Vector3(0,0,0); + reflection_probe->interior=false; + reflection_probe->box_projection=false; + reflection_probe->enable_shadows=false; + reflection_probe->cull_mask=(1<<20)-1; + reflection_probe->update_mode=VS::REFLECTION_PROBE_UPDATE_ONCE; + + return reflection_probe_owner.make_rid(reflection_probe); +} + +void RasterizerStorageGLES3::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->update_mode=p_mode; + reflection_probe->instance_change_notify(); + +} + +void RasterizerStorageGLES3::reflection_probe_set_intensity(RID p_probe, float p_intensity) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->intensity=p_intensity; + +} + +void RasterizerStorageGLES3::reflection_probe_set_interior_ambient(RID p_probe, const Color& p_ambient) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior_ambient=p_ambient; + +} + +void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior_ambient_energy=p_energy; + +} + +void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior_ambient_probe_contrib=p_contrib; + +} + + +void RasterizerStorageGLES3::reflection_probe_set_max_distance(RID p_probe, float p_distance){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->max_distance=p_distance; + reflection_probe->instance_change_notify(); + +} +void RasterizerStorageGLES3::reflection_probe_set_extents(RID p_probe, const Vector3& p_extents){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->extents=p_extents; + reflection_probe->instance_change_notify(); + +} +void RasterizerStorageGLES3::reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->origin_offset=p_offset; + reflection_probe->instance_change_notify(); + +} + +void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool p_enable){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior=p_enable; + +} +void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->box_projection=p_enable; + +} + +void RasterizerStorageGLES3::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->enable_shadows=p_enable; + reflection_probe->instance_change_notify(); + +} +void RasterizerStorageGLES3::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->cull_mask=p_layers; + reflection_probe->instance_change_notify(); + +} + +AABB RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,AABB()); + + AABB aabb; + aabb.pos=-reflection_probe->extents; + aabb.size=reflection_probe->extents*2.0; + + return aabb; + + +} +VS::ReflectionProbeUpdateMode RasterizerStorageGLES3::reflection_probe_get_update_mode(RID p_probe) const{ + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,VS::REFLECTION_PROBE_UPDATE_ALWAYS); + + return reflection_probe->update_mode; +} + +uint32_t RasterizerStorageGLES3::reflection_probe_get_cull_mask(RID p_probe) const { + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,0); + + return reflection_probe->cull_mask; + +} + +Vector3 RasterizerStorageGLES3::reflection_probe_get_extents(RID p_probe) const { + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,Vector3()); + + return reflection_probe->extents; + +} +Vector3 RasterizerStorageGLES3::reflection_probe_get_origin_offset(RID p_probe) const{ + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,Vector3()); + + return reflection_probe->origin_offset; + +} + +bool RasterizerStorageGLES3::reflection_probe_renders_shadows(RID p_probe) const { + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,false); + + return reflection_probe->enable_shadows; + +} + +float RasterizerStorageGLES3::reflection_probe_get_origin_max_distance(RID p_probe) const{ + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,0); + + return reflection_probe->max_distance; + +} + +/* ROOM API */ + +RID RasterizerStorageGLES3::room_create(){ + + return RID(); +} +void RasterizerStorageGLES3::room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform){ + + +} +void RasterizerStorageGLES3::room_clear_bounds(RID p_room){ + + +} + +/* PORTAL API */ + +// portals are only (x/y) points, forming a convex shape, which its clockwise +// order points outside. (z is 0); + +RID RasterizerStorageGLES3::portal_create(){ + + return RID(); +} +void RasterizerStorageGLES3::portal_set_shape(RID p_portal, const Vector<Point2>& p_shape){ + + +} +void RasterizerStorageGLES3::portal_set_enabled(RID p_portal, bool p_enabled){ + + +} +void RasterizerStorageGLES3::portal_set_disable_distance(RID p_portal, float p_distance){ + + +} +void RasterizerStorageGLES3::portal_set_disabled_color(RID p_portal, const Color& p_color){ + + +} + +RID RasterizerStorageGLES3::gi_probe_create() { + + GIProbe *gip = memnew( GIProbe ); + + gip->bounds=AABB(Vector3(),Vector3(1,1,1)); + gip->dynamic_range=1.0; + gip->energy=1.0; + gip->interior=false; + gip->compress=false; + gip->version=1; + gip->cell_size=1.0; + + return gi_probe_owner.make_rid(gip); +} + +void RasterizerStorageGLES3::gi_probe_set_bounds(RID p_probe,const AABB& p_bounds){ + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->bounds=p_bounds; + gip->version++; + gip->instance_change_notify(); +} +AABB RasterizerStorageGLES3::gi_probe_get_bounds(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,AABB()); + + return gip->bounds; +} + +void RasterizerStorageGLES3::gi_probe_set_cell_size(RID p_probe,float p_size) { + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->cell_size=p_size; + gip->version++; + gip->instance_change_notify(); +} + +float RasterizerStorageGLES3::gi_probe_get_cell_size(RID p_probe) const { + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,0); + + return gip->cell_size; + +} + +void RasterizerStorageGLES3::gi_probe_set_to_cell_xform(RID p_probe,const Transform& p_xform) { + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->to_cell=p_xform; +} + +Transform RasterizerStorageGLES3::gi_probe_get_to_cell_xform(RID p_probe) const { + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,Transform()); + + return gip->to_cell; + +} + + + +void RasterizerStorageGLES3::gi_probe_set_dynamic_data(RID p_probe,const DVector<int>& p_data){ + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->dynamic_data=p_data; + gip->version++; + gip->instance_change_notify(); + +} +DVector<int> RasterizerStorageGLES3::gi_probe_get_dynamic_data(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,DVector<int>()); + + return gip->dynamic_data; +} + +void RasterizerStorageGLES3::gi_probe_set_dynamic_range(RID p_probe,int p_range){ + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->dynamic_range=p_range; + +} +int RasterizerStorageGLES3::gi_probe_get_dynamic_range(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,0); + + return gip->dynamic_range; +} + +void RasterizerStorageGLES3::gi_probe_set_energy(RID p_probe,float p_range){ + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->energy=p_range; + +} + +void RasterizerStorageGLES3::gi_probe_set_interior(RID p_probe,bool p_enable) { + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->interior=p_enable; + +} + +bool RasterizerStorageGLES3::gi_probe_is_interior(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,false); + + return gip->interior; + +} + + +void RasterizerStorageGLES3::gi_probe_set_compress(RID p_probe,bool p_enable) { + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->compress=p_enable; + +} + +bool RasterizerStorageGLES3::gi_probe_is_compressed(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,false); + + return gip->compress; + +} +float RasterizerStorageGLES3::gi_probe_get_energy(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,0); + + return gip->energy; +} + + + +uint32_t RasterizerStorageGLES3::gi_probe_get_version(RID p_probe) { + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,0); + + return gip->version; +} + +RasterizerStorage::GIProbeCompression RasterizerStorageGLES3::gi_probe_get_dynamic_data_get_preferred_compression() const { + if (config.s3tc_supported) { + return GI_PROBE_S3TC; + } else { + return GI_PROBE_UNCOMPRESSED; + } +} + +RID RasterizerStorageGLES3::gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) { + + GIProbeData *gipd = memnew( GIProbeData ); + + gipd->width=p_width; + gipd->height=p_height; + gipd->depth=p_depth; + gipd->compression=p_compression; + + glActiveTexture(GL_TEXTURE0); + glGenTextures(1,&gipd->tex_id); + glBindTexture(GL_TEXTURE_3D,gipd->tex_id); + + int level=0; + int min_size=1; + + if (gipd->compression==GI_PROBE_S3TC) { + min_size=4; + } + + print_line("dyndata create"); + while(true) { + + if (gipd->compression==GI_PROBE_S3TC) { + int size = p_width * p_height * p_depth; + glCompressedTexImage3D(GL_TEXTURE_3D,level,_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT,p_width,p_height,p_depth,0, size,NULL); + } else { + glTexImage3D(GL_TEXTURE_3D,level,GL_RGBA8,p_width,p_height,p_depth,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL); + } + + if (p_width<=min_size || p_height<=min_size || p_depth<=min_size) + break; + p_width>>=1; + p_height>>=1; + p_depth>>=1; + level++; + } + + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, level); + + gipd->levels=level+1; + + return gi_probe_data_owner.make_rid(gipd); +} + +void RasterizerStorageGLES3::gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) { + + GIProbeData *gipd = gi_probe_data_owner.getornull(p_gi_probe_data); + ERR_FAIL_COND(!gipd); +/* + Vector<uint8_t> data; + data.resize((gipd->width>>p_mipmap)*(gipd->height>>p_mipmap)*(gipd->depth>>p_mipmap)*4); + + for(int i=0;i<(gipd->width>>p_mipmap);i++) { + for(int j=0;j<(gipd->height>>p_mipmap);j++) { + for(int k=0;k<(gipd->depth>>p_mipmap);k++) { + + int ofs = (k*(gipd->height>>p_mipmap)*(gipd->width>>p_mipmap)) + j *(gipd->width>>p_mipmap) + i; + ofs*=4; + data[ofs+0]=i*0xFF/(gipd->width>>p_mipmap); + data[ofs+1]=j*0xFF/(gipd->height>>p_mipmap); + data[ofs+2]=k*0xFF/(gipd->depth>>p_mipmap); + data[ofs+3]=0xFF; + } + } + } +*/ + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_3D,gipd->tex_id); + if (gipd->compression==GI_PROBE_S3TC) { + int size = (gipd->width>>p_mipmap) * (gipd->height>>p_mipmap) * p_slice_count; + glCompressedTexSubImage3D(GL_TEXTURE_3D,p_mipmap,0,0,p_depth_slice,gipd->width>>p_mipmap,gipd->height>>p_mipmap,p_slice_count,_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT,size, p_data); + } else { + glTexSubImage3D(GL_TEXTURE_3D,p_mipmap,0,0,p_depth_slice,gipd->width>>p_mipmap,gipd->height>>p_mipmap,p_slice_count,GL_RGBA,GL_UNSIGNED_BYTE,p_data); + } + //glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,p_data); + //glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,data.ptr()); + +} + +/////// + + + +RID RasterizerStorageGLES3::particles_create() { + + Particles *particles = memnew( Particles ); + + + return particles_owner.make_rid(particles); +} + +void RasterizerStorageGLES3::particles_set_emitting(RID p_particles,bool p_emitting) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->emitting=p_emitting; + +} +void RasterizerStorageGLES3::particles_set_amount(RID p_particles,int p_amount) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + int floats = p_amount*24; + float * data = memnew_arr(float,floats); + + for(int i=0;i<floats;i++) { + data[i]=0; + } + + + glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[0]); + glBufferData(GL_ARRAY_BUFFER,floats*sizeof(float),data,GL_DYNAMIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[1]); + glBufferData(GL_ARRAY_BUFFER,floats*sizeof(float),data,GL_DYNAMIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER,0); + + particles->prev_ticks=0; + particles->phase=0; + particles->prev_phase=0; + + memdelete_arr(data); + +} + +void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles,float p_lifetime){ + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->lifetime=p_lifetime; +} +void RasterizerStorageGLES3::particles_set_pre_process_time(RID p_particles,float p_time) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->pre_process_time=p_time; + +} +void RasterizerStorageGLES3::particles_set_explosiveness_ratio(RID p_particles,float p_ratio) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->explosiveness=p_ratio; +} +void RasterizerStorageGLES3::particles_set_randomness_ratio(RID p_particles,float p_ratio) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->randomness=p_ratio; + +} +void RasterizerStorageGLES3::particles_set_custom_aabb(RID p_particles,const AABB& p_aabb) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->custom_aabb=p_aabb; + +} +void RasterizerStorageGLES3::particles_set_gravity(RID p_particles,const Vector3& p_gravity) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->gravity=p_gravity; + +} +void RasterizerStorageGLES3::particles_set_use_local_coordinates(RID p_particles,bool p_enable) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->use_local_coords=p_enable; +} +void RasterizerStorageGLES3::particles_set_process_material(RID p_particles,RID p_material) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->process_material=p_material; +} + +void RasterizerStorageGLES3::particles_set_emission_shape(RID p_particles, VS::ParticlesEmissionShape p_shape) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->emission_shape=p_shape; +} +void RasterizerStorageGLES3::particles_set_emission_sphere_radius(RID p_particles,float p_radius) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->emission_sphere_radius=p_radius; +} +void RasterizerStorageGLES3::particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->emission_box_extents=p_extents; +} +void RasterizerStorageGLES3::particles_set_emission_points(RID p_particles,const DVector<Vector3>& p_points) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->emission_points=p_points; +} + + +void RasterizerStorageGLES3::particles_set_draw_order(RID p_particles,VS::ParticlesDrawOrder p_order) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->draw_order=p_order; +} + +void RasterizerStorageGLES3::particles_set_draw_passes(RID p_particles,int p_count) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->draw_passes.resize(p_count); +} +void RasterizerStorageGLES3::particles_set_draw_pass_material(RID p_particles,int p_pass, RID p_material) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + ERR_FAIL_INDEX(p_pass,particles->draw_passes.size()); + particles->draw_passes[p_pass].material=p_material; + +} +void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + ERR_FAIL_INDEX(p_pass,particles->draw_passes.size()); + particles->draw_passes[p_pass].mesh=p_mesh; + +} + +AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) { + + const Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND_V(!particles,AABB()); + + return particles->computed_aabb; +} + +void RasterizerStorageGLES3::update_particles() { + + glEnable(GL_RASTERIZER_DISCARD); + glBindVertexArray(0); + + + while (particle_update_list.first()) { + + //use transform feedback to process particles + + Particles *particles = particle_update_list.first()->self(); + + + Material *material = material_owner.getornull(particles->process_material); + if (!material || !material->shader || material->shader->mode!=VS::SHADER_PARTICLES) { + + shaders.particles.set_custom_shader(0); + } else { + shaders.particles.set_custom_shader( material->shader->custom_code_id ); + + if (material->ubo_id) { + + glBindBufferBase(GL_UNIFORM_BUFFER,0,material->ubo_id); + } + + int tc = material->textures.size(); + RID* textures = material->textures.ptr(); + ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = material->shader->texture_hints.ptr(); + + + for(int i=0;i<tc;i++) { + + glActiveTexture(GL_TEXTURE0+i); + + GLenum target; + GLuint tex; + + RasterizerStorageGLES3::Texture *t = texture_owner.getornull( textures[i] ); + + if (!t) { + //check hints + target=GL_TEXTURE_2D; + + switch(texture_hints[i]) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { + tex=resources.black_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { + tex=resources.aniso_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + tex=resources.normal_tex; + } break; + default: { + tex=resources.white_tex; + } break; + } + + + } else { + + target=t->target; + tex = t->tex_id; + + } + + glBindTexture(target,tex); + } + + } + + shaders.particles.bind(); + + shaders.particles.set_uniform(ParticlesShaderGLES3::ORIGIN,particles->origin); + + float new_phase = Math::fmod(particles->phase+(frame.delta/particles->lifetime),1.0); + + shaders.particles.set_uniform(ParticlesShaderGLES3::SYSTEM_PHASE,new_phase); + shaders.particles.set_uniform(ParticlesShaderGLES3::PREV_SYSTEM_PHASE,particles->phase); + particles->phase = new_phase; + + shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES,particles->amount); + shaders.particles.set_uniform(ParticlesShaderGLES3::TIME,0.0); + shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS,particles->explosiveness); + shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA,frame.delta); + shaders.particles.set_uniform(ParticlesShaderGLES3::GRAVITY,particles->gravity); + shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT,0); + + + + + glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[0]); + glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->particle_buffers[1]); + + for(int i=0;i<6;i++) { + glEnableVertexAttribArray(i); + glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,sizeof(float)*4*6,((uint8_t*)0)+(i*16)); + } + + + glBeginTransformFeedback(GL_POINTS); + glDrawArrays(GL_POINTS,0,particles->amount); + glEndTransformFeedback(); + + particle_update_list.remove(particle_update_list.first()); + + SWAP(particles->particle_buffers[0],particles->particle_buffers[1]); + } + + glDisable(GL_RASTERIZER_DISCARD); + + for(int i=0;i<6;i++) { + glDisableVertexAttribArray(i); + } + +} + +//////// + +void RasterizerStorageGLES3::instance_add_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance) { + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + ERR_FAIL_COND(!skeleton); + + skeleton->instances.insert(p_instance); +} + +void RasterizerStorageGLES3::instance_remove_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance) { + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + ERR_FAIL_COND(!skeleton); + + skeleton->instances.erase(p_instance); +} + + +void RasterizerStorageGLES3::instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance) { + + Instantiable *inst=NULL; + switch(p_instance->base_type) { + case VS::INSTANCE_MESH: { + inst = mesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_MULTIMESH: { + inst = multimesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_IMMEDIATE: { + inst = immediate_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_REFLECTION_PROBE: { + inst = reflection_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_LIGHT: { + inst = light_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_GI_PROBE: { + inst = gi_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + default: { + if (!inst) { + ERR_FAIL(); + } + } + } + + inst->instance_list.add( &p_instance->dependency_item ); +} + +void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance){ + + Instantiable *inst=NULL; + + switch(p_instance->base_type) { + case VS::INSTANCE_MESH: { + inst = mesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_MULTIMESH: { + inst = multimesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_IMMEDIATE: { + inst = immediate_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_REFLECTION_PROBE: { + inst = reflection_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_LIGHT: { + inst = light_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_GI_PROBE: { + inst = gi_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + default: { + + if (!inst) { + ERR_FAIL(); + } + } + } + + ERR_FAIL_COND(!inst); + + inst->instance_list.remove( &p_instance->dependency_item ); +} + + +/* RENDER TARGET */ + + +void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) { + + if (rt->fbo) { + glDeleteFramebuffers(1,&rt->fbo); + glDeleteTextures(1,&rt->color); + rt->fbo=0; + } + + if (rt->buffers.fbo) { + glDeleteFramebuffers(1,&rt->buffers.fbo); + glDeleteRenderbuffers(1,&rt->buffers.depth); + glDeleteRenderbuffers(1,&rt->buffers.diffuse); + glDeleteRenderbuffers(1,&rt->buffers.specular); + glDeleteRenderbuffers(1,&rt->buffers.normal_rough); + glDeleteRenderbuffers(1,&rt->buffers.motion_sss); + glDeleteFramebuffers(1,&rt->buffers.effect_fbo); + glDeleteTextures(1,&rt->buffers.effect); + + rt->buffers.fbo=0; + } + + if (rt->depth) { + glDeleteTextures(1,&rt->depth); + rt->depth=0; + } + + if (rt->effects.ssao.blur_fbo[0]) { + glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[0]); + glDeleteTextures(1,&rt->effects.ssao.blur_red[0]); + glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[1]); + glDeleteTextures(1,&rt->effects.ssao.blur_red[1]); + for(int i=0;i<rt->effects.ssao.depth_mipmap_fbos.size();i++) { + glDeleteFramebuffers(1,&rt->effects.ssao.depth_mipmap_fbos[i]); + } + + rt->effects.ssao.depth_mipmap_fbos.clear(); + + glDeleteTextures(1,&rt->effects.ssao.linear_depth); + } + + if (rt->exposure.fbo) { + glDeleteFramebuffers(1,&rt->exposure.fbo); + glDeleteTextures(1,&rt->exposure.color); + } + Texture *tex = texture_owner.get(rt->texture); + tex->alloc_height=0; + tex->alloc_width=0; + tex->width=0; + tex->height=0; + + for(int i=0;i<2;i++) { + for(int j=0;j<rt->effects.mip_maps[i].sizes.size();j++) { + glDeleteFramebuffers(1,&rt->effects.mip_maps[i].sizes[j].fbo); + } + + glDeleteTextures(1,&rt->effects.mip_maps[i].color); + rt->effects.mip_maps[i].sizes.clear(); + rt->effects.mip_maps[i].levels=0; + } +/* + if (rt->effects.screen_space_depth) { + glDeleteTextures(1,&rt->effects.screen_space_depth); + rt->effects.screen_space_depth=0; + + } +*/ +} + +void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){ + + if (rt->width<=0 || rt->height<=0) + return; + + + GLuint color_internal_format; + GLuint color_format; + GLuint color_type; + Image::Format image_format; + + + + if (!rt->flags[RENDER_TARGET_HDR] || rt->flags[RENDER_TARGET_NO_3D]) { + + color_internal_format=GL_RGBA8; + color_format=GL_RGBA; + color_type=GL_UNSIGNED_BYTE; + image_format=Image::FORMAT_RGBA8; + } else { + color_internal_format=GL_RGBA16F; + color_format=GL_RGBA; + color_type=GL_HALF_FLOAT; + image_format=Image::FORMAT_RGBAH; + } + + + { + /* FRONT FBO */ + + glActiveTexture(GL_TEXTURE0); + + glGenFramebuffers(1, &rt->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); + + + glGenTextures(1, &rt->depth); + glBindTexture(GL_TEXTURE_2D, rt->depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->width, rt->height, 0, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + 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_DEPTH_ATTACHMENT, + GL_TEXTURE_2D, rt->depth, 0); + + glGenTextures(1, &rt->color); + glBindTexture(GL_TEXTURE_2D, rt->color); + + glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL); + + 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); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + + Texture *tex = texture_owner.get(rt->texture); + tex->format=image_format; + tex->gl_format_cache=color_format; + tex->gl_type_cache=color_type; + tex->gl_internal_format_cache=color_internal_format; + tex->tex_id=rt->color; + tex->width=rt->width; + tex->alloc_width=rt->width; + tex->height=rt->height; + tex->alloc_height=rt->height; + + + texture_set_flags(rt->texture,tex->flags); + + } + + + /* BACK FBO */ + + if (config.render_arch==RENDER_ARCH_DESKTOP && !rt->flags[RENDER_TARGET_NO_3D]) { + + + + static const int msaa_value[]={0,2,4,8,16}; + int msaa=msaa_value[rt->msaa]; + + //regular fbo + glGenFramebuffers(1, &rt->buffers.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.fbo); + + glGenRenderbuffers(1, &rt->buffers.depth); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth); + if (msaa==0) + glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8,rt->width,rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_DEPTH24_STENCIL8,rt->width,rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,rt->buffers.depth); + + glGenRenderbuffers(1, &rt->buffers.diffuse); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.diffuse); + + if (msaa==0) + glRenderbufferStorage(GL_RENDERBUFFER,color_internal_format,rt->width,rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA16F,rt->width,rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,rt->buffers.diffuse); + + glGenRenderbuffers(1, &rt->buffers.specular); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular); + + if (msaa==0) + glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA16F,rt->width,rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,color_internal_format,rt->width,rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT1,GL_RENDERBUFFER,rt->buffers.specular); + + glGenRenderbuffers(1, &rt->buffers.normal_rough); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough); + + if (msaa==0) + glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8,rt->width,rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA8,rt->width,rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT2,GL_RENDERBUFFER,rt->buffers.normal_rough); + + + glGenRenderbuffers(1, &rt->buffers.motion_sss); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.motion_sss); + + if (msaa==0) + glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8,rt->width,rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA8,rt->width,rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT3,GL_RENDERBUFFER,rt->buffers.motion_sss); + + + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + + if (status != GL_FRAMEBUFFER_COMPLETE) { + printf("err status: %x\n",status); + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + glBindRenderbuffer(GL_RENDERBUFFER,0); + + // effect resolver + + glGenFramebuffers(1, &rt->buffers.effect_fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo); + + glGenTextures(1, &rt->buffers.effect); + glBindTexture(GL_TEXTURE_2D, rt->buffers.effect); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + 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->buffers.effect, 0); + + + if (status != GL_FRAMEBUFFER_COMPLETE) { + printf("err status: %x\n",status); + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + for(int i=0;i<2;i++) { + + ERR_FAIL_COND( rt->effects.mip_maps[i].sizes.size() ); + int w=rt->width; + int h=rt->height; + + + if (i>0) { + w>>=1; + h>>=1; + } + + + glGenTextures(1, &rt->effects.mip_maps[i].color); + glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[i].color); + + int level=0; + + while(true) { + + RenderTarget::Effects::MipMaps::Size mm; + + glTexImage2D(GL_TEXTURE_2D, level, color_internal_format, w, h, 0, color_format, color_type, NULL); + mm.width=w; + mm.height=h; + rt->effects.mip_maps[i].sizes.push_back(mm); + + w>>=1; + h>>=1; + + if (w<2 || h<2) + break; + + level++; + + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level); + + + for(int j=0;j<rt->effects.mip_maps[i].sizes.size();j++) { + + RenderTarget::Effects::MipMaps::Size &mm=rt->effects.mip_maps[i].sizes[j]; + + glGenFramebuffers(1, &mm.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,rt->effects.mip_maps[i].color ,j); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + + float zero[4]={1,0,1,0}; + glClearBufferfv(GL_COLOR,0,zero); + + + } + + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + rt->effects.mip_maps[i].levels=level; + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + //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); + + + } + ///////////////// ssao + + //AO strength textures + for(int i=0;i<2;i++) { + + glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]); + glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_TEXTURE_2D, rt->depth, 0); + + glGenTextures(1, &rt->effects.ssao.blur_red[i]); + glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL); + 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->effects.ssao.blur_red[i], 0); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + } + //5 mip levels for depth texture, but base is read separately + + glGenTextures(1, &rt->effects.ssao.linear_depth); + glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth); + + int ssao_w=rt->width/2; + int ssao_h=rt->height/2; + + + for(int i=0;i<4;i++) { //5, but 4 mips, base is read directly to save bw + + glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL); + ssao_w>>=1; + ssao_h>>=1; + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_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); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3); + + for(int i=0;i<4;i++) { //5, but 4 mips, base is read directly to save bw + + GLuint fbo; + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i); + rt->effects.ssao.depth_mipmap_fbos.push_back(fbo); + } + + + //////Exposure + + glGenFramebuffers(1, &rt->exposure.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo); + + glGenTextures(1, &rt->exposure.color); + glBindTexture(GL_TEXTURE_2D, rt->exposure.color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + } +} + + +RID RasterizerStorageGLES3::render_target_create(){ + + RenderTarget *rt = memnew( RenderTarget ); + + Texture * t = memnew( Texture ); + + t->flags=0; + t->width=0; + t->height=0; + t->alloc_height=0; + t->alloc_width=0; + t->format=Image::FORMAT_R8; + t->target=GL_TEXTURE_2D; + t->gl_format_cache=0; + t->gl_internal_format_cache=0; + t->gl_type_cache=0; + t->data_size=0; + t->compressed=false; + t->srgb=false; + t->total_data_size=0; + t->ignore_mipmaps=false; + t->mipmaps=0; + t->active=true; + t->tex_id=0; + + + rt->texture=texture_owner.make_rid(t); + + return render_target_owner.make_rid(rt); +} + +void RasterizerStorageGLES3::render_target_set_size(RID p_render_target,int p_width, int p_height){ + + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + if (rt->width==p_width && rt->height==p_height) + return; + + _render_target_clear(rt); + rt->width=p_width; + rt->height=p_height; + _render_target_allocate(rt); + +} + + +RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const{ + + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND_V(!rt,RID()); + + return rt->texture; +} + +void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value) { + + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + rt->flags[p_flag]=p_value; + + switch(p_flag) { + case RENDER_TARGET_NO_3D: + case RENDER_TARGET_TRANSPARENT: { + //must reset for these formats + _render_target_clear(rt); + _render_target_allocate(rt); + + } break; + default: {} + } +} + +bool RasterizerStorageGLES3::render_target_renedered_in_frame(RID p_render_target){ + + return false; +} + +void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa) { + + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + if (rt->msaa==p_msaa) + return; + + _render_target_clear(rt); + rt->msaa=p_msaa; + _render_target_allocate(rt); + +} + +/* CANVAS SHADOW */ + + +RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) { + + CanvasLightShadow *cls = memnew( CanvasLightShadow ); + if (p_width>config.max_texture_size) + p_width=config.max_texture_size; + + cls->size=p_width; + cls->height=16; + + glActiveTexture(GL_TEXTURE0); + + glGenFramebuffers(1, &cls->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); + + glGenRenderbuffers(1, &cls->depth); + glBindRenderbuffer(GL_RENDERBUFFER, cls->depth ); + glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT24, cls->size, cls->height); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth); + glBindRenderbuffer(GL_RENDERBUFFER, 0 ); + + glGenTextures(1,&cls->distance); + glBindTexture(GL_TEXTURE_2D, cls->distance); + if (config.use_rgba_2d_shadows) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL); + } + + + + + 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, cls->distance, 0); + + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + //printf("errnum: %x\n",status); + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + + ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() ); + + return canvas_light_shadow_owner.make_rid(cls); +} + +/* LIGHT SHADOW MAPPING */ + + +RID RasterizerStorageGLES3::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 RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, const DVector<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()) { + + + + DVector<float> geometry; + DVector<uint16_t> indices; + int lc = p_lines.size(); + + geometry.resize(lc*6); + indices.resize(lc*3); + + DVector<float>::Write vw=geometry.write(); + DVector<uint16_t>::Write iw=indices.write(); + + + DVector<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; + + } + +} + +VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const { + + if (mesh_owner.owns(p_rid)) { + return VS::INSTANCE_MESH; + } + + if (multimesh_owner.owns(p_rid)) { + return VS::INSTANCE_MULTIMESH; + } + + if (immediate_owner.owns(p_rid)) { + return VS::INSTANCE_IMMEDIATE; + } + + if (light_owner.owns(p_rid)) { + return VS::INSTANCE_LIGHT; + } + + if (reflection_probe_owner.owns(p_rid)) { + return VS::INSTANCE_REFLECTION_PROBE; + } + + if (gi_probe_owner.owns(p_rid)) { + return VS::INSTANCE_GI_PROBE; + } + + return VS::INSTANCE_NONE; +} + +bool RasterizerStorageGLES3::free(RID p_rid){ + + if (render_target_owner.owns(p_rid)) { + + RenderTarget *rt = render_target_owner.getornull(p_rid); + _render_target_clear(rt); + Texture *t=texture_owner.get(rt->texture); + texture_owner.free(rt->texture); + memdelete(t); + render_target_owner.free(p_rid); + memdelete(rt); + + } else if (texture_owner.owns(p_rid)) { + // delete the texture + Texture *texture = texture_owner.get(p_rid); + ERR_FAIL_COND_V(texture->render_target,true); //cant free the render target texture, dude + info.texture_mem-=texture->total_data_size; + texture_owner.free(p_rid); + memdelete(texture); + } else if (skybox_owner.owns(p_rid)) { + // delete the skybox + SkyBox *skybox = skybox_owner.get(p_rid); + skybox_set_texture(p_rid,RID(),256); + skybox_owner.free(p_rid); + memdelete(skybox); + + } else if (shader_owner.owns(p_rid)) { + + // delete the texture + Shader *shader = shader_owner.get(p_rid); + + + if (shader->shader) + shader->shader->free_custom_shader(shader->custom_code_id); + + if (shader->dirty_list.in_list()) + _shader_dirty_list.remove(&shader->dirty_list); + + while (shader->materials.first()) { + + Material *mat = shader->materials.first()->self(); + + mat->shader=NULL; + _material_make_dirty(mat); + + shader->materials.remove( shader->materials.first() ); + } + + //material_shader.free_custom_shader(shader->custom_code_id); + shader_owner.free(p_rid); + memdelete(shader); + + } else if (material_owner.owns(p_rid)) { + + // delete the texture + Material *material = material_owner.get(p_rid); + + if (material->shader) { + material->shader->materials.remove( & material->list ); + } + + if (material->ubo_id) { + glDeleteBuffers(1,&material->ubo_id); + } + + //remove from owners + for (Map<Geometry*,int>::Element *E=material->geometry_owners.front();E;E=E->next()) { + + Geometry *g = E->key(); + g->material=RID(); + } + for (Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.front();E;E=E->next()) { + RasterizerScene::InstanceBase*ins=E->key(); + if (ins->material_override==p_rid) { + ins->material_override=RID(); + } + + for(int i=0;i<ins->materials.size();i++) { + if (ins->materials[i]==p_rid) { + ins->materials[i]=RID(); + } + } + + } + + material_owner.free(p_rid); + memdelete(material); + + } else if (skeleton_owner.owns(p_rid)) { + + // delete the texture + Skeleton *skeleton = skeleton_owner.get(p_rid); + if (skeleton->update_list.in_list()) { + skeleton_update_list.remove(&skeleton->update_list); + } + + for (Set<RasterizerScene::InstanceBase*>::Element *E=skeleton->instances.front();E;E=E->next()) { + E->get()->skeleton=RID(); + } + + skeleton_allocate(p_rid,0,false); + skeleton_owner.free(p_rid); + memdelete(skeleton); + + } else if (mesh_owner.owns(p_rid)) { + + // delete the texture + Mesh *mesh = mesh_owner.get(p_rid); + mesh->instance_remove_deps(); + mesh_clear(p_rid); + + mesh_owner.free(p_rid); + memdelete(mesh); + + } else if (multimesh_owner.owns(p_rid)) { + + // delete the texture + MultiMesh *multimesh = multimesh_owner.get(p_rid); + multimesh->instance_remove_deps(); + + multimesh_allocate(p_rid,0,VS::MULTIMESH_TRANSFORM_2D,VS::MULTIMESH_COLOR_NONE); //frees multimesh + update_dirty_multimeshes(); + + multimesh_owner.free(p_rid); + memdelete(multimesh); + } else if (immediate_owner.owns(p_rid)) { + + Immediate *immediate = immediate_owner.get(p_rid); + immediate->instance_remove_deps(); + + immediate_owner.free(p_rid); + memdelete(immediate); + } else if (light_owner.owns(p_rid)) { + + // delete the texture + Light *light = light_owner.get(p_rid); + light->instance_remove_deps(); + + light_owner.free(p_rid); + memdelete(light); + + } else if (reflection_probe_owner.owns(p_rid)) { + + // delete the texture + ReflectionProbe *reflection_probe = reflection_probe_owner.get(p_rid); + reflection_probe->instance_remove_deps(); + + reflection_probe_owner.free(p_rid); + memdelete(reflection_probe); + + } else if (gi_probe_owner.owns(p_rid)) { + + // delete the texture + GIProbe *gi_probe = gi_probe_owner.get(p_rid); + + + gi_probe_owner.free(p_rid); + memdelete(gi_probe); + } else if (gi_probe_data_owner.owns(p_rid)) { + + // delete the texture + GIProbeData *gi_probe_data = gi_probe_data_owner.get(p_rid); + + print_line("dyndata delete"); + glDeleteTextures(1,&gi_probe_data->tex_id); + gi_probe_owner.free(p_rid); + memdelete(gi_probe_data); + + } 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->depth); + glDeleteTextures(1,&cls->distance); + canvas_light_shadow_owner.free(p_rid); + memdelete(cls); + } else { + return false; + } + + return true; +} + +//////////////////////////////////////////// + + +void RasterizerStorageGLES3::initialize() { + + config.render_arch=RENDER_ARCH_DESKTOP; + //config.fbo_deferred=int(Globals::get_singleton()->get("rendering/gles3/lighting_technique")); + + config.system_fbo=0; + + + //// extensions config + /// + + { + + int max_extensions=0; + print_line("getting extensions"); + glGetIntegerv(GL_NUM_EXTENSIONS,&max_extensions); + print_line("total "+itos(max_extensions)); + for(int i=0;i<max_extensions;i++) { + const GLubyte *s = glGetStringi( GL_EXTENSIONS,i ); + if (!s) + break; + config.extensions.insert((const char*)s); + } + } + + config.shrink_textures_x2=false; + config.use_fast_texture_filter=int(Globals::get_singleton()->get("rendering/gles3/use_nearest_mipmap_filter")); + config.use_anisotropic_filter = config.extensions.has("GL_EXT_texture_filter_anisotropic"); + + config.s3tc_supported=config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc"); + config.etc_supported=config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); + config.latc_supported=config.extensions.has("GL_EXT_texture_compression_latc"); + config.bptc_supported=config.extensions.has("GL_ARB_texture_compression_bptc"); +#ifdef GLES_OVER_GL + config.etc2_supported=false; +#else + config.etc2_supported=true; +#endif + config.pvrtc_supported=config.extensions.has("GL_IMG_texture_compression_pvrtc"); + config.srgb_decode_supported=config.extensions.has("GL_EXT_texture_sRGB_decode"); + + + + config.anisotropic_level=1.0; + config.use_anisotropic_filter=config.extensions.has("GL_EXT_texture_filter_anisotropic"); + if (config.use_anisotropic_filter) { + glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&config.anisotropic_level); + config.anisotropic_level=MIN(int(Globals::get_singleton()->get("rendering/gles3/anisotropic_filter_level")),config.anisotropic_level); + } + + + frame.clear_request=false; + + shaders.copy.init(); + + { + //default textures + + + glGenTextures(1, &resources.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,resources.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); + + glGenTextures(1, &resources.black_tex); + unsigned char blacktexdata[8*8*3]; + for(int i=0;i<8*8*3;i++) { + blacktexdata[i]=0; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,resources.black_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,blacktexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D,0); + + glGenTextures(1, &resources.normal_tex); + unsigned char normaltexdata[8*8*3]; + for(int i=0;i<8*8*3;i+=3) { + normaltexdata[i+0]=128; + normaltexdata[i+1]=128; + normaltexdata[i+2]=255; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,resources.normal_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,normaltexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D,0); + + + glGenTextures(1, &resources.aniso_tex); + unsigned char anisotexdata[8*8*3]; + for(int i=0;i<8*8*3;i+=3) { + anisotexdata[i+0]=255; + anisotexdata[i+1]=128; + anisotexdata[i+2]=0; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,resources.aniso_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,anisotexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D,0); + + } + + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&config.max_texture_image_units); + glGetIntegerv(GL_MAX_TEXTURE_SIZE,&config.max_texture_size); + +#ifdef GLES_OVER_GL + config.use_rgba_2d_shadows=false; +#else + config.use_rgba_2d_shadows=true; +#endif + + + //generic quadie for copying + + { + //quad buffers + + glGenBuffers(1,&resources.quadie); + glBindBuffer(GL_ARRAY_BUFFER,resources.quadie); + { + const float qv[16]={ + -1,-1, + 0, 0, + -1, 1, + 0, 1, + 1, 1, + 1, 1, + 1,-1, + 1, 0, + }; + + glBufferData(GL_ARRAY_BUFFER,sizeof(float)*16,qv,GL_STATIC_DRAW); + } + + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + + glGenVertexArrays(1,&resources.quadie_array); + glBindVertexArray(resources.quadie_array); + glBindBuffer(GL_ARRAY_BUFFER,resources.quadie); + glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,0); + glEnableVertexAttribArray(0); + glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,((uint8_t*)NULL)+8); + glEnableVertexAttribArray(4); + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + } + + //generic quadie for copying without touching skybox + + { + //transform feedback buffers + uint32_t xf_feedback_size = GLOBAL_DEF("rendering/gles3/blend_shape_max_buffer_size_kb",4096); + for(int i=0;i<2;i++) { + + glGenBuffers(1,&resources.transform_feedback_buffers[i]); + glBindBuffer(GL_ARRAY_BUFFER,resources.transform_feedback_buffers[i]); + glBufferData(GL_ARRAY_BUFFER,xf_feedback_size*1024,NULL,GL_STREAM_DRAW); + } + + shaders.blend_shapes.init();; + + glGenVertexArrays(1,&resources.transform_feedback_array); + + } + + shaders.cubemap_filter.init(); + shaders.particles.init(); + + glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS); + + frame.count=0; + frame.prev_tick=0; + frame.delta=0; + config.keep_original_textures=false; +} + +void RasterizerStorageGLES3::finalize() { + + glDeleteTextures(1, &resources.white_tex); + glDeleteTextures(1, &resources.black_tex); + glDeleteTextures(1, &resources.normal_tex); + +} + + +RasterizerStorageGLES3::RasterizerStorageGLES3() +{ + +} |