summaryrefslogtreecommitdiff
path: root/drivers/gles3/rasterizer_storage_gles3.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp6495
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()
+{
+
+}