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-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h557
1 files changed, 255 insertions, 302 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 1fa15538de..343cee2133 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -29,27 +29,26 @@
#ifndef RASTERIZERSTORAGEGLES3_H
#define RASTERIZERSTORAGEGLES3_H
+#include "self_list.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual/shader_language.h"
+#include "shader_compiler_gles3.h"
#include "shader_gles3.h"
-#include "shaders/copy.glsl.h"
-#include "shaders/canvas.glsl.h"
#include "shaders/blend_shape.glsl.h"
+#include "shaders/canvas.glsl.h"
+#include "shaders/copy.glsl.h"
#include "shaders/cubemap_filter.glsl.h"
#include "shaders/particles.glsl.h"
-#include "self_list.h"
-#include "shader_compiler_gles3.h"
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3;
-#define _TEXTURE_SRGB_DECODE_EXT 0x8A48
-#define _DECODE_EXT 0x8A49
-#define _SKIP_DECODE_EXT 0x8A4A
+#define _TEXTURE_SRGB_DECODE_EXT 0x8A48
+#define _DECODE_EXT 0x8A49
+#define _SKIP_DECODE_EXT 0x8A4A
class RasterizerStorageGLES3 : public RasterizerStorage {
public:
-
RasterizerCanvasGLES3 *canvas;
RasterizerSceneGLES3 *scene;
static GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo.
@@ -134,18 +133,9 @@ public:
} info;
-
-/////////////////////////////////////////////////////////////////////////////////////////
-//////////////////////////////////DATA///////////////////////////////////////////////////
-/////////////////////////////////////////////////////////////////////////////////////////
-
-
-
-
-
-
-
-
+ /////////////////////////////////////////////////////////////////////////////////////////
+ //////////////////////////////////DATA///////////////////////////////////////////////////
+ /////////////////////////////////////////////////////////////////////////////////////////
struct Instantiable : public RID_Data {
@@ -154,37 +144,35 @@ public:
_FORCE_INLINE_ void instance_change_notify() {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
- while(instances) {
+ while (instances) {
instances->self()->base_changed();
- instances=instances->next();
+ instances = instances->next();
}
}
_FORCE_INLINE_ void instance_material_change_notify() {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
- while(instances) {
+ while (instances) {
instances->self()->base_material_changed();
- instances=instances->next();
+ instances = instances->next();
}
}
_FORCE_INLINE_ void instance_remove_deps() {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
- while(instances) {
+ while (instances) {
SelfList<RasterizerScene::InstanceBase> *next = instances->next();
instances->self()->base_removed();
- instances=next;
+ instances = next;
}
}
-
- Instantiable() { }
+ Instantiable() {}
virtual ~Instantiable() {
-
}
};
@@ -201,7 +189,6 @@ public:
GEOMETRY_MULTISURFACE,
};
-
Type type;
RID material;
uint64_t last_pass;
@@ -210,18 +197,14 @@ public:
virtual void material_changed_notify() {}
Geometry() {
- last_pass=0;
- index=0;
+ last_pass = 0;
+ index = 0;
}
-
};
-
-
-/////////////////////////////////////////////////////////////////////////////////////////
-//////////////////////////////////API////////////////////////////////////////////////////
-/////////////////////////////////////////////////////////////////////////////////////////
-
+ /////////////////////////////////////////////////////////////////////////////////////////
+ //////////////////////////////////API////////////////////////////////////////////////////
+ /////////////////////////////////////////////////////////////////////////////////////////
/* TEXTURE API */
@@ -231,7 +214,7 @@ public:
String path;
uint32_t flags;
- int width,height;
+ int width, height;
int alloc_width, alloc_height;
Image::Format format;
@@ -266,64 +249,62 @@ public:
Texture() {
- using_srgb=false;
- stored_cube_sides=0;
- ignore_mipmaps=false;
- render_target=NULL;
- flags=width=height=0;
- tex_id=0;
- data_size=0;
- format=Image::FORMAT_L8;
- active=false;
- compressed=false;
- total_data_size=0;
- target=GL_TEXTURE_2D;
- mipmaps=0;
- detect_3d=NULL;
- detect_3d_ud=NULL;
- detect_srgb=NULL;
- detect_srgb_ud=NULL;
-
+ using_srgb = false;
+ stored_cube_sides = 0;
+ ignore_mipmaps = false;
+ render_target = NULL;
+ flags = width = height = 0;
+ tex_id = 0;
+ data_size = 0;
+ format = Image::FORMAT_L8;
+ active = false;
+ compressed = false;
+ total_data_size = 0;
+ target = GL_TEXTURE_2D;
+ mipmaps = 0;
+ detect_3d = NULL;
+ detect_3d_ud = NULL;
+ detect_srgb = NULL;
+ detect_srgb_ud = NULL;
}
~Texture() {
- if (tex_id!=0) {
+ if (tex_id != 0) {
- glDeleteTextures(1,&tex_id);
+ glDeleteTextures(1, &tex_id);
}
}
};
mutable RID_Owner<Texture> texture_owner;
- Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags, GLenum& r_gl_format, GLenum& r_gl_internal_format, GLenum &r_type, bool &r_compressed, bool &srgb);
+ Image _get_gl_image_and_format(const Image &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_type, bool &r_compressed, bool &srgb);
virtual RID texture_create();
- virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT);
- virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
- virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
- virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
+ virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
+ virtual void texture_set_data(RID p_texture, const Image &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT);
+ virtual Image texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const;
+ virtual void texture_set_flags(RID p_texture, uint32_t p_flags);
virtual uint32_t texture_get_flags(RID p_texture) const;
virtual Image::Format texture_get_format(RID p_texture) const;
virtual uint32_t texture_get_width(RID p_texture) const;
virtual uint32_t texture_get_height(RID p_texture) const;
- virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
+ virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
- virtual void texture_set_path(RID p_texture,const String& p_path);
+ virtual void texture_set_path(RID p_texture, const String &p_path);
virtual String texture_get_path(RID p_texture) const;
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
- virtual RID texture_create_radiance_cubemap(RID p_source,int p_resolution=-1) const;
+ virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
virtual void textures_keep_original(bool p_enable);
- virtual void texture_set_detect_3d_callback(RID p_texture,VisualServer::TextureDetectCallback p_callback,void* p_userdata);
- virtual void texture_set_detect_srgb_callback(RID p_texture,VisualServer::TextureDetectCallback p_callback,void* p_userdata);
-
+ virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
+ virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
/* SKYBOX API */
@@ -337,7 +318,7 @@ public:
mutable RID_Owner<SkyBox> skybox_owner;
virtual RID skybox_create();
- virtual void skybox_set_texture(RID p_skybox,RID p_cube_map,int p_radiance_size);
+ virtual void skybox_set_texture(RID p_skybox, RID p_cube_map, int p_radiance_size);
/* SHADER API */
@@ -352,9 +333,7 @@ public:
String code;
SelfList<Material>::List materials;
-
-
- Map<StringName,ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
@@ -365,7 +344,7 @@ public:
SelfList<Shader> dirty_list;
- Map<StringName,RID> default_textures;
+ Map<StringName, RID> default_textures;
Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
@@ -434,45 +413,42 @@ public:
struct Particles {
-
} particles;
-
bool uses_vertex_time;
bool uses_fragment_time;
- Shader() : dirty_list(this) {
+ Shader()
+ : dirty_list(this) {
- shader=NULL;
- valid=false;
- custom_code_id=0;
- version=1;
+ shader = NULL;
+ valid = false;
+ custom_code_id = 0;
+ version = 1;
}
};
mutable SelfList<Shader>::List _shader_dirty_list;
- void _shader_make_dirty(Shader* p_shader);
+ void _shader_make_dirty(Shader *p_shader);
mutable RID_Owner<Shader> shader_owner;
- virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_SPATIAL);
+ virtual RID shader_create(VS::ShaderMode p_mode = VS::SHADER_SPATIAL);
- virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
+ virtual void shader_set_mode(RID p_shader, VS::ShaderMode p_mode);
virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
- virtual void shader_set_code(RID p_shader, const String& p_code);
+ virtual void shader_set_code(RID p_shader, const String &p_code);
virtual String shader_get_code(RID p_shader) const;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
- virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
- virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
+ virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
+ virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
- void _update_shader(Shader* p_shader) const;
+ void _update_shader(Shader *p_shader) const;
void update_dirty_shaders();
-
-
/* COMMON MATERIAL API */
struct Material : public RID_Data {
@@ -480,7 +456,7 @@ public:
Shader *shader;
GLuint ubo_id;
uint32_t ubo_size;
- Map<StringName,Variant> params;
+ Map<StringName, Variant> params;
SelfList<Material> list;
SelfList<Material> dirty_list;
Vector<RID> textures;
@@ -489,30 +465,29 @@ public:
uint32_t index;
uint64_t last_pass;
- Map<Geometry*,int> geometry_owners;
- Map<RasterizerScene::InstanceBase*,int> instance_owners;
+ Map<Geometry *, int> geometry_owners;
+ Map<RasterizerScene::InstanceBase *, int> instance_owners;
bool can_cast_shadow_cache;
bool is_animated_cache;
- Material() : list(this), dirty_list(this) {
- can_cast_shadow_cache=false;
- is_animated_cache=false;
- shader=NULL;
- line_width=1.0;
- ubo_id=0;
- ubo_size=0;
- last_pass=0;
+ Material()
+ : list(this), dirty_list(this) {
+ can_cast_shadow_cache = false;
+ is_animated_cache = false;
+ shader = NULL;
+ line_width = 1.0;
+ ubo_id = 0;
+ ubo_size = 0;
+ last_pass = 0;
}
-
};
mutable SelfList<Material>::List _material_dirty_list;
void _material_make_dirty(Material *p_material) const;
- void _material_add_geometry(RID p_material,Geometry *p_instantiable);
+ void _material_add_geometry(RID p_material, Geometry *p_instantiable);
void _material_remove_geometry(RID p_material, Geometry *p_instantiable);
-
mutable RID_Owner<Material> material_owner;
virtual RID material_create();
@@ -520,8 +495,8 @@ public:
virtual void material_set_shader(RID p_material, RID p_shader);
virtual RID material_get_shader(RID p_material) const;
- virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
- virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
+ virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
+ virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
virtual void material_set_line_width(RID p_material, float p_width);
@@ -531,17 +506,12 @@ public:
virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
- void _update_material(Material* material);
+ void _update_material(Material *material);
void update_dirty_materials();
/* MESH API */
-
-
-
-
-
struct Mesh;
struct Surface : public Geometry {
@@ -559,8 +529,6 @@ public:
Attrib attribs[VS::ARRAY_MAX];
-
-
Mesh *mesh;
uint32_t format;
@@ -590,7 +558,6 @@ public:
int array_byte_size;
int index_array_byte_size;
-
VS::PrimitiveType primitive;
bool active;
@@ -602,23 +569,21 @@ public:
Surface() {
- array_byte_size=0;
- index_array_byte_size=0;
- mesh=NULL;
- format=0;
- array_id=0;
- vertex_id=0;
- index_id=0;
- array_len=0;
- type=GEOMETRY_SURFACE;
- primitive=VS::PRIMITIVE_POINTS;
- index_array_len=0;
- active=false;
-
+ array_byte_size = 0;
+ index_array_byte_size = 0;
+ mesh = NULL;
+ format = 0;
+ array_id = 0;
+ vertex_id = 0;
+ index_id = 0;
+ array_len = 0;
+ type = GEOMETRY_SURFACE;
+ primitive = VS::PRIMITIVE_POINTS;
+ index_array_len = 0;
+ active = false;
}
~Surface() {
-
}
};
@@ -627,7 +592,7 @@ public:
struct Mesh : public GeometryOwner {
bool active;
- Vector<Surface*> surfaces;
+ Vector<Surface *> surfaces;
int blend_shape_count;
VS::BlendShapeMode blend_shape_mode;
Rect3 custom_aabb;
@@ -637,17 +602,17 @@ public:
_FORCE_INLINE_ void update_multimeshes() {
SelfList<MultiMesh> *mm = multimeshes.first();
- while(mm) {
+ while (mm) {
mm->self()->instance_material_change_notify();
- mm=mm->next();
+ mm = mm->next();
}
}
Mesh() {
- blend_shape_mode=VS::BLEND_SHAPE_MODE_NORMALIZED;
- blend_shape_count=0;
- last_pass=0;
- active=false;
+ blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED;
+ blend_shape_count = 0;
+ last_pass = 0;
+ active = false;
}
};
@@ -655,13 +620,12 @@ public:
virtual RID mesh_create();
- virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const PoolVector<uint8_t>& p_array,int p_vertex_count,const PoolVector<uint8_t>& p_index_array,int p_index_count,const Rect3& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes=Vector<PoolVector<uint8_t> >(),const Vector<Rect3>& p_bone_aabbs=Vector<Rect3>());
+ virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const Rect3 &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<Rect3> &p_bone_aabbs = Vector<Rect3>());
- virtual void mesh_set_blend_shape_count(RID p_mesh,int p_amount);
+ virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount);
virtual int mesh_get_blend_shape_count(RID p_mesh) const;
-
- virtual void mesh_set_blend_shape_mode(RID p_mesh,VS::BlendShapeMode p_mode);
+ virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
@@ -673,7 +637,6 @@ public:
virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;
-
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
@@ -684,7 +647,7 @@ public:
virtual void mesh_remove_surface(RID p_mesh, int p_surface);
virtual int mesh_get_surface_count(RID p_mesh) const;
- virtual void mesh_set_custom_aabb(RID p_mesh,const Rect3& p_aabb);
+ virtual void mesh_set_custom_aabb(RID p_mesh, const Rect3 &p_aabb);
virtual Rect3 mesh_get_custom_aabb(RID p_mesh) const;
virtual Rect3 mesh_get_aabb(RID p_mesh, RID p_skeleton) const;
@@ -712,16 +675,17 @@ public:
bool dirty_aabb;
bool dirty_data;
- MultiMesh() : update_list(this), mesh_list(this) {
- dirty_aabb=true;
- dirty_data=true;
- xform_floats=0;
- color_floats=0;
- visible_instances=-1;
- size=0;
- buffer=0;
- transform_format=VS::MULTIMESH_TRANSFORM_2D;
- color_format=VS::MULTIMESH_COLOR_NONE;
+ MultiMesh()
+ : update_list(this), mesh_list(this) {
+ dirty_aabb = true;
+ dirty_data = true;
+ xform_floats = 0;
+ color_floats = 0;
+ visible_instances = -1;
+ size = 0;
+ buffer = 0;
+ transform_format = VS::MULTIMESH_TRANSFORM_2D;
+ color_format = VS::MULTIMESH_COLOR_NONE;
}
};
@@ -733,21 +697,21 @@ public:
virtual RID multimesh_create();
- virtual void multimesh_allocate(RID p_multimesh,int p_instances,VS::MultimeshTransformFormat p_transform_format,VS::MultimeshColorFormat p_color_format);
+ virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
- virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
- virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
- virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Transform2D& p_transform);
- virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
+ virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
+ virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
+ virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
+ virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
- virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
- virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const;
- virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
+ virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
+ virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
+ virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
- virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
+ virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
virtual Rect3 multimesh_get_aabb(RID p_multimesh) const;
@@ -773,8 +737,10 @@ public:
int mask;
Rect3 aabb;
- Immediate() { type=GEOMETRY_IMMEDIATE; building=false;}
-
+ Immediate() {
+ type = GEOMETRY_IMMEDIATE;
+ building = false;
+ }
};
Vector3 chunk_vertex;
@@ -787,16 +753,16 @@ public:
mutable RID_Owner<Immediate> immediate_owner;
virtual RID immediate_create();
- virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID());
- virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
- virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
- virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
- virtual void immediate_color(RID p_immediate,const Color& p_color);
- virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
- virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
+ virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID());
+ virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex);
+ virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal);
+ virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent);
+ virtual void immediate_color(RID p_immediate, const Color &p_color);
+ virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv);
+ virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv);
virtual void immediate_end(RID p_immediate);
virtual void immediate_clear(RID p_immediate);
- virtual void immediate_set_material(RID p_immediate,RID p_material);
+ virtual void immediate_set_material(RID p_immediate, RID p_material);
virtual RID immediate_get_material(RID p_immediate) const;
virtual Rect3 immediate_get_aabb(RID p_immediate) const;
@@ -808,12 +774,13 @@ public:
Vector<float> bones; //4x3 or 4x2 depending on what is needed
GLuint ubo;
SelfList<Skeleton> update_list;
- Set<RasterizerScene::InstanceBase*> instances; //instances using skeleton
+ Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
- Skeleton() : update_list(this) {
- size=0;
- use_2d=false;
- ubo=0;
+ Skeleton()
+ : update_list(this) {
+ size = 0;
+ use_2d = false;
+ ubo = 0;
}
};
@@ -824,16 +791,15 @@ public:
void update_dirty_skeletons();
virtual RID skeleton_create();
- virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false);
+ virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
virtual int skeleton_get_bone_count(RID p_skeleton) const;
- virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
- virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone) const;
- virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Transform2D& p_transform);
- virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const;
+ virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
+ virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
+ virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
+ virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
/* Light API */
-
struct Light : Instantiable {
VS::LightType type;
@@ -855,20 +821,19 @@ public:
virtual RID light_create(VS::LightType p_type);
- virtual void light_set_color(RID p_light,const Color& p_color);
- virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value);
- virtual void light_set_shadow(RID p_light,bool p_enabled);
- virtual void light_set_shadow_color(RID p_light,const Color& p_color);
- virtual void light_set_projector(RID p_light,RID p_texture);
- virtual void light_set_negative(RID p_light,bool p_enable);
- virtual void light_set_cull_mask(RID p_light,uint32_t p_mask);
-
+ virtual void light_set_color(RID p_light, const Color &p_color);
+ virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value);
+ virtual void light_set_shadow(RID p_light, bool p_enabled);
+ virtual void light_set_shadow_color(RID p_light, const Color &p_color);
+ virtual void light_set_projector(RID p_light, RID p_texture);
+ virtual void light_set_negative(RID p_light, bool p_enable);
+ virtual void light_set_cull_mask(RID p_light, uint32_t p_mask);
- virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode);
- virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail);
+ virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
+ virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail);
- virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
- virtual void light_directional_set_blend_splits(RID p_light,bool p_enable);
+ virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode);
+ virtual void light_directional_set_blend_splits(RID p_light, bool p_enable);
virtual bool light_directional_get_blend_splits(RID p_light) const;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
@@ -877,7 +842,7 @@ public:
virtual bool light_has_shadow(RID p_light) const;
virtual VS::LightType light_get_type(RID p_light) const;
- virtual float light_get_param(RID p_light,VS::LightParam p_param);
+ virtual float light_get_param(RID p_light, VS::LightParam p_param);
virtual Color light_get_color(RID p_light);
virtual Rect3 light_get_aabb(RID p_light) const;
@@ -899,7 +864,6 @@ public:
bool box_projection;
bool enable_shadows;
uint32_t cull_mask;
-
};
mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
@@ -908,12 +872,12 @@ public:
virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode);
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
- virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color& p_ambient);
+ virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient);
virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy);
virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib);
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance);
- virtual void reflection_probe_set_extents(RID p_probe, const Vector3& p_extents);
- virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset);
+ virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
+ virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
@@ -928,13 +892,10 @@ public:
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const;
virtual bool reflection_probe_renders_shadows(RID p_probe) const;
-
-
-
/* ROOM API */
virtual RID room_create();
- virtual void room_add_bounds(RID p_room, const PoolVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform);
+ virtual void room_add_bounds(RID p_room, const PoolVector<Vector2> &p_convex_polygon, float p_height, const Transform &p_transform);
virtual void room_clear_bounds(RID p_room);
/* PORTAL API */
@@ -943,22 +904,15 @@ public:
// order points outside. (z is 0);
virtual RID portal_create();
- virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
+ virtual void portal_set_shape(RID p_portal, const Vector<Point2> &p_shape);
virtual void portal_set_enabled(RID p_portal, bool p_enabled);
virtual void portal_set_disable_distance(RID p_portal, float p_distance);
- virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
-
-
-
-
-
-
+ virtual void portal_set_disabled_color(RID p_portal, const Color &p_color);
/* GI PROBE API */
struct GIProbe : public Instantiable {
-
Rect3 bounds;
Transform to_cell;
float cell_size;
@@ -973,42 +927,40 @@ public:
uint32_t version;
PoolVector<int> dynamic_data;
-
-
};
mutable RID_Owner<GIProbe> gi_probe_owner;
virtual RID gi_probe_create();
- virtual void gi_probe_set_bounds(RID p_probe,const Rect3& p_bounds);
+ virtual void gi_probe_set_bounds(RID p_probe, const Rect3 &p_bounds);
virtual Rect3 gi_probe_get_bounds(RID p_probe) const;
virtual void gi_probe_set_cell_size(RID p_probe, float p_size);
virtual float gi_probe_get_cell_size(RID p_probe) const;
- virtual void gi_probe_set_to_cell_xform(RID p_probe,const Transform& p_xform);
+ virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform);
virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const;
- virtual void gi_probe_set_dynamic_data(RID p_probe,const PoolVector<int>& p_data);
+ virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data);
virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const;
- virtual void gi_probe_set_dynamic_range(RID p_probe,int p_range);
+ virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range);
virtual int gi_probe_get_dynamic_range(RID p_probe) const;
- virtual void gi_probe_set_energy(RID p_probe,float p_range);
+ virtual void gi_probe_set_energy(RID p_probe, float p_range);
virtual float gi_probe_get_energy(RID p_probe) const;
- virtual void gi_probe_set_bias(RID p_probe,float p_range);
+ virtual void gi_probe_set_bias(RID p_probe, float p_range);
virtual float gi_probe_get_bias(RID p_probe) const;
- virtual void gi_probe_set_propagation(RID p_probe,float p_range);
+ virtual void gi_probe_set_propagation(RID p_probe, float p_range);
virtual float gi_probe_get_propagation(RID p_probe) const;
- virtual void gi_probe_set_interior(RID p_probe,bool p_enable);
+ virtual void gi_probe_set_interior(RID p_probe, bool p_enable);
virtual bool gi_probe_is_interior(RID p_probe) const;
- virtual void gi_probe_set_compress(RID p_probe,bool p_enable);
+ virtual void gi_probe_set_compress(RID p_probe, bool p_enable);
virtual bool gi_probe_is_compressed(RID p_probe) const;
virtual uint32_t gi_probe_get_version(RID p_probe);
@@ -1029,8 +981,8 @@ public:
mutable RID_Owner<GIProbeData> gi_probe_data_owner;
virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const;
- virtual RID gi_probe_dynamic_data_create(int p_width,int p_height,int p_depth,GIProbeCompression p_compression);
- virtual void 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);
+ virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression);
+ virtual void 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);
/* PARTICLES */
@@ -1073,77 +1025,74 @@ public:
Transform origin;
- Particles() : particle_element(this) {
- emitting=false;
- amount=0;
- lifetime=1.0;
- pre_process_time=0.0;
- explosiveness=0.0;
- randomness=0.0;
- use_local_coords=true;
-
- draw_order=VS::PARTICLES_DRAW_ORDER_INDEX;
- emission_shape=VS::PARTICLES_EMSSION_POINT;
- emission_sphere_radius=1.0;
- emission_box_extents=Vector3(1,1,1);
- emission_point_texture=0;
- particle_buffers[0]=0;
- particle_buffers[1]=0;
-
- prev_ticks=0;
-
- glGenBuffers(2,particle_buffers);
+ Particles()
+ : particle_element(this) {
+ emitting = false;
+ amount = 0;
+ lifetime = 1.0;
+ pre_process_time = 0.0;
+ explosiveness = 0.0;
+ randomness = 0.0;
+ use_local_coords = true;
+
+ draw_order = VS::PARTICLES_DRAW_ORDER_INDEX;
+ emission_shape = VS::PARTICLES_EMSSION_POINT;
+ emission_sphere_radius = 1.0;
+ emission_box_extents = Vector3(1, 1, 1);
+ emission_point_texture = 0;
+ particle_buffers[0] = 0;
+ particle_buffers[1] = 0;
+
+ prev_ticks = 0;
+
+ glGenBuffers(2, particle_buffers);
}
~Particles() {
- glDeleteBuffers(2,particle_buffers);
+ glDeleteBuffers(2, particle_buffers);
}
-
-
};
SelfList<Particles>::List particle_update_list;
void update_particles();
-
mutable RID_Owner<Particles> particles_owner;
virtual RID particles_create();
- virtual void particles_set_emitting(RID p_particles,bool p_emitting);
- virtual void particles_set_amount(RID p_particles,int p_amount);
- virtual void particles_set_lifetime(RID p_particles,float p_lifetime);
- virtual void particles_set_pre_process_time(RID p_particles,float p_time);
- virtual void particles_set_explosiveness_ratio(RID p_particles,float p_ratio);
- virtual void particles_set_randomness_ratio(RID p_particles,float p_ratio);
- virtual void particles_set_custom_aabb(RID p_particles,const Rect3& p_aabb);
- virtual void particles_set_gravity(RID p_particles,const Vector3& p_gravity);
- virtual void particles_set_use_local_coordinates(RID p_particles,bool p_enable);
- virtual void particles_set_process_material(RID p_particles,RID p_material);
+ virtual void particles_set_emitting(RID p_particles, bool p_emitting);
+ virtual void particles_set_amount(RID p_particles, int p_amount);
+ virtual void particles_set_lifetime(RID p_particles, float p_lifetime);
+ virtual void particles_set_pre_process_time(RID p_particles, float p_time);
+ virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
+ virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio);
+ virtual void particles_set_custom_aabb(RID p_particles, const Rect3 &p_aabb);
+ virtual void particles_set_gravity(RID p_particles, const Vector3 &p_gravity);
+ virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
+ virtual void particles_set_process_material(RID p_particles, RID p_material);
- virtual void particles_set_emission_shape(RID p_particles,VS::ParticlesEmissionShape p_shape);
- virtual void particles_set_emission_sphere_radius(RID p_particles,float p_radius);
- virtual void particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents);
- virtual void particles_set_emission_points(RID p_particles,const PoolVector<Vector3>& p_points);
+ virtual void particles_set_emission_shape(RID p_particles, VS::ParticlesEmissionShape p_shape);
+ virtual void particles_set_emission_sphere_radius(RID p_particles, float p_radius);
+ virtual void particles_set_emission_box_extents(RID p_particles, const Vector3 &p_extents);
+ virtual void particles_set_emission_points(RID p_particles, const PoolVector<Vector3> &p_points);
+ virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order);
- virtual void particles_set_draw_order(RID p_particles,VS::ParticlesDrawOrder p_order);
-
- virtual void particles_set_draw_passes(RID p_particles,int p_count);
- virtual void particles_set_draw_pass_material(RID p_particles,int p_pass, RID p_material);
- virtual void particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh);
+ virtual void particles_set_draw_passes(RID p_particles, int p_count);
+ virtual void particles_set_draw_pass_material(RID p_particles, int p_pass, RID p_material);
+ virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
virtual Rect3 particles_get_current_aabb(RID p_particles);
/* INSTANCE */
- virtual void instance_add_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance);
- virtual void instance_remove_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance);
+ virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
+ virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
- virtual void instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance);
- virtual void instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance);
+ virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
+ virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
/* RENDER TARGET */
@@ -1180,7 +1129,10 @@ public:
GLuint color;
int levels;
- MipMaps() { color=0; levels=0;}
+ MipMaps() {
+ color = 0;
+ levels = 0;
+ }
};
MipMaps mip_maps[2]; //first mipmap chain starts from full-screen
@@ -1194,7 +1146,11 @@ public:
Vector<GLuint> depth_mipmap_fbos; //fbos for depth mipmapsla ver
- SSAO() { blur_fbo[0]=0; blur_fbo[1]=0; linear_depth=0; }
+ SSAO() {
+ blur_fbo[0] = 0;
+ blur_fbo[1] = 0;
+ linear_depth = 0;
+ }
} ssao;
Effects() {}
@@ -1205,12 +1161,12 @@ public:
GLuint fbo;
GLuint color;
- Exposure() { fbo=0; }
+ Exposure() { fbo = 0; }
} exposure;
uint64_t last_exposure_tick;
- int width,height;
+ int width, height;
bool flags[RENDER_TARGET_FLAG_MAX];
@@ -1221,23 +1177,22 @@ public:
RenderTarget() {
- msaa=VS::VIEWPORT_MSAA_DISABLED;
- width=0;
- height=0;
- depth=0;
- fbo=0;
- exposure.fbo=0;
- buffers.fbo=0;
- used_in_frame=false;
-
-
- flags[RENDER_TARGET_VFLIP]=false;
- flags[RENDER_TARGET_TRANSPARENT]=false;
- flags[RENDER_TARGET_NO_3D]=false;
- flags[RENDER_TARGET_HDR]=true;
- flags[RENDER_TARGET_NO_SAMPLING]=false;
-
- last_exposure_tick=0;
+ msaa = VS::VIEWPORT_MSAA_DISABLED;
+ width = 0;
+ height = 0;
+ depth = 0;
+ fbo = 0;
+ exposure.fbo = 0;
+ buffers.fbo = 0;
+ used_in_frame = false;
+
+ flags[RENDER_TARGET_VFLIP] = false;
+ flags[RENDER_TARGET_TRANSPARENT] = false;
+ flags[RENDER_TARGET_NO_3D] = false;
+ flags[RENDER_TARGET_HDR] = true;
+ flags[RENDER_TARGET_NO_SAMPLING] = false;
+
+ last_exposure_tick = 0;
}
};
@@ -1247,12 +1202,12 @@ public:
void _render_target_allocate(RenderTarget *rt);
virtual RID render_target_create();
- virtual void render_target_set_size(RID p_render_target,int p_width, int p_height);
+ virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
- virtual void render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value);
+ virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
virtual bool render_target_renedered_in_frame(RID p_render_target);
- virtual void render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa);
+ virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa);
/* CANVAS SHADOW */
@@ -1282,13 +1237,12 @@ public:
RID_Owner<CanvasOccluder> canvas_occluder_owner;
virtual RID canvas_light_occluder_create();
- virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2>& p_lines);
+ virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines);
virtual VS::InstanceType get_base_type(RID p_rid) const;
virtual bool free(RID p_rid);
-
struct Frame {
RenderTarget *current_rt;
@@ -1305,12 +1259,11 @@ public:
void initialize();
void finalize();
- virtual bool has_os_feature(const String& p_feature) const;
+ virtual bool has_os_feature(const String &p_feature) const;
virtual void update_dirty_resources();
RasterizerStorageGLES3();
};
-
#endif // RASTERIZERSTORAGEGLES3_H