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-rw-r--r--drivers/gles3/storage/canvas_texture_storage.cpp96
-rw-r--r--drivers/gles3/storage/canvas_texture_storage.h87
-rw-r--r--drivers/gles3/storage/config.cpp144
-rw-r--r--drivers/gles3/storage/config.h66
-rw-r--r--drivers/gles3/storage/decal_atlas_storage.cpp75
-rw-r--r--drivers/gles3/storage/decal_atlas_storage.h67
-rw-r--r--drivers/gles3/storage/light_storage.cpp579
-rw-r--r--drivers/gles3/storage/light_storage.h347
-rw-r--r--drivers/gles3/storage/material_storage.cpp3868
-rw-r--r--drivers/gles3/storage/material_storage.h652
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp1340
-rw-r--r--drivers/gles3/storage/mesh_storage.h408
-rw-r--r--drivers/gles3/storage/particles_storage.cpp254
-rw-r--r--drivers/gles3/storage/particles_storage.h140
-rw-r--r--drivers/gles3/storage/render_target_storage.h132
-rw-r--r--drivers/gles3/storage/texture_storage.cpp1464
-rw-r--r--drivers/gles3/storage/texture_storage.h514
-rw-r--r--drivers/gles3/storage/utilities.cpp353
-rw-r--r--drivers/gles3/storage/utilities.h159
19 files changed, 8658 insertions, 2087 deletions
diff --git a/drivers/gles3/storage/canvas_texture_storage.cpp b/drivers/gles3/storage/canvas_texture_storage.cpp
deleted file mode 100644
index fe12700c21..0000000000
--- a/drivers/gles3/storage/canvas_texture_storage.cpp
+++ /dev/null
@@ -1,96 +0,0 @@
-/*************************************************************************/
-/* canvas_texture_storage.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifdef GLES3_ENABLED
-
-#include "canvas_texture_storage.h"
-
-using namespace GLES3;
-
-CanvasTextureStorage *CanvasTextureStorage::singleton = nullptr;
-
-CanvasTextureStorage *CanvasTextureStorage::get_singleton() {
- return singleton;
-}
-
-CanvasTextureStorage::CanvasTextureStorage() {
- singleton = this;
-}
-
-CanvasTextureStorage::~CanvasTextureStorage() {
- singleton = nullptr;
-}
-
-RID CanvasTextureStorage::canvas_texture_allocate() {
- return canvas_texture_owner.allocate_rid();
-}
-
-void CanvasTextureStorage::canvas_texture_initialize(RID p_rid) {
- canvas_texture_owner.initialize_rid(p_rid);
-}
-
-void CanvasTextureStorage::canvas_texture_free(RID p_rid) {
- canvas_texture_owner.free(p_rid);
-}
-
-void CanvasTextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
- CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
- switch (p_channel) {
- case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
- ct->diffuse = p_texture;
- } break;
- case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
- ct->normal_map = p_texture;
- } break;
- case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
- ct->specular = p_texture;
- } break;
- }
-}
-
-void CanvasTextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
- CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
- ct->specular_color.r = p_specular_color.r;
- ct->specular_color.g = p_specular_color.g;
- ct->specular_color.b = p_specular_color.b;
- ct->specular_color.a = p_shininess;
-}
-
-void CanvasTextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
- CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
- ct->texture_filter = p_filter;
-}
-
-void CanvasTextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
- CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
- ct->texture_repeat = p_repeat;
-}
-
-#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/canvas_texture_storage.h b/drivers/gles3/storage/canvas_texture_storage.h
deleted file mode 100644
index 5930e927fe..0000000000
--- a/drivers/gles3/storage/canvas_texture_storage.h
+++ /dev/null
@@ -1,87 +0,0 @@
-/*************************************************************************/
-/* canvas_texture_storage.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef CANVAS_TEXTURE_STORAGE_GLES3_H
-#define CANVAS_TEXTURE_STORAGE_GLES3_H
-
-#ifdef GLES3_ENABLED
-
-#include "core/templates/rid_owner.h"
-#include "servers/rendering/storage/canvas_texture_storage.h"
-
-namespace GLES3 {
-
-struct CanvasTexture {
- RID diffuse;
- RID normal_map;
- RID specular;
- Color specular_color = Color(1, 1, 1, 1);
- float shininess = 1.0;
-
- RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
- RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
-
- Size2i size_cache = Size2i(1, 1);
- bool use_normal_cache = false;
- bool use_specular_cache = false;
- bool cleared_cache = true;
-};
-
-class CanvasTextureStorage : public RendererCanvasTextureStorage {
-private:
- static CanvasTextureStorage *singleton;
-
- RID_Owner<CanvasTexture, true> canvas_texture_owner;
-
-public:
- static CanvasTextureStorage *get_singleton();
-
- CanvasTextureStorage();
- virtual ~CanvasTextureStorage();
-
- CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
- bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
-
- virtual RID canvas_texture_allocate() override;
- virtual void canvas_texture_initialize(RID p_rid) override;
- virtual void canvas_texture_free(RID p_rid) override;
-
- virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
- virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
-
- virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
- virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
-};
-
-} // namespace GLES3
-
-#endif // !GLES3_ENABLED
-
-#endif // !CANVAS_TEXTURE_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index 1f66401427..30b5919526 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -31,126 +31,98 @@
#ifdef GLES3_ENABLED
#include "config.h"
+#include "core/config/project_settings.h"
#include "core/templates/vector.h"
using namespace GLES3;
+#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+
Config *Config::singleton = nullptr;
Config::Config() {
singleton = this;
- should_orphan = true;
-}
-Config::~Config() {
- singleton = nullptr;
-}
-
-void Config::initialize() {
{
- const GLubyte *extension_string = glGetString(GL_EXTENSIONS);
-
- Vector<String> exts = String((const char *)extension_string).split(" ");
-
- for (int i = 0; i < exts.size(); i++) {
- extensions.insert(exts[i]);
+ GLint max_extensions = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions);
+ for (int i = 0; i < max_extensions; i++) {
+ const GLubyte *s = glGetStringi(GL_EXTENSIONS, i);
+ if (!s) {
+ break;
+ }
+ extensions.insert((const char *)s);
}
}
- keep_original_textures = true; // false
- shrink_textures_x2 = false;
- depth_internalformat = GL_DEPTH_COMPONENT;
- depth_type = GL_UNSIGNED_INT;
-
+ bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
#ifdef GLES_OVER_GL
float_texture_supported = true;
+ etc2_supported = false;
s3tc_supported = true;
- etc_supported = false;
- support_npot_repeat_mipmap = true;
- depth_buffer_internalformat = GL_DEPTH_COMPONENT24;
+ rgtc_supported = true; //RGTC - core since OpenGL version 3.0
#else
float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
- s3tc_supported = extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
- etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || extensions.has("WEBGL_compressed_texture_etc1");
- support_npot_repeat_mipmap = extensions.has("GL_OES_texture_npot");
-
-#ifdef JAVASCRIPT_ENABLED
- // RenderBuffer internal format must be 16 bits in WebGL,
- // but depth_texture should default to 32 always
- // if the implementation doesn't support 32, it should just quietly use 16 instead
- // https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
- depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
- depth_type = GL_UNSIGNED_INT;
+ etc2_supported = true;
+#if defined(ANDROID_ENABLED) || defined(IPHONE_ENABLED)
+ // Some Android devices report support for S3TC but we don't expect that and don't export the textures.
+ // This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
+ // For good measure we do the same hack for iOS, just in case.
+ s3tc_supported = false;
#else
- // on mobile check for 24 bit depth support for RenderBufferStorage
- if (extensions.has("GL_OES_depth24")) {
- depth_buffer_internalformat = _DEPTH_COMPONENT24_OES;
- depth_type = GL_UNSIGNED_INT;
- } else {
- depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
- depth_type = GL_UNSIGNED_SHORT;
- }
-#endif
+ s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
#endif
-
-#ifdef GLES_OVER_GL
- //TODO: causes huge problems with desktop video drivers. Making false for now, needs to be true to render SCREEN_TEXTURE mipmaps
- render_to_mipmap_supported = false;
-#else
- //check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms
- render_to_mipmap_supported = extensions.has("GL_OES_fbo_render_mipmap") && extensions.has("GL_EXT_texture_lod");
+ rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
#endif
#ifdef GLES_OVER_GL
use_rgba_2d_shadows = false;
- support_depth_texture = true;
- use_rgba_3d_shadows = false;
- support_depth_cubemaps = true;
#else
use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg"));
- support_depth_texture = extensions.has("GL_OES_depth_texture") || extensions.has("WEBGL_depth_texture");
- use_rgba_3d_shadows = !support_depth_texture;
- support_depth_cubemaps = extensions.has("GL_OES_depth_texture_cube_map");
#endif
-#ifdef GLES_OVER_GL
- support_32_bits_indices = true;
-#else
- support_32_bits_indices = extensions.has("GL_OES_element_index_uint");
-#endif
+ glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
-#ifdef GLES_OVER_GL
- support_write_depth = true;
-#elif defined(JAVASCRIPT_ENABLED)
- support_write_depth = false;
-#else
- support_write_depth = extensions.has("GL_EXT_frag_depth");
-#endif
+ // the use skeleton software path should be used if either float texture is not supported,
+ // OR max_vertex_texture_image_units is zero
+ use_skeleton_software = (float_texture_supported == false) || (max_vertex_texture_image_units == 0);
- support_half_float_vertices = true;
-//every platform should support this except web, iOS has issues with their support, so add option to disable
-#ifdef JAVASCRIPT_ENABLED
- support_half_float_vertices = false;
-#endif
- bool disable_half_float = false; //GLOBAL_GET("rendering/opengl/compatibility/disable_half_float");
- if (disable_half_float) {
- support_half_float_vertices = false;
+ support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
+ if (support_anisotropic_filter) {
+ glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
+ anisotropic_level = MIN(float(1 << int(ProjectSettings::get_singleton()->get("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
}
- etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
- latc_supported = extensions.has("GL_EXT_texture_compression_latc");
- bptc_supported = extensions.has("GL_ARB_texture_compression_bptc");
- rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
- bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
- srgb_decode_supported = extensions.has("GL_EXT_texture_sRGB_decode");
+ force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
+ use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
+
+ use_depth_prepass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable"));
+ if (use_depth_prepass) {
+ String vendors = GLOBAL_GET("rendering/driver/depth_prepass/disable_for_vendors");
+ Vector<String> vendor_match = vendors.split(",");
+ String renderer = (const char *)glGetString(GL_RENDERER);
+ for (int i = 0; i < vendor_match.size(); i++) {
+ String v = vendor_match[i].strip_edges();
+ if (v == String()) {
+ continue;
+ }
+
+ if (renderer.findn(v) != -1) {
+ use_depth_prepass = false;
+ }
+ }
+ }
- glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
- glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
- glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
+ max_renderable_elements = GLOBAL_GET("rendering/limits/opengl/max_renderable_elements");
+ max_renderable_lights = GLOBAL_GET("rendering/limits/opengl/max_renderable_lights");
+ max_lights_per_object = GLOBAL_GET("rendering/limits/opengl/max_lights_per_object");
+}
- force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
- use_fast_texture_filter = false; //GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter");
- // should_orphan = GLOBAL_GET("rendering/options/api_usage_legacy/orphan_buffers");
+Config::~Config() {
+ singleton = nullptr;
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h
index 25bd3fd9a1..b83c83f425 100644
--- a/drivers/gles3/storage/config.h
+++ b/drivers/gles3/storage/config.h
@@ -34,7 +34,7 @@
#ifdef GLES3_ENABLED
#include "core/string/ustring.h"
-#include "core/templates/set.h"
+#include "core/templates/hash_set.h"
// This must come first to avoid windows.h mess
#include "platform_config.h"
@@ -51,63 +51,43 @@ private:
static Config *singleton;
public:
- bool shrink_textures_x2;
- bool use_fast_texture_filter;
- bool use_skeleton_software;
-
- int max_vertex_texture_image_units;
- int max_texture_image_units;
- int max_texture_size;
+ bool use_nearest_mip_filter = false;
+ bool use_skeleton_software = false;
+ bool use_depth_prepass = true;
+ bool use_rgba_2d_shadows = false;
+
+ int max_vertex_texture_image_units = 0;
+ int max_texture_image_units = 0;
+ int max_texture_size = 0;
+ int max_uniform_buffer_size = 0;
+ int max_renderable_elements = 0;
+ int max_renderable_lights = 0;
+ int max_lights_per_object = 0;
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
- Set<String> extensions;
-
- bool float_texture_supported;
- bool s3tc_supported;
- bool latc_supported;
- bool rgtc_supported;
- bool bptc_supported;
- bool etc_supported;
- bool etc2_supported;
- bool srgb_decode_supported;
-
- bool keep_original_textures;
-
- bool force_vertex_shading;
-
- bool use_rgba_2d_shadows;
- bool use_rgba_3d_shadows;
-
- bool support_32_bits_indices;
- bool support_write_depth;
- bool support_half_float_vertices;
- bool support_npot_repeat_mipmap;
- bool support_depth_texture;
- bool support_depth_cubemaps;
-
- bool support_shadow_cubemaps;
+ HashSet<String> extensions;
- bool render_to_mipmap_supported;
+ bool float_texture_supported = false;
+ bool s3tc_supported = false;
+ bool rgtc_supported = false;
+ bool bptc_supported = false;
+ bool etc2_supported = false;
- GLuint depth_internalformat;
- GLuint depth_type;
- GLuint depth_buffer_internalformat;
+ bool force_vertex_shading = false;
- // in some cases the legacy render didn't orphan. We will mark these
- // so the user can switch orphaning off for them.
- bool should_orphan = true;
+ bool support_anisotropic_filter = false;
+ float anisotropic_level = 0.0f;
static Config *get_singleton() { return singleton; };
Config();
~Config();
- void initialize();
};
} // namespace GLES3
#endif // GLES3_ENABLED
-#endif // !CONFIG_GLES3_H
+#endif // CONFIG_GLES3_H
diff --git a/drivers/gles3/storage/decal_atlas_storage.cpp b/drivers/gles3/storage/decal_atlas_storage.cpp
deleted file mode 100644
index 7bac34ea19..0000000000
--- a/drivers/gles3/storage/decal_atlas_storage.cpp
+++ /dev/null
@@ -1,75 +0,0 @@
-/*************************************************************************/
-/* decal_atlas_storage.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifdef GLES3_ENABLED
-
-#include "decal_atlas_storage.h"
-
-using namespace GLES3;
-
-RID DecalAtlasStorage::decal_allocate() {
- return RID();
-}
-
-void DecalAtlasStorage::decal_initialize(RID p_rid) {
-}
-
-void DecalAtlasStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
-}
-
-void DecalAtlasStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
-}
-
-void DecalAtlasStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
-}
-
-void DecalAtlasStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
-}
-
-void DecalAtlasStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
-}
-
-void DecalAtlasStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
-}
-
-void DecalAtlasStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
-}
-
-void DecalAtlasStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
-}
-
-void DecalAtlasStorage::decal_set_normal_fade(RID p_decal, float p_fade) {
-}
-
-AABB DecalAtlasStorage::decal_get_aabb(RID p_decal) const {
- return AABB();
-}
-
-#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/decal_atlas_storage.h b/drivers/gles3/storage/decal_atlas_storage.h
deleted file mode 100644
index f5dc36b1fb..0000000000
--- a/drivers/gles3/storage/decal_atlas_storage.h
+++ /dev/null
@@ -1,67 +0,0 @@
-/*************************************************************************/
-/* decal_atlas_storage.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef DECAL_ATLAS_STORAGE_GLES3_H
-#define DECAL_ATLAS_STORAGE_GLES3_H
-
-#ifdef GLES3_ENABLED
-
-#include "core/templates/rid_owner.h"
-#include "servers/rendering/storage/decal_atlas_storage.h"
-
-namespace GLES3 {
-
-class DecalAtlasStorage : public RendererDecalAtlasStorage {
-public:
- virtual RID decal_allocate() override;
- virtual void decal_initialize(RID p_rid) override;
- virtual void decal_free(RID p_rid) override{};
-
- virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
- virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
- virtual void decal_set_emission_energy(RID p_decal, float p_energy) override;
- virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override;
- virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
- virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
- virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
- virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override;
- virtual void decal_set_normal_fade(RID p_decal, float p_fade) override;
-
- virtual AABB decal_get_aabb(RID p_decal) const override;
-
- virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
- virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
-};
-
-} // namespace GLES3
-
-#endif // !GLES3_ENABLED
-
-#endif // !DECAL_ATLAS_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/light_storage.cpp b/drivers/gles3/storage/light_storage.cpp
new file mode 100644
index 0000000000..22578c9e91
--- /dev/null
+++ b/drivers/gles3/storage/light_storage.cpp
@@ -0,0 +1,579 @@
+/*************************************************************************/
+/* light_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifdef GLES3_ENABLED
+
+#include "light_storage.h"
+#include "config.h"
+#include "texture_storage.h"
+
+using namespace GLES3;
+
+LightStorage *LightStorage::singleton = nullptr;
+
+LightStorage *LightStorage::get_singleton() {
+ return singleton;
+}
+
+LightStorage::LightStorage() {
+ singleton = this;
+}
+
+LightStorage::~LightStorage() {
+ singleton = nullptr;
+}
+
+/* Light API */
+
+void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
+ Light light;
+ light.type = p_type;
+
+ light.param[RS::LIGHT_PARAM_ENERGY] = 1.0;
+ light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
+ light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
+ light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
+ light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
+ light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0;
+ light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
+ light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
+ light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
+ light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
+ light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
+ light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
+ light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
+ light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
+ light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;
+ light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
+
+ light_owner.initialize_rid(p_light, light);
+}
+
+RID LightStorage::directional_light_allocate() {
+ return light_owner.allocate_rid();
+}
+
+void LightStorage::directional_light_initialize(RID p_rid) {
+ _light_initialize(p_rid, RS::LIGHT_DIRECTIONAL);
+}
+
+RID LightStorage::omni_light_allocate() {
+ return light_owner.allocate_rid();
+}
+
+void LightStorage::omni_light_initialize(RID p_rid) {
+ _light_initialize(p_rid, RS::LIGHT_OMNI);
+}
+
+RID LightStorage::spot_light_allocate() {
+ return light_owner.allocate_rid();
+}
+
+void LightStorage::spot_light_initialize(RID p_rid) {
+ _light_initialize(p_rid, RS::LIGHT_SPOT);
+}
+
+void LightStorage::light_free(RID p_rid) {
+ light_set_projector(p_rid, RID()); //clear projector
+
+ // delete the texture
+ Light *light = light_owner.get_or_null(p_rid);
+ light->dependency.deleted_notify(p_rid);
+ light_owner.free(p_rid);
+}
+
+void LightStorage::light_set_color(RID p_light, const Color &p_color) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->color = p_color;
+}
+
+void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+ ERR_FAIL_INDEX(p_param, RS::LIGHT_PARAM_MAX);
+
+ if (light->param[p_param] == p_value) {
+ return;
+ }
+
+ switch (p_param) {
+ case RS::LIGHT_PARAM_RANGE:
+ case RS::LIGHT_PARAM_SPOT_ANGLE:
+ case RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
+ case RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
+ case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
+ case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
+ case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
+ case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
+ case RS::LIGHT_PARAM_SHADOW_BIAS: {
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+ } break;
+ case RS::LIGHT_PARAM_SIZE: {
+ if ((light->param[p_param] > CMP_EPSILON) != (p_value > CMP_EPSILON)) {
+ //changing from no size to size and the opposite
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
+ }
+ } break;
+ default: {
+ }
+ }
+
+ light->param[p_param] = p_value;
+}
+
+void LightStorage::light_set_shadow(RID p_light, bool p_enabled) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+ light->shadow = p_enabled;
+
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+void LightStorage::light_set_projector(RID p_light, RID p_texture) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ if (light->projector == p_texture) {
+ return;
+ }
+
+ if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) {
+ texture_storage->texture_remove_from_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
+ }
+
+ light->projector = p_texture;
+
+ if (light->type != RS::LIGHT_DIRECTIONAL) {
+ if (light->projector.is_valid()) {
+ texture_storage->texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
+ }
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
+ }
+}
+
+void LightStorage::light_set_negative(RID p_light, bool p_enable) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->negative = p_enable;
+}
+
+void LightStorage::light_set_cull_mask(RID p_light, uint32_t p_mask) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->cull_mask = p_mask;
+
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+void LightStorage::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->distance_fade = p_enabled;
+ light->distance_fade_begin = p_begin;
+ light->distance_fade_shadow = p_shadow;
+ light->distance_fade_length = p_length;
+}
+
+void LightStorage::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->reverse_cull = p_enabled;
+
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->bake_mode = p_bake_mode;
+
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->omni_shadow_mode = p_mode;
+
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+RS::LightOmniShadowMode LightStorage::light_omni_get_shadow_mode(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_OMNI_SHADOW_CUBE);
+
+ return light->omni_shadow_mode;
+}
+
+void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_shadow_mode = p_mode;
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_blend_splits = p_enable;
+ light->version++;
+ light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
+}
+
+bool LightStorage::light_directional_get_blend_splits(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, false);
+
+ return light->directional_blend_splits;
+}
+
+void LightStorage::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
+
+ light->directional_sky_mode = p_mode;
+}
+
+RS::LightDirectionalSkyMode LightStorage::light_directional_get_sky_mode(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
+
+ return light->directional_sky_mode;
+}
+
+RS::LightDirectionalShadowMode LightStorage::light_directional_get_shadow_mode(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
+
+ return light->directional_shadow_mode;
+}
+
+RS::LightBakeMode LightStorage::light_get_bake_mode(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_BAKE_DISABLED);
+
+ return light->bake_mode;
+}
+
+uint64_t LightStorage::light_get_version(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, 0);
+
+ return light->version;
+}
+
+AABB LightStorage::light_get_aabb(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, AABB());
+
+ switch (light->type) {
+ case RS::LIGHT_SPOT: {
+ float len = light->param[RS::LIGHT_PARAM_RANGE];
+ float size = Math::tan(Math::deg2rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
+ return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
+ };
+ case RS::LIGHT_OMNI: {
+ float r = light->param[RS::LIGHT_PARAM_RANGE];
+ return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
+ };
+ case RS::LIGHT_DIRECTIONAL: {
+ return AABB();
+ };
+ }
+
+ ERR_FAIL_V(AABB());
+}
+
+/* PROBE API */
+
+RID LightStorage::reflection_probe_allocate() {
+ return RID();
+}
+
+void LightStorage::reflection_probe_initialize(RID p_rid) {
+}
+
+void LightStorage::reflection_probe_free(RID p_rid) {
+}
+
+void LightStorage::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {
+}
+
+void LightStorage::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
+}
+
+void LightStorage::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) {
+}
+
+void LightStorage::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) {
+}
+
+void LightStorage::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) {
+}
+
+void LightStorage::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
+}
+
+void LightStorage::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
+}
+
+void LightStorage::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
+}
+
+void LightStorage::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
+}
+
+void LightStorage::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
+}
+
+void LightStorage::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
+}
+
+void LightStorage::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
+}
+
+void LightStorage::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
+}
+
+AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const {
+ return AABB();
+}
+
+RS::ReflectionProbeUpdateMode LightStorage::reflection_probe_get_update_mode(RID p_probe) const {
+ return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE;
+}
+
+uint32_t LightStorage::reflection_probe_get_cull_mask(RID p_probe) const {
+ return 0;
+}
+
+Vector3 LightStorage::reflection_probe_get_extents(RID p_probe) const {
+ return Vector3();
+}
+
+Vector3 LightStorage::reflection_probe_get_origin_offset(RID p_probe) const {
+ return Vector3();
+}
+
+float LightStorage::reflection_probe_get_origin_max_distance(RID p_probe) const {
+ return 0.0;
+}
+
+bool LightStorage::reflection_probe_renders_shadows(RID p_probe) const {
+ return false;
+}
+
+void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) {
+}
+
+float LightStorage::reflection_probe_get_mesh_lod_threshold(RID p_probe) const {
+ return 0.0;
+}
+
+/* LIGHTMAP CAPTURE */
+
+RID LightStorage::lightmap_allocate() {
+ return RID();
+}
+
+void LightStorage::lightmap_initialize(RID p_rid) {
+}
+
+void LightStorage::lightmap_free(RID p_rid) {
+}
+
+void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
+}
+
+void LightStorage::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) {
+}
+
+void LightStorage::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) {
+}
+
+void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) {
+}
+
+PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const {
+ return PackedVector3Array();
+}
+
+PackedColorArray LightStorage::lightmap_get_probe_capture_sh(RID p_lightmap) const {
+ return PackedColorArray();
+}
+
+PackedInt32Array LightStorage::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const {
+ return PackedInt32Array();
+}
+
+PackedInt32Array LightStorage::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const {
+ return PackedInt32Array();
+}
+
+AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const {
+ return AABB();
+}
+
+void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
+}
+
+bool LightStorage::lightmap_is_interior(RID p_lightmap) const {
+ return false;
+}
+
+void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) {
+}
+
+float LightStorage::lightmap_get_probe_capture_update_speed() const {
+ return 0;
+}
+
+/* LIGHT SHADOW MAPPING */
+/*
+
+RID LightStorage::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 LightStorage::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) {
+ CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
+ ERR_FAIL_COND(!co);
+
+ co->lines = p_lines;
+
+ if (p_lines.size() != co->len) {
+ if (co->index_id) {
+ glDeleteBuffers(1, &co->index_id);
+ } if (co->vertex_id) {
+ glDeleteBuffers(1, &co->vertex_id);
+ }
+
+ co->index_id = 0;
+ co->vertex_id = 0;
+ co->len = 0;
+ }
+
+ if (p_lines.size()) {
+ PoolVector<float> geometry;
+ PoolVector<uint16_t> indices;
+ int lc = p_lines.size();
+
+ geometry.resize(lc * 6);
+ indices.resize(lc * 3);
+
+ PoolVector<float>::Write vw = geometry.write();
+ PoolVector<uint16_t>::Write iw = indices.write();
+
+ PoolVector<Vector2>::Read lr = p_lines.read();
+
+ const int POLY_HEIGHT = 16384;
+
+ for (int i = 0; i < lc / 2; i++) {
+ vw[i * 12 + 0] = lr[i * 2 + 0].x;
+ vw[i * 12 + 1] = lr[i * 2 + 0].y;
+ vw[i * 12 + 2] = POLY_HEIGHT;
+
+ vw[i * 12 + 3] = lr[i * 2 + 1].x;
+ vw[i * 12 + 4] = lr[i * 2 + 1].y;
+ vw[i * 12 + 5] = POLY_HEIGHT;
+
+ vw[i * 12 + 6] = lr[i * 2 + 1].x;
+ vw[i * 12 + 7] = lr[i * 2 + 1].y;
+ vw[i * 12 + 8] = -POLY_HEIGHT;
+
+ vw[i * 12 + 9] = lr[i * 2 + 0].x;
+ vw[i * 12 + 10] = lr[i * 2 + 0].y;
+ vw[i * 12 + 11] = -POLY_HEIGHT;
+
+ iw[i * 6 + 0] = i * 4 + 0;
+ iw[i * 6 + 1] = i * 4 + 1;
+ iw[i * 6 + 2] = i * 4 + 2;
+
+ iw[i * 6 + 3] = i * 4 + 2;
+ iw[i * 6 + 4] = i * 4 + 3;
+ iw[i * 6 + 5] = i * 4 + 0;
+ }
+
+ //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
+
+ if (!co->vertex_id) {
+ glGenBuffers(1, &co->vertex_id);
+ glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
+ } else {
+ glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, lc * 6 * sizeof(real_t), vw.ptr());
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+
+ if (!co->index_id) {
+ glGenBuffers(1, &co->index_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_DYNAMIC_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;
+ }
+}
+*/
+
+#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/light_storage.h b/drivers/gles3/storage/light_storage.h
new file mode 100644
index 0000000000..857a0261fa
--- /dev/null
+++ b/drivers/gles3/storage/light_storage.h
@@ -0,0 +1,347 @@
+/*************************************************************************/
+/* light_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef LIGHT_STORAGE_GLES3_H
+#define LIGHT_STORAGE_GLES3_H
+
+#ifdef GLES3_ENABLED
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/storage/light_storage.h"
+#include "servers/rendering/storage/utilities.h"
+
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
+
+namespace GLES3 {
+
+/* LIGHT */
+
+struct Light {
+ RS::LightType type;
+ float param[RS::LIGHT_PARAM_MAX];
+ Color color = Color(1, 1, 1, 1);
+ RID projector;
+ bool shadow = false;
+ bool negative = false;
+ bool reverse_cull = false;
+ RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
+ uint32_t max_sdfgi_cascade = 2;
+ uint32_t cull_mask = 0xFFFFFFFF;
+ bool distance_fade = false;
+ real_t distance_fade_begin = 40.0;
+ real_t distance_fade_shadow = 50.0;
+ real_t distance_fade_length = 10.0;
+ RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
+ RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
+ bool directional_blend_splits = false;
+ RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
+ uint64_t version = 0;
+
+ Dependency dependency;
+};
+
+/* REFLECTION PROBE */
+
+struct ReflectionProbe {
+ RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
+ int resolution = 256;
+ float intensity = 1.0;
+ RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
+ Color ambient_color;
+ float ambient_color_energy = 1.0;
+ float max_distance = 0;
+ Vector3 extents = Vector3(1, 1, 1);
+ Vector3 origin_offset;
+ bool interior = false;
+ bool box_projection = false;
+ bool enable_shadows = false;
+ uint32_t cull_mask = (1 << 20) - 1;
+ float mesh_lod_threshold = 0.01;
+
+ Dependency dependency;
+};
+
+/* LIGHTMAP */
+
+struct Lightmap {
+ RID light_texture;
+ bool uses_spherical_harmonics = false;
+ bool interior = false;
+ AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
+ int32_t array_index = -1; //unassigned
+ PackedVector3Array points;
+ PackedColorArray point_sh;
+ PackedInt32Array tetrahedra;
+ PackedInt32Array bsp_tree;
+
+ struct BSP {
+ static const int32_t EMPTY_LEAF = INT32_MIN;
+ float plane[4];
+ int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
+ };
+
+ Dependency dependency;
+};
+
+class LightStorage : public RendererLightStorage {
+private:
+ static LightStorage *singleton;
+
+ /* LIGHT */
+ mutable RID_Owner<Light, true> light_owner;
+
+ /* REFLECTION PROBE */
+ mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
+
+ /* LIGHTMAP */
+
+ Vector<RID> lightmap_textures;
+
+ mutable RID_Owner<Lightmap, true> lightmap_owner;
+
+public:
+ static LightStorage *get_singleton();
+
+ LightStorage();
+ virtual ~LightStorage();
+
+ /* Light API */
+
+ Light *get_light(RID p_rid) { return light_owner.get_or_null(p_rid); };
+ bool owns_light(RID p_rid) { return light_owner.owns(p_rid); };
+
+ void _light_initialize(RID p_rid, RS::LightType p_type);
+
+ virtual RID directional_light_allocate() override;
+ virtual void directional_light_initialize(RID p_rid) override;
+ virtual RID omni_light_allocate() override;
+ virtual void omni_light_initialize(RID p_rid) override;
+ virtual RID spot_light_allocate() override;
+ virtual void spot_light_initialize(RID p_rid) override;
+
+ virtual void light_free(RID p_rid) override;
+
+ virtual void light_set_color(RID p_light, const Color &p_color) override;
+ virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override;
+ virtual void light_set_shadow(RID p_light, bool p_enabled) override;
+ virtual void light_set_projector(RID p_light, RID p_texture) override;
+ virtual void light_set_negative(RID p_light, bool p_enable) override;
+ virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) override;
+ virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override;
+ virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override;
+ virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override;
+ virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override {}
+
+ virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override;
+
+ virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
+ virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
+ virtual bool light_directional_get_blend_splits(RID p_light) const override;
+ virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override;
+ virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override;
+
+ virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
+ virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;
+ virtual RS::LightType light_get_type(RID p_light) const override {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return light->type;
+ }
+ virtual AABB light_get_aabb(RID p_light) const override;
+
+ virtual float light_get_param(RID p_light, RS::LightParam p_param) override {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, 0);
+
+ return light->param[p_param];
+ }
+
+ _FORCE_INLINE_ RID light_get_projector(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RID());
+
+ return light->projector;
+ }
+
+ virtual Color light_get_color(RID p_light) override {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, Color());
+
+ return light->color;
+ }
+
+ _FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, 0);
+
+ return light->cull_mask;
+ }
+
+ _FORCE_INLINE_ bool light_is_distance_fade_enabled(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade;
+ }
+
+ _FORCE_INLINE_ float light_get_distance_fade_begin(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade_begin;
+ }
+
+ _FORCE_INLINE_ float light_get_distance_fade_shadow(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade_shadow;
+ }
+
+ _FORCE_INLINE_ float light_get_distance_fade_length(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ return light->distance_fade_length;
+ }
+
+ virtual bool light_has_shadow(RID p_light) const override {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return light->shadow;
+ }
+
+ virtual bool light_has_projector(RID p_light) const override {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return light_owner.owns(light->projector);
+ }
+
+ _FORCE_INLINE_ bool light_is_negative(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return light->negative;
+ }
+
+ _FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, 0.0);
+
+ return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
+ }
+
+ _FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, 0.0);
+
+ return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE];
+ }
+
+ virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override;
+ virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override { return 0; }
+ virtual uint64_t light_get_version(RID p_light) const override;
+
+ /* PROBE API */
+
+ virtual RID reflection_probe_allocate() override;
+ virtual void reflection_probe_initialize(RID p_rid) override;
+ virtual void reflection_probe_free(RID p_rid) override;
+
+ virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override;
+ virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) override;
+ virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override;
+ virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override;
+ virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override;
+ virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) override;
+ virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override;
+ virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override;
+ virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override;
+ virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override;
+ virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override;
+ virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override;
+ virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
+ virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
+ virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
+
+ virtual AABB reflection_probe_get_aabb(RID p_probe) const override;
+ virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
+ virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override;
+ virtual Vector3 reflection_probe_get_extents(RID p_probe) const override;
+ virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const override;
+ virtual float reflection_probe_get_origin_max_distance(RID p_probe) const override;
+ virtual bool reflection_probe_renders_shadows(RID p_probe) const override;
+
+ /* LIGHTMAP CAPTURE */
+
+ virtual RID lightmap_allocate() override;
+ virtual void lightmap_initialize(RID p_rid) override;
+ virtual void lightmap_free(RID p_rid) override;
+
+ virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override;
+ virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override;
+ virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override;
+ virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override;
+ virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override;
+ virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override;
+ virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override;
+ virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override;
+ virtual AABB lightmap_get_aabb(RID p_lightmap) const override;
+ virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override;
+ virtual bool lightmap_is_interior(RID p_lightmap) const override;
+ virtual void lightmap_set_probe_capture_update_speed(float p_speed) override;
+ virtual float lightmap_get_probe_capture_update_speed() const override;
+
+ /* LIGHT SHADOW MAPPING */
+ /*
+ struct CanvasOccluder {
+ RID self;
+
+ GLuint vertex_id; // 0 means, unconfigured
+ GLuint index_id; // 0 means, unconfigured
+ LocalVector<Vector2> lines;
+ int len;
+ };
+
+ RID_Owner<CanvasOccluder> canvas_occluder_owner;
+
+ RID canvas_light_occluder_create();
+ void canvas_light_occluder_set_polylines(RID p_occluder, const LocalVector<Vector2> &p_lines);
+ */
+};
+
+} // namespace GLES3
+
+#endif // GLES3_ENABLED
+
+#endif // LIGHT_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index e519c428d2..26441fc726 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -30,884 +30,3548 @@
#ifdef GLES3_ENABLED
-#include "material_storage.h"
+#include "core/config/project_settings.h"
+
#include "config.h"
+#include "material_storage.h"
#include "texture_storage.h"
#include "drivers/gles3/rasterizer_canvas_gles3.h"
using namespace GLES3;
-MaterialStorage *MaterialStorage::singleton = nullptr;
+///////////////////////////////////////////////////////////////////////////
+// UBI helper functions
+
+_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data) {
+ switch (type) {
+ case ShaderLanguage::TYPE_BOOL: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ const PackedInt32Array &ba = value;
+ int s = ba.size();
+ const int *r = ba.ptr();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = (r[i] != 0) ? 1 : 0;
+ } else {
+ gui[j] = 0;
+ }
+ gui[j + 1] = 0; // ignored
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ bool v = value;
+ gui[0] = v ? 1 : 0;
+ }
+ } break;
+ case ShaderLanguage::TYPE_BVEC2: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ const PackedInt32Array &ba = value;
+ int s = ba.size();
+ const int *r = ba.ptr();
+ int count = 2 * p_array_size;
+
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
+ if (i < s) {
+ gui[j] = r[i] ? 1 : 0;
+ gui[j + 1] = r[i + 1] ? 1 : 0;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ int v = value;
+ gui[0] = v & 1 ? 1 : 0;
+ gui[1] = v & 2 ? 1 : 0;
+ }
+ } break;
+ case ShaderLanguage::TYPE_BVEC3: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ const PackedInt32Array &ba = value;
+ int s = ba.size();
+ const int *r = ba.ptr();
+ int count = 3 * p_array_size;
+
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
+ if (i < s) {
+ gui[j] = r[i] ? 1 : 0;
+ gui[j + 1] = r[i + 1] ? 1 : 0;
+ gui[j + 2] = r[i + 2] ? 1 : 0;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ int v = value;
+ gui[0] = (v & 1) ? 1 : 0;
+ gui[1] = (v & 2) ? 1 : 0;
+ gui[2] = (v & 4) ? 1 : 0;
+ }
+ } break;
+ case ShaderLanguage::TYPE_BVEC4: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ const PackedInt32Array &ba = value;
+ int s = ba.size();
+ const int *r = ba.ptr();
+ int count = 4 * p_array_size;
+
+ for (int i = 0; i < count; i += 4) {
+ if (i < s) {
+ gui[i] = r[i] ? 1 : 0;
+ gui[i + 1] = r[i + 1] ? 1 : 0;
+ gui[i + 2] = r[i + 2] ? 1 : 0;
+ gui[i + 3] = r[i + 3] ? 1 : 0;
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ } else {
+ int v = value;
+ gui[0] = (v & 1) ? 1 : 0;
+ gui[1] = (v & 2) ? 1 : 0;
+ gui[2] = (v & 4) ? 1 : 0;
+ gui[3] = (v & 8) ? 1 : 0;
+ }
+ } break;
+ case ShaderLanguage::TYPE_INT: {
+ int32_t *gui = (int32_t *)data;
+
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ const int *r = iv.ptr();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ } else {
+ gui[j] = 0;
+ }
+ gui[j + 1] = 0; // ignored
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ int v = value;
+ gui[0] = v;
+ }
+ } break;
+ case ShaderLanguage::TYPE_IVEC2: {
+ int32_t *gui = (int32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 2 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ Vector2i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ }
+ } break;
+ case ShaderLanguage::TYPE_IVEC3: {
+ int32_t *gui = (int32_t *)data;
+
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 3 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ gui[j + 2] = r[i + 2];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ Vector3i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ }
+ } break;
+ case ShaderLanguage::TYPE_IVEC4: {
+ int32_t *gui = (int32_t *)data;
+
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 4 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0; i < count; i += 4) {
+ if (i < s) {
+ gui[i] = r[i];
+ gui[i + 1] = r[i + 1];
+ gui[i + 2] = r[i + 2];
+ gui[i + 3] = r[i + 3];
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ } else {
+ Vector4i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UINT: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ const int *r = iv.ptr();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ } else {
+ gui[j] = 0;
+ }
+ gui[j + 1] = 0; // ignored
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ int v = value;
+ gui[0] = v;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC2: {
+ uint32_t *gui = (uint32_t *)data;
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 2 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ Vector2i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC3: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 3 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
+ if (i < s) {
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ gui[j + 2] = r[i + 2];
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ Vector3i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC4: {
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size > 0) {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int count = 4 * p_array_size;
+
+ const int *r = iv.ptr();
+ for (int i = 0; i < count; i++) {
+ if (i < s) {
+ gui[i] = r[i];
+ gui[i + 1] = r[i + 1];
+ gui[i + 2] = r[i + 2];
+ gui[i + 3] = r[i + 3];
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ } else {
+ Vector4i v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
+ }
+ } break;
+ case ShaderLanguage::TYPE_FLOAT: {
+ float *gui = (float *)data;
+
+ if (p_array_size > 0) {
+ const PackedFloat32Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = a[i];
+ } else {
+ gui[j] = 0;
+ }
+ gui[j + 1] = 0; // ignored
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ float v = value;
+ gui[0] = v;
+ }
+ } break;
+ case ShaderLanguage::TYPE_VEC2: {
+ float *gui = (float *)data;
+
+ if (p_array_size > 0) {
+ const PackedVector2Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = a[i].x;
+ gui[j + 1] = a[i].y;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ Vector2 v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ }
+ } break;
+ case ShaderLanguage::TYPE_VEC3: {
+ float *gui = (float *)data;
+
+ if (p_array_size > 0) {
+ if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
+ const PackedColorArray &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ Color color = a[i];
+ gui[j] = color.r;
+ gui[j + 1] = color.g;
+ gui[j + 2] = color.b;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ const PackedVector3Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = a[i].x;
+ gui[j + 1] = a[i].y;
+ gui[j + 2] = a[i].z;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ }
+ } else {
+ if (value.get_type() == Variant::COLOR) {
+ Color v = value;
-MaterialStorage *MaterialStorage::get_singleton() {
- return singleton;
+ gui[0] = v.r;
+ gui[1] = v.g;
+ gui[2] = v.b;
+ } else {
+ Vector3 v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ }
+ }
+ } break;
+ case ShaderLanguage::TYPE_VEC4: {
+ float *gui = (float *)data;
+
+ if (p_array_size > 0) {
+ if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
+ const PackedColorArray &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ Color color = a[i];
+ gui[j] = color.r;
+ gui[j + 1] = color.g;
+ gui[j + 2] = color.b;
+ gui[j + 3] = color.a;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ gui[j + 3] = 0;
+ }
+ }
+ } else {
+ const PackedFloat32Array &a = value;
+ int s = a.size();
+ int count = 4 * p_array_size;
+
+ for (int i = 0; i < count; i += 4) {
+ if (i + 3 < s) {
+ gui[i] = a[i];
+ gui[i + 1] = a[i + 1];
+ gui[i + 2] = a[i + 2];
+ gui[i + 3] = a[i + 3];
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
+ }
+ } else {
+ if (value.get_type() == Variant::COLOR) {
+ Color v = value;
+
+ 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.position.x;
+ gui[1] = v.position.y;
+ gui[2] = v.size.x;
+ gui[3] = v.size.y;
+ } else if (value.get_type() == Variant::QUATERNION) {
+ Quaternion v = value;
+
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
+ } else if (value.get_type() == Variant::VECTOR4) {
+ Vector4 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.z;
+ gui[3] = v.d;
+ }
+ }
+ } break;
+ case ShaderLanguage::TYPE_MAT2: {
+ float *gui = (float *)data;
+
+ if (p_array_size > 0) {
+ const PackedFloat32Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
+ if (i + 3 < s) {
+ gui[j] = a[i];
+ gui[j + 1] = a[i + 1];
+
+ gui[j + 4] = a[i + 2];
+ gui[j + 5] = a[i + 3];
+ } else {
+ gui[j] = 1;
+ gui[j + 1] = 0;
+
+ gui[j + 4] = 0;
+ gui[j + 5] = 1;
+ }
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
+ gui[j + 6] = 0; // ignored
+ gui[j + 7] = 0; // ignored
+ }
+ } else {
+ Transform2D v = value;
+
+ //in std140 members of mat2 are treated as vec4s
+ gui[0] = v.columns[0][0];
+ gui[1] = v.columns[0][1];
+ gui[2] = 0; // ignored
+ gui[3] = 0; // ignored
+
+ gui[4] = v.columns[1][0];
+ gui[5] = v.columns[1][1];
+ gui[6] = 0; // ignored
+ gui[7] = 0; // ignored
+ }
+ } break;
+ case ShaderLanguage::TYPE_MAT3: {
+ float *gui = (float *)data;
+
+ if (p_array_size > 0) {
+ const PackedFloat32Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) {
+ if (i + 8 < s) {
+ gui[j] = a[i];
+ gui[j + 1] = a[i + 1];
+ gui[j + 2] = a[i + 2];
+
+ gui[j + 4] = a[i + 3];
+ gui[j + 5] = a[i + 4];
+ gui[j + 6] = a[i + 5];
+
+ gui[j + 8] = a[i + 6];
+ gui[j + 9] = a[i + 7];
+ gui[j + 10] = a[i + 8];
+ } else {
+ gui[j] = 1;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+
+ gui[j + 4] = 0;
+ gui[j + 5] = 1;
+ gui[j + 6] = 0;
+
+ gui[j + 8] = 0;
+ gui[j + 9] = 0;
+ gui[j + 10] = 1;
+ }
+ gui[j + 3] = 0; // ignored
+ gui[j + 7] = 0; // ignored
+ gui[j + 11] = 0; // ignored
+ }
+ } else {
+ Basis v = value;
+ gui[0] = v.rows[0][0];
+ gui[1] = v.rows[1][0];
+ gui[2] = v.rows[2][0];
+ gui[3] = 0; // ignored
+
+ gui[4] = v.rows[0][1];
+ gui[5] = v.rows[1][1];
+ gui[6] = v.rows[2][1];
+ gui[7] = 0; // ignored
+
+ gui[8] = v.rows[0][2];
+ gui[9] = v.rows[1][2];
+ gui[10] = v.rows[2][2];
+ gui[11] = 0; // ignored
+ }
+ } break;
+ case ShaderLanguage::TYPE_MAT4: {
+ float *gui = (float *)data;
+
+ if (p_array_size > 0) {
+ const PackedFloat32Array &a = value;
+ int s = a.size();
+
+ for (int i = 0; i < p_array_size * 16; i += 16) {
+ if (i + 15 < s) {
+ gui[i] = a[i];
+ gui[i + 1] = a[i + 1];
+ gui[i + 2] = a[i + 2];
+ gui[i + 3] = a[i + 3];
+
+ gui[i + 4] = a[i + 4];
+ gui[i + 5] = a[i + 5];
+ gui[i + 6] = a[i + 6];
+ gui[i + 7] = a[i + 7];
+
+ gui[i + 8] = a[i + 8];
+ gui[i + 9] = a[i + 9];
+ gui[i + 10] = a[i + 10];
+ gui[i + 11] = a[i + 11];
+
+ gui[i + 12] = a[i + 12];
+ gui[i + 13] = a[i + 13];
+ gui[i + 14] = a[i + 14];
+ gui[i + 15] = a[i + 15];
+ } else {
+ gui[i] = 1;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+
+ gui[i + 4] = 0;
+ gui[i + 5] = 1;
+ gui[i + 6] = 0;
+ gui[i + 7] = 0;
+
+ gui[i + 8] = 0;
+ gui[i + 9] = 0;
+ gui[i + 10] = 1;
+ gui[i + 11] = 0;
+
+ gui[i + 12] = 0;
+ gui[i + 13] = 0;
+ gui[i + 14] = 0;
+ gui[i + 15] = 1;
+ }
+ }
+ } else if (value.get_type() == Variant::TRANSFORM3D) {
+ Transform3D v = value;
+ gui[0] = v.basis.rows[0][0];
+ gui[1] = v.basis.rows[1][0];
+ gui[2] = v.basis.rows[2][0];
+ gui[3] = 0;
+
+ gui[4] = v.basis.rows[0][1];
+ gui[5] = v.basis.rows[1][1];
+ gui[6] = v.basis.rows[2][1];
+ gui[7] = 0;
+
+ gui[8] = v.basis.rows[0][2];
+ gui[9] = v.basis.rows[1][2];
+ gui[10] = v.basis.rows[2][2];
+ gui[11] = 0;
+
+ gui[12] = v.origin.x;
+ gui[13] = v.origin.y;
+ gui[14] = v.origin.z;
+ gui[15] = 1;
+ } else {
+ Projection v = value;
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ gui[i * 4 + j] = v.matrix[i][j];
+ }
+ }
+ }
+ } break;
+ default: {
+ }
+ }
}
-MaterialStorage::MaterialStorage() {
- singleton = this;
+_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: {
+ uint32_t *gui = (uint32_t *)data;
+ *gui = value[0].boolean ? 1 : 0;
+ } break;
+ case ShaderLanguage::TYPE_BVEC2: {
+ uint32_t *gui = (uint32_t *)data;
+ gui[0] = value[0].boolean ? 1 : 0;
+ gui[1] = value[1].boolean ? 1 : 0;
- shaders.copy.initialize();
- shaders.copy_version = shaders.copy.version_create(); //TODO
- shaders.copy.version_bind_shader(shaders.copy_version, CopyShaderGLES3::MODE_COPY_SECTION);
- //shaders.cubemap_filter.init();
- //bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
- //shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
-}
+ } break;
+ case ShaderLanguage::TYPE_BVEC3: {
+ uint32_t *gui = (uint32_t *)data;
+ gui[0] = value[0].boolean ? 1 : 0;
+ gui[1] = value[1].boolean ? 1 : 0;
+ gui[2] = value[2].boolean ? 1 : 0;
-MaterialStorage::~MaterialStorage() {
- shaders.copy.version_free(shaders.copy_version);
+ } break;
+ case ShaderLanguage::TYPE_BVEC4: {
+ uint32_t *gui = (uint32_t *)data;
+ gui[0] = value[0].boolean ? 1 : 0;
+ gui[1] = value[1].boolean ? 1 : 0;
+ gui[2] = value[2].boolean ? 1 : 0;
+ gui[3] = value[3].boolean ? 1 : 0;
- singleton = nullptr;
-}
+ } break;
+ case ShaderLanguage::TYPE_INT: {
+ int32_t *gui = (int32_t *)data;
+ gui[0] = value[0].sint;
-/* GLOBAL VARIABLE API */
+ } break;
+ case ShaderLanguage::TYPE_IVEC2: {
+ int32_t *gui = (int32_t *)data;
-void MaterialStorage::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) {
-}
+ for (int i = 0; i < 2; i++) {
+ gui[i] = value[i].sint;
+ }
-void MaterialStorage::global_variable_remove(const StringName &p_name) {
-}
+ } break;
+ case ShaderLanguage::TYPE_IVEC3: {
+ int32_t *gui = (int32_t *)data;
-Vector<StringName> MaterialStorage::global_variable_get_list() const {
- return Vector<StringName>();
-}
+ for (int i = 0; i < 3; i++) {
+ gui[i] = value[i].sint;
+ }
-void MaterialStorage::global_variable_set(const StringName &p_name, const Variant &p_value) {
-}
+ } break;
+ case ShaderLanguage::TYPE_IVEC4: {
+ int32_t *gui = (int32_t *)data;
-void MaterialStorage::global_variable_set_override(const StringName &p_name, const Variant &p_value) {
-}
+ for (int i = 0; i < 4; i++) {
+ gui[i] = value[i].sint;
+ }
-Variant MaterialStorage::global_variable_get(const StringName &p_name) const {
- return Variant();
-}
+ } break;
+ case ShaderLanguage::TYPE_UINT: {
+ uint32_t *gui = (uint32_t *)data;
+ gui[0] = value[0].uint;
-RS::GlobalVariableType MaterialStorage::global_variable_get_type(const StringName &p_name) const {
- return RS::GLOBAL_VAR_TYPE_MAX;
-}
+ } break;
+ case ShaderLanguage::TYPE_UVEC2: {
+ int32_t *gui = (int32_t *)data;
-void MaterialStorage::global_variables_load_settings(bool p_load_textures) {
-}
+ for (int i = 0; i < 2; i++) {
+ gui[i] = value[i].uint;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC3: {
+ int32_t *gui = (int32_t *)data;
-void MaterialStorage::global_variables_clear() {
-}
+ for (int i = 0; i < 3; i++) {
+ gui[i] = value[i].uint;
+ }
-int32_t MaterialStorage::global_variables_instance_allocate(RID p_instance) {
- return 0;
-}
+ } break;
+ case ShaderLanguage::TYPE_UVEC4: {
+ int32_t *gui = (int32_t *)data;
-void MaterialStorage::global_variables_instance_free(RID p_instance) {
-}
+ for (int i = 0; i < 4; i++) {
+ gui[i] = value[i].uint;
+ }
+ } break;
+ case ShaderLanguage::TYPE_FLOAT: {
+ float *gui = (float *)data;
+ gui[0] = value[0].real;
-void MaterialStorage::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) {
-}
+ } break;
+ case ShaderLanguage::TYPE_VEC2: {
+ float *gui = (float *)data;
-/* SHADER API */
+ for (int i = 0; i < 2; i++) {
+ gui[i] = value[i].real;
+ }
-void MaterialStorage::_shader_make_dirty(Shader *p_shader) {
- if (p_shader->dirty_list.in_list()) {
- return;
- }
+ } break;
+ case ShaderLanguage::TYPE_VEC3: {
+ float *gui = (float *)data;
- _shader_dirty_list.add(&p_shader->dirty_list);
-}
+ for (int i = 0; i < 3; i++) {
+ gui[i] = value[i].real;
+ }
-RID MaterialStorage::shader_allocate() {
- Shader *shader = memnew(Shader);
- shader->mode = RS::SHADER_CANVAS_ITEM;
- //shader->shader = &scene->state.scene_shader;
- RID rid = shader_owner.make_rid(shader);
- _shader_make_dirty(shader);
- shader->self = rid;
+ } break;
+ case ShaderLanguage::TYPE_VEC4: {
+ float *gui = (float *)data;
+
+ for (int i = 0; i < 4; i++) {
+ gui[i] = value[i].real;
+ }
+ } break;
+ case ShaderLanguage::TYPE_MAT2: {
+ float *gui = (float *)data;
+
+ //in std140 members of mat2 are treated as vec4s
+ gui[0] = value[0].real;
+ gui[1] = value[1].real;
+ gui[2] = 0;
+ gui[3] = 0;
+ gui[4] = value[2].real;
+ gui[5] = value[3].real;
+ gui[6] = 0;
+ gui[7] = 0;
+ } break;
+ case ShaderLanguage::TYPE_MAT3: {
+ float *gui = (float *)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: {
+ float *gui = (float *)data;
- return rid;
+ for (int i = 0; i < 16; i++) {
+ gui[i] = value[i].real;
+ }
+ } break;
+ default: {
+ }
+ }
}
-void MaterialStorage::shader_initialize(RID p_rid) {
- // noop
+_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) {
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+
+ switch (type) {
+ case ShaderLanguage::TYPE_BOOL:
+ case ShaderLanguage::TYPE_INT:
+ case ShaderLanguage::TYPE_UINT:
+ case ShaderLanguage::TYPE_FLOAT: {
+ memset(data, 0, 4 * p_array_size);
+ } break;
+ case ShaderLanguage::TYPE_BVEC2:
+ case ShaderLanguage::TYPE_IVEC2:
+ case ShaderLanguage::TYPE_UVEC2:
+ case ShaderLanguage::TYPE_VEC2: {
+ memset(data, 0, 8 * p_array_size);
+ } 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: {
+ memset(data, 0, 16 * p_array_size);
+ } break;
+ case ShaderLanguage::TYPE_MAT2: {
+ memset(data, 0, 32 * p_array_size);
+ } break;
+ case ShaderLanguage::TYPE_MAT3: {
+ memset(data, 0, 48 * p_array_size);
+ } break;
+ case ShaderLanguage::TYPE_MAT4: {
+ memset(data, 0, 64 * p_array_size);
+ } break;
+
+ default: {
+ }
+ }
}
-//RID MaterialStorage::shader_create() {
-// Shader *shader = memnew(Shader);
-// shader->mode = RS::SHADER_SPATIAL;
-// shader->shader = &scene->state.scene_shader;
-// RID rid = shader_owner.make_rid(shader);
-// _shader_make_dirty(shader);
-// shader->self = rid;
+///////////////////////////////////////////////////////////////////////////
+// MaterialData
+
+// Look up table to translate ShaderLanguage::DataType to GL_TEXTURE_*
+static const GLenum target_from_type[ShaderLanguage::TYPE_MAX] = {
+ GL_TEXTURE_2D, // TYPE_VOID,
+ GL_TEXTURE_2D, // TYPE_BOOL,
+ GL_TEXTURE_2D, // TYPE_BVEC2,
+ GL_TEXTURE_2D, // TYPE_BVEC3,
+ GL_TEXTURE_2D, // TYPE_BVEC4,
+ GL_TEXTURE_2D, // TYPE_INT,
+ GL_TEXTURE_2D, // TYPE_IVEC2,
+ GL_TEXTURE_2D, // TYPE_IVEC3,
+ GL_TEXTURE_2D, // TYPE_IVEC4,
+ GL_TEXTURE_2D, // TYPE_UINT,
+ GL_TEXTURE_2D, // TYPE_UVEC2,
+ GL_TEXTURE_2D, // TYPE_UVEC3,
+ GL_TEXTURE_2D, // TYPE_UVEC4,
+ GL_TEXTURE_2D, // TYPE_FLOAT,
+ GL_TEXTURE_2D, // TYPE_VEC2,
+ GL_TEXTURE_2D, // TYPE_VEC3,
+ GL_TEXTURE_2D, // TYPE_VEC4,
+ GL_TEXTURE_2D, // TYPE_MAT2,
+ GL_TEXTURE_2D, // TYPE_MAT3,
+ GL_TEXTURE_2D, // TYPE_MAT4,
+ GL_TEXTURE_2D, // TYPE_SAMPLER2D,
+ GL_TEXTURE_2D, // TYPE_ISAMPLER2D,
+ GL_TEXTURE_2D, // TYPE_USAMPLER2D,
+ GL_TEXTURE_2D_ARRAY, // TYPE_SAMPLER2DARRAY,
+ GL_TEXTURE_2D_ARRAY, // TYPE_ISAMPLER2DARRAY,
+ GL_TEXTURE_2D_ARRAY, // TYPE_USAMPLER2DARRAY,
+ GL_TEXTURE_3D, // TYPE_SAMPLER3D,
+ GL_TEXTURE_3D, // TYPE_ISAMPLER3D,
+ GL_TEXTURE_3D, // TYPE_USAMPLER3D,
+ GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBE,
+ GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBEARRAY,
+ GL_TEXTURE_2D, // TYPE_STRUCT
+};
+
+void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ bool uses_global_buffer = false;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
+ if (E.value.order < 0) {
+ continue; // texture, does not go here
+ }
-// return rid;
-//}
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue; //instance uniforms don't appear in the buffer
+ }
-void MaterialStorage::shader_free(RID p_rid) {
- Shader *shader = shader_owner.get_or_null(p_rid);
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
+ //this is a global variable, get the index to it
+ GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
+ uint32_t index = 0;
+ if (gv) {
+ index = gv->buffer_index;
+ } else {
+ WARN_PRINT("Shader uses global uniform '" + E.key + "', but it was removed at some point. Material will not display correctly.");
+ }
+
+ uint32_t offset = p_uniform_offsets[E.value.order];
+ uint32_t *intptr = (uint32_t *)&p_buffer[offset];
+ *intptr = index;
+ uses_global_buffer = true;
+ continue;
+ }
- if (shader->shader && shader->version.is_valid()) {
- shader->shader->version_free(shader->version);
+ //regular uniform
+ uint32_t offset = p_uniform_offsets[E.value.order];
+#ifdef DEBUG_ENABLED
+ uint32_t size = 0U;
+ // The following code enforces a 16-byte alignment of uniform arrays.
+ if (E.value.array_size > 0) {
+ size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
+ int m = (16 * E.value.array_size);
+ if ((size % m) != 0U) {
+ size += m - (size % m);
+ }
+ } else {
+ size = ShaderLanguage::get_datatype_size(E.value.type);
+ }
+ ERR_CONTINUE(offset + size > p_buffer_size);
+#endif
+ uint8_t *data = &p_buffer[offset];
+ HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key);
+
+ if (V) {
+ //user provided
+ _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data);
+
+ } else if (E.value.default_value.size()) {
+ //default value
+ _fill_std140_ubo_value(E.value.type, E.value.default_value, data);
+ //value=E.value.default_value;
+ } else {
+ //zero because it was not provided
+ if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
+ //colors must be set as black, with alpha as 1.0
+ _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);
+ } else {
+ //else just zero it out
+ _fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
+ }
+ }
}
- if (shader->dirty_list.in_list()) {
- _shader_dirty_list.remove(&shader->dirty_list);
+ if (uses_global_buffer != (global_buffer_E != nullptr)) {
+ if (uses_global_buffer) {
+ global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self);
+ } else {
+ material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
+ global_buffer_E = nullptr;
+ }
}
+}
- while (shader->materials.first()) {
- Material *m = shader->materials.first()->self();
+MaterialData::~MaterialData() {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
- m->shader = nullptr;
- _material_make_dirty(m);
+ if (global_buffer_E) {
+ //unregister global buffers
+ material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
+ }
+
+ if (global_texture_E) {
+ //unregister global textures
- shader->materials.remove(shader->materials.first());
+ for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
+ GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
+ if (v) {
+ v->texture_materials.erase(self);
+ }
+ }
+ //unregister material from those using global textures
+ material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
}
- shader_owner.free(p_rid);
- memdelete(shader);
+ if (uniform_buffer) {
+ glDeleteBuffers(1, &uniform_buffer);
+ uniform_buffer = 0;
+ }
}
-void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND(!shader);
+void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
+ TextureStorage *texture_storage = TextureStorage::get_singleton();
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
- shader->code = p_code;
+#ifdef TOOLS_ENABLED
+ Texture *roughness_detect_texture = nullptr;
+ RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
+ Texture *normal_detect_texture = nullptr;
+#endif
- String mode_string = ShaderLanguage::get_shader_type(p_code);
- RS::ShaderMode mode;
+ bool uses_global_textures = false;
+ global_textures_pass++;
- if (mode_string == "canvas_item") {
- mode = RS::SHADER_CANVAS_ITEM;
- } else if (mode_string == "particles") {
- mode = RS::SHADER_PARTICLES;
- } else if (mode_string == "sky") {
- mode = RS::SHADER_SKY;
- } else if (mode_string == "spatial") {
- mode = RS::SHADER_SPATIAL;
- } else {
- mode = RS::SHADER_MAX;
- ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");
+ for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
+ const StringName &uniform_name = p_texture_uniforms[i].name;
+ int uniform_array_size = p_texture_uniforms[i].array_size;
+
+ Vector<RID> textures;
+
+ if (p_texture_uniforms[i].global) {
+ uses_global_textures = true;
+
+ GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name);
+ if (v) {
+ if (v->buffer_index >= 0) {
+ WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
+
+ } else {
+ HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name);
+ if (!E) {
+ E = used_global_textures.insert(uniform_name, global_textures_pass);
+ v->texture_materials.insert(self);
+ } else {
+ E->value = global_textures_pass;
+ }
+
+ textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
+ }
+
+ } else {
+ WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
+ }
+ } else {
+ HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name);
+ if (V) {
+ if (V->value.is_array()) {
+ Array array = (Array)V->value;
+ if (uniform_array_size > 0) {
+ for (int j = 0; j < array.size(); j++) {
+ textures.push_back(array[j]);
+ }
+ } else {
+ if (array.size() > 0) {
+ textures.push_back(array[0]);
+ }
+ }
+ } else {
+ textures.push_back(V->value);
+ }
+ }
+
+ if (uniform_array_size > 0) {
+ if (textures.size() < uniform_array_size) {
+ HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
+ for (int j = textures.size(); j < uniform_array_size; j++) {
+ if (W && W->value.has(j)) {
+ textures.push_back(W->value[j]);
+ } else {
+ textures.push_back(RID());
+ }
+ }
+ }
+ } else if (textures.is_empty()) {
+ HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
+ if (W && W->value.has(0)) {
+ textures.push_back(W->value[0]);
+ }
+ }
+ }
+
+ RID gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_WHITE);
+
+ if (textures.is_empty()) {
+ //check default usage
+ switch (p_texture_uniforms[i].type) {
+ case ShaderLanguage::TYPE_ISAMPLER2D:
+ case ShaderLanguage::TYPE_USAMPLER2D:
+ case ShaderLanguage::TYPE_SAMPLER2D: {
+ switch (p_texture_uniforms[i].hint) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_TRANSPARENT);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_ANISO);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL);
+ } break;
+ default: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_WHITE);
+ } break;
+ }
+ } break;
+
+ case ShaderLanguage::TYPE_SAMPLERCUBE: {
+ switch (p_texture_uniforms[i].hint) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_BLACK);
+ } break;
+ default: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_WHITE);
+ } break;
+ }
+ } break;
+ case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
+ ERR_PRINT_ONCE("Type: SamplerCubeArray not supported in OpenGL renderer, please use another type.");
+ } break;
+
+ case ShaderLanguage::TYPE_ISAMPLER3D:
+ case ShaderLanguage::TYPE_USAMPLER3D:
+ case ShaderLanguage::TYPE_SAMPLER3D: {
+ switch (p_texture_uniforms[i].hint) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_BLACK);
+ } break;
+ default: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_WHITE);
+ } break;
+ }
+ } break;
+
+ case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_USAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE);
+ } break;
+
+ default: {
+ }
+ }
+#ifdef TOOLS_ENABLED
+ if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
+ roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
+ }
+#endif
+ if (uniform_array_size > 0) {
+ for (int j = 0; j < uniform_array_size; j++) {
+ p_textures[k++] = gl_texture;
+ }
+ } else {
+ p_textures[k++] = gl_texture;
+ }
+ } else {
+ for (int j = 0; j < textures.size(); j++) {
+ Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
+
+ if (tex) {
+ gl_texture = textures[j];
+#ifdef TOOLS_ENABLED
+ if (tex->detect_3d_callback && p_use_linear_color) {
+ tex->detect_3d_callback(tex->detect_3d_callback_ud);
+ }
+ if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {
+ if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
+ normal_detect_texture = tex;
+ }
+ tex->detect_normal_callback(tex->detect_normal_callback_ud);
+ }
+ if (tex->detect_roughness_callback && (p_texture_uniforms[i].hint >= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R || p_texture_uniforms[i].hint <= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_GRAY)) {
+ //find the normal texture
+ roughness_detect_texture = tex;
+ roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);
+ }
+#endif
+ }
+#ifdef TOOLS_ENABLED
+ if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
+ roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
+ }
+#endif
+ p_textures[k++] = gl_texture;
+ }
+ }
}
+ {
+ //for textures no longer used, unregister them
+ List<StringName> to_delete;
+ for (KeyValue<StringName, uint64_t> &E : used_global_textures) {
+ if (E.value != global_textures_pass) {
+ to_delete.push_back(E.key);
+
+ GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
+ if (v) {
+ v->texture_materials.erase(self);
+ }
+ }
+ }
- if (shader->version.is_valid() && mode != shader->mode) {
- shader->shader->version_free(shader->version);
- shader->version = RID();
+ while (to_delete.front()) {
+ used_global_textures.erase(to_delete.front()->get());
+ to_delete.pop_front();
+ }
+ //handle registering/unregistering global textures
+ if (uses_global_textures != (global_texture_E != nullptr)) {
+ if (uses_global_textures) {
+ global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);
+ } else {
+ material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
+ global_texture_E = nullptr;
+ }
+ }
}
+}
- shader->mode = mode;
+void MaterialData::update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size) {
+ if ((uint32_t)ubo_data.size() != p_ubo_size) {
+ p_uniform_dirty = true;
+ if (!uniform_buffer) {
+ glGenBuffers(1, &uniform_buffer);
+ }
- // TODO handle all shader types
- if (mode == RS::SHADER_CANVAS_ITEM) {
- shader->shader = &RasterizerCanvasGLES3::get_singleton()->state.canvas_shader;
- } else if (mode == RS::SHADER_SPATIAL) {
- //shader->shader = &scene->state.scene_shader;
- } else if (mode == RS::SHADER_PARTICLES) {
- } else if (mode == RS::SHADER_SKY) {
- } else {
- return;
+ ubo_data.resize(p_ubo_size);
+ if (ubo_data.size()) {
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+ update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true);
+ glBindBuffer(GL_UNIFORM_BUFFER, uniform_buffer);
+ glBufferData(GL_UNIFORM_BUFFER, ubo_data.size(), ubo_data.ptrw(), GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
+
+ uint32_t tex_uniform_count = 0U;
+ for (int i = 0; i < p_texture_uniforms.size(); i++) {
+ tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
}
- if (shader->version.is_null() && shader->shader) {
- shader->version = shader->shader->version_create();
+ if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
}
- _shader_make_dirty(shader);
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
+ }
}
-String MaterialStorage::shader_get_code(RID p_shader) const {
- const Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND_V(!shader, "");
+///////////////////////////////////////////////////////////////////////////
+// Material Storage
- return shader->code;
+MaterialStorage *MaterialStorage::singleton = nullptr;
+
+MaterialStorage *MaterialStorage::get_singleton() {
+ return singleton;
}
-void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND(!shader);
+MaterialStorage::MaterialStorage() {
+ singleton = this;
+
+ shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func;
+ shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;
+ shader_data_request_func[RS::SHADER_PARTICLES] = nullptr;
+ shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func;
+ shader_data_request_func[RS::SHADER_FOG] = nullptr;
+
+ material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func;
+ material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func;
+ material_data_request_func[RS::SHADER_PARTICLES] = nullptr;
+ material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func;
+ material_data_request_func[RS::SHADER_FOG] = nullptr;
+
+ static_assert(sizeof(GlobalShaderUniforms::Value) == 16);
- if (shader->dirty_list.in_list()) {
- _update_shader(shader);
+ global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
+ if (global_shader_uniforms.buffer_size > uint32_t(Config::get_singleton()->max_uniform_buffer_size)) {
+ global_shader_uniforms.buffer_size = uint32_t(Config::get_singleton()->max_uniform_buffer_size);
+ WARN_PRINT("Project setting: rendering/limits/global_shader_variables/buffer_size exceeds maximum uniform buffer size of: " + itos(Config::get_singleton()->max_uniform_buffer_size));
}
- Map<int, StringName> order;
+ global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);
+ memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
+ global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);
+ global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
+ memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
+ glGenBuffers(1, &global_shader_uniforms.buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
- } else {
- 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;
-
- // bool vectors
- 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;
-
- // int stuff
- 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]) + "," + rtos(u.hint_range[2]);
- }
- } break;
-
- case ShaderLanguage::TYPE_IVEC2:
- case ShaderLanguage::TYPE_UVEC2:
- case ShaderLanguage::TYPE_IVEC3:
- case ShaderLanguage::TYPE_UVEC3:
- case ShaderLanguage::TYPE_IVEC4:
- case ShaderLanguage::TYPE_UVEC4: {
- // not sure what this should be in godot 4
- // pi.type = Variant::POOL_INT_ARRAY;
- pi.type = Variant::PACKED_INT32_ARRAY;
- } break;
-
- case ShaderLanguage::TYPE_FLOAT: {
- pi.type = Variant::FLOAT;
- 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::TRANSFORM2D;
- } break;
-
- case ShaderLanguage::TYPE_MAT3: {
- pi.type = Variant::BASIS;
- } break;
-
- case ShaderLanguage::TYPE_MAT4: {
- pi.type = Variant::TRANSFORM3D;
- } break;
-
- case ShaderLanguage::TYPE_SAMPLER2D:
- // case ShaderLanguage::TYPE_SAMPLEREXT:
- 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;
-
- case ShaderLanguage::TYPE_SAMPLER2DARRAY:
- case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
- case ShaderLanguage::TYPE_USAMPLER2DARRAY:
- case ShaderLanguage::TYPE_SAMPLER3D:
- case ShaderLanguage::TYPE_ISAMPLER3D:
- case ShaderLanguage::TYPE_USAMPLER3D: {
- // Not implemented in OpenGL
- } break;
- // new for godot 4
- case ShaderLanguage::TYPE_SAMPLERCUBEARRAY:
- case ShaderLanguage::TYPE_STRUCT:
- case ShaderLanguage::TYPE_MAX: {
- } break;
+ {
+ // Setup CanvasItem compiler
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["VERTEX"] = "vertex";
+ actions.renames["LIGHT_VERTEX"] = "light_vertex";
+ actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
+ actions.renames["UV"] = "uv";
+ actions.renames["POINT_SIZE"] = "gl_PointSize";
+
+ actions.renames["MODEL_MATRIX"] = "model_matrix";
+ actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
+ actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
+ actions.renames["TIME"] = "canvas_data.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["AT_LIGHT_PASS"] = "false";
+ actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
+
+ actions.renames["COLOR"] = "color";
+ actions.renames["NORMAL"] = "normal";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
+ actions.renames["TEXTURE"] = "color_texture";
+ actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
+ actions.renames["NORMAL_TEXTURE"] = "normal_texture";
+ actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
+ actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
+ actions.renames["SCREEN_UV"] = "screen_uv";
+ actions.renames["SCREEN_TEXTURE"] = "screen_texture";
+ actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
+ actions.renames["FRAGCOORD"] = "gl_FragCoord";
+ actions.renames["POINT_COORD"] = "gl_PointCoord";
+ actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+ actions.renames["VERTEX_ID"] = "gl_VertexIndex";
+
+ actions.renames["LIGHT_POSITION"] = "light_position";
+ actions.renames["LIGHT_COLOR"] = "light_color";
+ actions.renames["LIGHT_ENERGY"] = "light_energy";
+ actions.renames["LIGHT"] = "light";
+ actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
+
+ actions.renames["texture_sdf"] = "texture_sdf";
+ actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
+ actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
+ actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
+
+ actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
+ actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+ actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
+ actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
+ actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
+ actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
+
+ actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
+ actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
+
+ shaders.compiler_canvas.initialize(actions);
+ }
+
+ {
+ // Setup Scene compiler
+
+ //shader compiler
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["MODEL_MATRIX"] = "model_matrix";
+ actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
+ actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
+ actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
+ actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
+ actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
+ actions.renames["MODELVIEW_MATRIX"] = "modelview";
+ actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
+
+ actions.renames["VERTEX"] = "vertex";
+ actions.renames["NORMAL"] = "normal";
+ actions.renames["TANGENT"] = "tangent";
+ actions.renames["BINORMAL"] = "binormal";
+ actions.renames["POSITION"] = "position";
+ actions.renames["UV"] = "uv_interp";
+ actions.renames["UV2"] = "uv2_interp";
+ actions.renames["COLOR"] = "color_interp";
+ actions.renames["POINT_SIZE"] = "gl_PointSize";
+ actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+ actions.renames["VERTEX_ID"] = "gl_VertexIndex";
+
+ actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
+ actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
+ actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
+ actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
+
+ //builtins
+
+ actions.renames["TIME"] = "scene_data.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
+
+ actions.renames["FRAGCOORD"] = "gl_FragCoord";
+ actions.renames["FRONT_FACING"] = "gl_FrontFacing";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
+ actions.renames["ALBEDO"] = "albedo";
+ actions.renames["ALPHA"] = "alpha";
+ actions.renames["METALLIC"] = "metallic";
+ actions.renames["SPECULAR"] = "specular";
+ actions.renames["ROUGHNESS"] = "roughness";
+ actions.renames["RIM"] = "rim";
+ actions.renames["RIM_TINT"] = "rim_tint";
+ actions.renames["CLEARCOAT"] = "clearcoat";
+ actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";
+ actions.renames["ANISOTROPY"] = "anisotropy";
+ actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
+ actions.renames["SSS_STRENGTH"] = "sss_strength";
+ actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
+ actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
+ actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
+ actions.renames["BACKLIGHT"] = "backlight";
+ actions.renames["AO"] = "ao";
+ actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
+ actions.renames["EMISSION"] = "emission";
+ actions.renames["POINT_COORD"] = "gl_PointCoord";
+ actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
+ actions.renames["SCREEN_UV"] = "screen_uv";
+ actions.renames["SCREEN_TEXTURE"] = "color_buffer";
+ actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
+ actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
+ actions.renames["DEPTH"] = "gl_FragDepth";
+ actions.renames["OUTPUT_IS_SRGB"] = "true";
+ actions.renames["FOG"] = "fog";
+ actions.renames["RADIANCE"] = "custom_radiance";
+ actions.renames["IRRADIANCE"] = "custom_irradiance";
+ actions.renames["BONE_INDICES"] = "bone_attrib";
+ actions.renames["BONE_WEIGHTS"] = "weight_attrib";
+ actions.renames["CUSTOM0"] = "custom0_attrib";
+ actions.renames["CUSTOM1"] = "custom1_attrib";
+ actions.renames["CUSTOM2"] = "custom2_attrib";
+ actions.renames["CUSTOM3"] = "custom3_attrib";
+ actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
+
+ actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz";
+ actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
+ actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
+ actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz";
+
+ actions.renames["VIEW_INDEX"] = "ViewIndex";
+ actions.renames["VIEW_MONO_LEFT"] = "0";
+ actions.renames["VIEW_RIGHT"] = "1";
+
+ //for light
+ actions.renames["VIEW"] = "view";
+ actions.renames["LIGHT_COLOR"] = "light_color";
+ actions.renames["LIGHT"] = "light";
+ actions.renames["ATTENUATION"] = "attenuation";
+ actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
+ actions.renames["SPECULAR_LIGHT"] = "specular_light";
+
+ actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
+ actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
+ actions.usage_defines["BINORMAL"] = "@TANGENT";
+ actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
+ actions.usage_defines["RIM_TINT"] = "@RIM";
+ actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
+ actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT";
+ actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
+ actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
+ actions.usage_defines["AO"] = "#define AO_USED\n";
+ actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
+ actions.usage_defines["UV"] = "#define UV_USED\n";
+ actions.usage_defines["UV2"] = "#define UV2_USED\n";
+ actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
+ actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
+ actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
+ actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
+ actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n";
+ actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
+ actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
+ actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
+ actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
+ actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
+
+ actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
+ actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
+ actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
+ actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
+
+ actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
+ actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
+ actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
+ actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+
+ actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+ actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+
+ actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
+ actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
+ actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
+
+ actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
+ actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
+ actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
+ actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
+ actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
+ actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
+
+ bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
+
+ if (!force_lambert) {
+ actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
}
- p_param_list->push_back(pi);
+ actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
+ actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+
+ actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
+
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
+ actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+ actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
+ actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
+ actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+
+ shaders.compiler_scene.initialize(actions);
+ }
+
+ {
+ // Setup Particles compiler
+ /*
+ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "PARTICLE.color";
+ actions.renames["VELOCITY"] = "PARTICLE.velocity";
+ //actions.renames["MASS"] = "mass"; ?
+ actions.renames["ACTIVE"] = "particle_active";
+ actions.renames["RESTART"] = "restart";
+ actions.renames["CUSTOM"] = "PARTICLE.custom";
+ for (int i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
+ String udname = "USERDATA" + itos(i + 1);
+ actions.renames[udname] = "PARTICLE.userdata" + itos(i + 1);
+ actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n";
+ }
+ actions.renames["TRANSFORM"] = "PARTICLE.xform";
+ actions.renames["TIME"] = "frame_history.data[0].time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["LIFETIME"] = "params.lifetime";
+ actions.renames["DELTA"] = "local_delta";
+ actions.renames["NUMBER"] = "particle_number";
+ actions.renames["INDEX"] = "index";
+ //actions.renames["GRAVITY"] = "current_gravity";
+ actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform";
+ actions.renames["RANDOM_SEED"] = "FRAME.random_seed";
+ actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION";
+ actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE";
+ actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY";
+ actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR";
+ actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM";
+ actions.renames["RESTART_POSITION"] = "restart_position";
+ actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale";
+ actions.renames["RESTART_VELOCITY"] = "restart_velocity";
+ actions.renames["RESTART_COLOR"] = "restart_color";
+ actions.renames["RESTART_CUSTOM"] = "restart_custom";
+ actions.renames["emit_subparticle"] = "emit_subparticle";
+ actions.renames["COLLIDED"] = "collided";
+ actions.renames["COLLISION_NORMAL"] = "collision_normal";
+ actions.renames["COLLISION_DEPTH"] = "collision_depth";
+ actions.renames["ATTRACTOR_FORCE"] = "attractor_force";
+
+ actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
+ actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
+ actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
+ actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISON_SCALE\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = 3;
+ actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_shader_uniforms.data";
+
+ particles_shader.compiler.initialize(actions);
+ */
+ }
+
+ {
+ // Setup Sky compiler
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "color";
+ actions.renames["ALPHA"] = "alpha";
+ actions.renames["EYEDIR"] = "cube_normal";
+ actions.renames["POSITION"] = "position";
+ actions.renames["SKY_COORDS"] = "panorama_coords";
+ actions.renames["SCREEN_UV"] = "uv";
+ actions.renames["TIME"] = "time";
+ actions.renames["FRAGCOORD"] = "gl_FragCoord";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["HALF_RES_COLOR"] = "half_res_color";
+ actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
+ actions.renames["RADIANCE"] = "radiance";
+ actions.renames["FOG"] = "custom_fog";
+ actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
+ actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
+ actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
+ actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
+ actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
+ actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
+ actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
+ actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
+ actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
+ actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
+ actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
+ actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
+ actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
+ actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
+ actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
+ actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
+ actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
+ actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
+ actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
+ actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
+ actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
+ actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
+ actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
+ actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
+ actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
+ actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+
+ shaders.compiler_sky.initialize(actions);
}
}
-void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND(!shader);
- ERR_FAIL_COND(p_texture.is_valid() && !TextureStorage::get_singleton()->owns_texture(p_texture));
+MaterialStorage::~MaterialStorage() {
+ //shaders.copy.version_free(shaders.copy_version);
- if (!p_texture.is_valid()) {
- if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) {
- shader->default_textures[p_name].erase(p_index);
+ memdelete_arr(global_shader_uniforms.buffer_values);
+ memdelete_arr(global_shader_uniforms.buffer_usage);
+ memdelete_arr(global_shader_uniforms.buffer_dirty_regions);
+ glDeleteBuffers(1, &global_shader_uniforms.buffer);
- if (shader->default_textures[p_name].is_empty()) {
- shader->default_textures.erase(p_name);
+ singleton = nullptr;
+}
+
+/* GLOBAL SHADER UNIFORM API */
+
+int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) {
+ int32_t idx = 0;
+ while (idx + p_elements <= global_shader_uniforms.buffer_size) {
+ if (global_shader_uniforms.buffer_usage[idx].elements == 0) {
+ bool valid = true;
+ for (uint32_t i = 1; i < p_elements; i++) {
+ if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) {
+ valid = false;
+ idx += i + global_shader_uniforms.buffer_usage[idx + i].elements;
+ break;
+ }
}
+
+ if (!valid) {
+ continue; //if not valid, idx is in new position
+ }
+
+ return idx;
+ } else {
+ idx += global_shader_uniforms.buffer_usage[idx].elements;
}
- } else {
- if (!shader->default_textures.has(p_name)) {
- shader->default_textures[p_name] = Map<int, RID>();
- }
- shader->default_textures[p_name][p_index] = p_texture;
}
- _shader_make_dirty(shader);
+ return -1;
}
-RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
- const Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND_V(!shader, RID());
+void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderUniformType p_type, const Variant &p_value) {
+ switch (p_type) {
+ case RS::GLOBAL_VAR_TYPE_BOOL: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ bool b = p_value;
+ bv.x = b ? 1.0 : 0.0;
+ bv.y = 0.0;
+ bv.z = 0.0;
+ bv.w = 0.0;
- if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) {
- return shader->default_textures[p_name][p_index];
- }
+ } break;
+ case RS::GLOBAL_VAR_TYPE_BVEC2: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ uint32_t bvec = p_value;
+ bv.x = (bvec & 1) ? 1.0 : 0.0;
+ bv.y = (bvec & 2) ? 1.0 : 0.0;
+ bv.z = 0.0;
+ bv.w = 0.0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_BVEC3: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ uint32_t bvec = p_value;
+ bv.x = (bvec & 1) ? 1.0 : 0.0;
+ bv.y = (bvec & 2) ? 1.0 : 0.0;
+ bv.z = (bvec & 4) ? 1.0 : 0.0;
+ bv.w = 0.0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_BVEC4: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ uint32_t bvec = p_value;
+ bv.x = (bvec & 1) ? 1.0 : 0.0;
+ bv.y = (bvec & 2) ? 1.0 : 0.0;
+ bv.z = (bvec & 4) ? 1.0 : 0.0;
+ bv.w = (bvec & 8) ? 1.0 : 0.0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_INT: {
+ GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
+ int32_t v = p_value;
+ bv.x = v;
+ bv.y = 0;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_IVEC2: {
+ GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector2i v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_IVEC3: {
+ GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector3i v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = v.z;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_IVEC4: {
+ GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector<int32_t> v = p_value;
+ bv.x = v.size() >= 1 ? v[0] : 0;
+ bv.y = v.size() >= 2 ? v[1] : 0;
+ bv.z = v.size() >= 3 ? v[2] : 0;
+ bv.w = v.size() >= 4 ? v[3] : 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_RECT2I: {
+ GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
+ Rect2i v = p_value;
+ bv.x = v.position.x;
+ bv.y = v.position.y;
+ bv.z = v.size.x;
+ bv.w = v.size.y;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_UINT: {
+ GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
+ uint32_t v = p_value;
+ bv.x = v;
+ bv.y = 0;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_UVEC2: {
+ GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector2i v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_UVEC3: {
+ GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector3i v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = v.z;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_UVEC4: {
+ GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
+ Vector<int32_t> v = p_value;
+ bv.x = v.size() >= 1 ? v[0] : 0;
+ bv.y = v.size() >= 2 ? v[1] : 0;
+ bv.z = v.size() >= 3 ? v[2] : 0;
+ bv.w = v.size() >= 4 ? v[3] : 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_FLOAT: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ float v = p_value;
+ bv.x = v;
+ bv.y = 0;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_VEC2: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ Vector2 v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = 0;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_VEC3: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ Vector3 v = p_value;
+ bv.x = v.x;
+ bv.y = v.y;
+ bv.z = v.z;
+ bv.w = 0;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_VEC4: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ Plane v = p_value;
+ bv.x = v.normal.x;
+ bv.y = v.normal.y;
+ bv.z = v.normal.z;
+ bv.w = v.d;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_COLOR: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ Color v = p_value;
+ bv.x = v.r;
+ bv.y = v.g;
+ bv.z = v.b;
+ bv.w = v.a;
+
+ GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1];
+ //v = v.srgb_to_linear();
+ bv_linear.x = v.r;
+ bv_linear.y = v.g;
+ bv_linear.z = v.b;
+ bv_linear.w = v.a;
- return RID();
-}
+ } break;
+ case RS::GLOBAL_VAR_TYPE_RECT2: {
+ GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
+ Rect2 v = p_value;
+ bv.x = v.position.x;
+ bv.y = v.position.y;
+ bv.z = v.size.x;
+ bv.w = v.size.y;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_MAT2: {
+ GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
+ Vector<float> m2 = p_value;
+ if (m2.size() < 4) {
+ m2.resize(4);
+ }
+ bv[0].x = m2[0];
+ bv[0].y = m2[1];
+ bv[0].z = 0;
+ bv[0].w = 0;
+
+ bv[1].x = m2[2];
+ bv[1].y = m2[3];
+ bv[1].z = 0;
+ bv[1].w = 0;
-void MaterialStorage::_update_shader(Shader *p_shader) const {
- _shader_dirty_list.remove(&p_shader->dirty_list);
+ } break;
+ case RS::GLOBAL_VAR_TYPE_MAT3: {
+ GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
+ Basis v = p_value;
+ bv[0].x = v.rows[0][0];
+ bv[0].y = v.rows[1][0];
+ bv[0].z = v.rows[2][0];
+ bv[0].w = 0;
+
+ bv[1].x = v.rows[0][1];
+ bv[1].y = v.rows[1][1];
+ bv[1].z = v.rows[2][1];
+ bv[1].w = 0;
+
+ bv[2].x = v.rows[0][2];
+ bv[2].y = v.rows[1][2];
+ bv[2].z = v.rows[2][2];
+ bv[2].w = 0;
- p_shader->valid = false;
+ } break;
+ case RS::GLOBAL_VAR_TYPE_MAT4: {
+ GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
- p_shader->uniforms.clear();
+ Vector<float> m2 = p_value;
+ if (m2.size() < 16) {
+ m2.resize(16);
+ }
- if (p_shader->code.is_empty()) {
- return; //just invalid, but no error
- }
+ bv[0].x = m2[0];
+ bv[0].y = m2[1];
+ bv[0].z = m2[2];
+ bv[0].w = m2[3];
+
+ bv[1].x = m2[4];
+ bv[1].y = m2[5];
+ bv[1].z = m2[6];
+ bv[1].w = m2[7];
+
+ bv[2].x = m2[8];
+ bv[2].y = m2[9];
+ bv[2].z = m2[10];
+ bv[2].w = m2[11];
+
+ bv[3].x = m2[12];
+ bv[3].y = m2[13];
+ bv[3].z = m2[14];
+ bv[3].w = m2[15];
- ShaderCompiler::GeneratedCode gen_code;
- ShaderCompiler::IdentifierActions *actions = nullptr;
-
- switch (p_shader->mode) {
- case RS::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;
-
- p_shader->canvas_item.uses_screen_texture = false;
- p_shader->canvas_item.uses_screen_uv = false;
- p_shader->canvas_item.uses_time = false;
- p_shader->canvas_item.uses_modulate = false;
- p_shader->canvas_item.uses_color = false;
- p_shader->canvas_item.uses_vertex = false;
-
- p_shader->canvas_item.uses_model_matrix = false;
- p_shader->canvas_item.uses_extra_matrix = false;
- p_shader->canvas_item.uses_projection_matrix = false;
- p_shader->canvas_item.uses_instance_custom = false;
-
- 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);
-
- shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
- shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
- shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
- shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
- shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
- shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color;
-
- shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;
-
- shaders.actions_canvas.usage_flag_pointers["MODEL_MATRIX"] = &p_shader->canvas_item.uses_model_matrix;
- shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;
- shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;
- shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom;
-
- actions = &shaders.actions_canvas;
- actions->uniforms = &p_shader->uniforms;
- } break;
-
- case RS::SHADER_SPATIAL: {
- // TODO remove once 3D is added back
- return;
- 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_alpha_scissor = false;
- p_shader->spatial.uses_discard = false;
- p_shader->spatial.unshaded = false;
- p_shader->spatial.no_depth_test = false;
- p_shader->spatial.uses_sss = false;
- p_shader->spatial.uses_time = false;
- p_shader->spatial.uses_vertex_lighting = false;
- p_shader->spatial.uses_screen_texture = false;
- p_shader->spatial.uses_depth_texture = false;
- p_shader->spatial.uses_vertex = false;
- p_shader->spatial.uses_tangent = false;
- p_shader->spatial.uses_ensure_correct_normals = false;
- p_shader->spatial.writes_modelview_or_projection = false;
- p_shader->spatial.uses_world_coordinates = 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["depth_test_disable"] = &p_shader->spatial.no_depth_test;
-
- shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
-
- shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
-
- shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
-
- shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
- shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
-
- 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;
- shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
- shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
- shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
-
- // Use of any of these BUILTINS indicate the need for transformed tangents.
- // This is needed to know when to transform tangents in software skinning.
- shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
- shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
-
- shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
- shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
- shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
-
- actions = &shaders.actions_scene;
- actions->uniforms = &p_shader->uniforms;
} break;
+ case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
+ GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
+ Transform2D v = p_value;
+ bv[0].x = v.columns[0][0];
+ bv[0].y = v.columns[0][1];
+ bv[0].z = 0;
+ bv[0].w = 0;
+
+ bv[1].x = v.columns[1][0];
+ bv[1].y = v.columns[1][1];
+ bv[1].z = 0;
+ bv[1].w = 0;
+
+ bv[2].x = v.columns[2][0];
+ bv[2].y = v.columns[2][1];
+ bv[2].z = 1;
+ bv[2].w = 0;
- default: {
- return;
} break;
- }
+ case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
+ GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
+ Transform3D v = p_value;
+ bv[0].x = v.basis.rows[0][0];
+ bv[0].y = v.basis.rows[1][0];
+ bv[0].z = v.basis.rows[2][0];
+ bv[0].w = 0;
+
+ bv[1].x = v.basis.rows[0][1];
+ bv[1].y = v.basis.rows[1][1];
+ bv[1].z = v.basis.rows[2][1];
+ bv[1].w = 0;
+
+ bv[2].x = v.basis.rows[0][2];
+ bv[2].y = v.basis.rows[1][2];
+ bv[2].z = v.basis.rows[2][2];
+ bv[2].w = 0;
+
+ bv[3].x = v.origin.x;
+ bv[3].y = v.origin.y;
+ bv[3].z = v.origin.z;
+ bv[3].w = 1;
- Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
- if (err != OK) {
- return;
+ } break;
+ default: {
+ ERR_FAIL();
+ }
}
+}
- Vector<StringName> texture_uniform_names;
- for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
- texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
+void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
+ int32_t prev_chunk = -1;
+
+ for (int32_t i = 0; i < p_elements; i++) {
+ int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
+ if (chunk != prev_chunk) {
+ if (!global_shader_uniforms.buffer_dirty_regions[chunk]) {
+ global_shader_uniforms.buffer_dirty_regions[chunk] = true;
+ global_shader_uniforms.buffer_dirty_region_count++;
+ }
+ }
+
+ prev_chunk = chunk;
}
+}
- p_shader->shader->version_set_code(p_shader->version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
+void MaterialStorage::global_shader_uniform_add(const StringName &p_name, RS::GlobalShaderUniformType p_type, const Variant &p_value) {
+ ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name));
+ GlobalShaderUniforms::Variable gv;
+ gv.type = p_type;
+ gv.value = p_value;
+ gv.buffer_index = -1;
- p_shader->texture_uniforms = gen_code.texture_uniforms;
+ if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
+ //is texture
+ global_shader_uniforms.must_update_texture_materials = true; //normally there are none
+ } else {
+ gv.buffer_elements = 1;
+ if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
+ //color needs to elements to store srgb and linear
+ gv.buffer_elements = 2;
+ }
+ if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
+ //color needs to elements to store srgb and linear
+ gv.buffer_elements = 3;
+ }
+ if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
+ //color needs to elements to store srgb and linear
+ gv.buffer_elements = 4;
+ }
- p_shader->uses_vertex_time = gen_code.uses_vertex_time;
- p_shader->uses_fragment_time = gen_code.uses_fragment_time;
+ //is vector, allocate in buffer and update index
+ gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);
+ ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name)));
+ global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
+ _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
+ _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
- for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) {
- _material_make_dirty(E->self());
+ global_shader_uniforms.must_update_buffer_materials = true; //normally there are none
}
- p_shader->valid = true;
+ global_shader_uniforms.variables[p_name] = gv;
}
-void MaterialStorage::update_dirty_shaders() {
- while (_shader_dirty_list.first()) {
- _update_shader(_shader_dirty_list.first()->self());
+void MaterialStorage::global_shader_uniform_remove(const StringName &p_name) {
+ if (!global_shader_uniforms.variables.has(p_name)) {
+ return;
}
+ GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
+
+ if (gv.buffer_index >= 0) {
+ global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;
+ global_shader_uniforms.must_update_buffer_materials = true;
+ } else {
+ global_shader_uniforms.must_update_texture_materials = true;
+ }
+
+ global_shader_uniforms.variables.erase(p_name);
}
-/* MATERIAL API */
+Vector<StringName> MaterialStorage::global_shader_uniform_get_list() const {
+ if (!Engine::get_singleton()->is_editor_hint()) {
+ ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
+ }
-void MaterialStorage::_material_make_dirty(Material *p_material) const {
- if (p_material->dirty_list.in_list()) {
- return;
+ Vector<StringName> names;
+ for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {
+ names.push_back(E.key);
}
+ names.sort_custom<StringName::AlphCompare>();
+ return names;
+}
- _material_dirty_list.add(&p_material->dirty_list);
+void MaterialStorage::global_shader_uniform_set(const StringName &p_name, const Variant &p_value) {
+ ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name));
+ GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
+ gv.value = p_value;
+ if (gv.override.get_type() == Variant::NIL) {
+ if (gv.buffer_index >= 0) {
+ //buffer
+ _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
+ _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
+ } else {
+ //texture
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ for (const RID &E : gv.texture_materials) {
+ Material *material = material_storage->get_material(E);
+ ERR_CONTINUE(!material);
+ material_storage->_material_queue_update(material, false, true);
+ }
+ }
+ }
}
-void MaterialStorage::_update_material(Material *p_material) {
- if (p_material->dirty_list.in_list()) {
- _material_dirty_list.remove(&p_material->dirty_list);
+void MaterialStorage::global_shader_uniform_set_override(const StringName &p_name, const Variant &p_value) {
+ if (!global_shader_uniforms.variables.has(p_name)) {
+ return; //variable may not exist
}
- if (p_material->shader && p_material->shader->dirty_list.in_list()) {
- _update_shader(p_material->shader);
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
+
+ GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
+
+ gv.override = p_value;
+
+ if (gv.buffer_index >= 0) {
+ //buffer
+ if (gv.override.get_type() == Variant::NIL) {
+ _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
+ } else {
+ _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override);
+ }
+
+ _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
+ } else {
+ //texture
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ for (const RID &E : gv.texture_materials) {
+ Material *material = material_storage->get_material(E);
+ ERR_CONTINUE(!material);
+ material_storage->_material_queue_update(material, false, true);
+ }
}
+}
- if (p_material->shader && !p_material->shader->valid) {
- return;
+Variant MaterialStorage::global_shader_uniform_get(const StringName &p_name) const {
+ if (!Engine::get_singleton()->is_editor_hint()) {
+ ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
}
- {
- if (p_material->shader && p_material->shader->mode == RS::SHADER_SPATIAL) {
- bool can_cast_shadow = false;
- bool is_animated = false;
+ if (!global_shader_uniforms.variables.has(p_name)) {
+ return Variant();
+ }
+
+ return global_shader_uniforms.variables[p_name].value;
+}
+
+RS::GlobalShaderUniformType MaterialStorage::global_shader_uniform_get_type_internal(const StringName &p_name) const {
+ if (!global_shader_uniforms.variables.has(p_name)) {
+ return RS::GLOBAL_VAR_TYPE_MAX;
+ }
+
+ return global_shader_uniforms.variables[p_name].type;
+}
+
+RS::GlobalShaderUniformType MaterialStorage::global_shader_uniform_get_type(const StringName &p_name) const {
+ if (!Engine::get_singleton()->is_editor_hint()) {
+ ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
+ }
- if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
- (!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
- can_cast_shadow = true;
+ return global_shader_uniform_get_type_internal(p_name);
+}
+
+void MaterialStorage::global_shader_uniforms_load_settings(bool p_load_textures) {
+ List<PropertyInfo> settings;
+ ProjectSettings::get_singleton()->get_property_list(&settings);
+
+ for (const PropertyInfo &E : settings) {
+ if (E.name.begins_with("shader_globals/")) {
+ StringName name = E.name.get_slice("/", 1);
+ Dictionary d = ProjectSettings::get_singleton()->get(E.name);
+
+ ERR_CONTINUE(!d.has("type"));
+ ERR_CONTINUE(!d.has("value"));
+
+ String type = d["type"];
+
+ static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {
+ "bool",
+ "bvec2",
+ "bvec3",
+ "bvec4",
+ "int",
+ "ivec2",
+ "ivec3",
+ "ivec4",
+ "rect2i",
+ "uint",
+ "uvec2",
+ "uvec3",
+ "uvec4",
+ "float",
+ "vec2",
+ "vec3",
+ "vec4",
+ "color",
+ "rect2",
+ "mat2",
+ "mat3",
+ "mat4",
+ "transform_2d",
+ "transform",
+ "sampler2D",
+ "sampler2DArray",
+ "sampler3D",
+ "samplerCube",
+ };
+
+ RS::GlobalShaderUniformType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
+
+ for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
+ if (global_var_type_names[i] == type) {
+ gvtype = RS::GlobalShaderUniformType(i);
+ break;
+ }
}
- if (p_material->shader->spatial.uses_discard && p_material->shader->uses_fragment_time) {
- is_animated = true;
+ ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid
+
+ Variant value = d["value"];
+
+ if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
+ //textire
+ if (!p_load_textures) {
+ value = RID();
+ continue;
+ }
+
+ String path = value;
+ Ref<Resource> resource = ResourceLoader::load(path);
+ ERR_CONTINUE(resource.is_null());
+ value = resource;
}
- if (p_material->shader->spatial.uses_vertex && p_material->shader->uses_vertex_time) {
- is_animated = true;
+ if (global_shader_uniforms.variables.has(name)) {
+ //has it, update it
+ global_shader_uniform_set(name, value);
+ } else {
+ global_shader_uniform_add(name, gvtype, value);
}
+ }
+ }
+}
- if (can_cast_shadow != p_material->can_cast_shadow_cache || is_animated != p_material->is_animated_cache) {
- p_material->can_cast_shadow_cache = can_cast_shadow;
- p_material->is_animated_cache = is_animated;
+void MaterialStorage::global_shader_uniforms_clear() {
+ global_shader_uniforms.variables.clear();
+}
- /*
- for (Map<Geometry *, int>::Element *E = p_material->geometry_owners.front(); E; E = E->next()) {
- E->key()->material_changed_notify();
- }
+GLuint MaterialStorage::global_shader_uniforms_get_uniform_buffer() const {
+ return global_shader_uniforms.buffer;
+}
+
+int32_t MaterialStorage::global_shader_uniforms_instance_allocate(RID p_instance) {
+ ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1);
+ int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
+ global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway
+ ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
+ global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
+ return pos;
+}
+
+void MaterialStorage::global_shader_uniforms_instance_free(RID p_instance) {
+ ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance));
+ int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
+ if (pos >= 0) {
+ global_shader_uniforms.buffer_usage[pos].elements = 0;
+ }
+ global_shader_uniforms.instance_buffer_pos.erase(p_instance);
+}
+
+void MaterialStorage::global_shader_uniforms_instance_update(RID p_instance, int p_index, const Variant &p_value) {
+ if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) {
+ return; //just not allocated, ignore
+ }
+ int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
- for (Map<InstanceBaseDependency *, int>::Element *E = p_material->instance_owners.front(); E; E = E->next()) {
- E->key()->base_changed(false, true);
+ if (pos < 0) {
+ return; //again, not allocated, ignore
+ }
+ ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
+ ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
+
+ ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
+ ShaderLanguage::TYPE_MAX, //nil
+ ShaderLanguage::TYPE_BOOL, //bool
+ ShaderLanguage::TYPE_INT, //int
+ ShaderLanguage::TYPE_FLOAT, //float
+ ShaderLanguage::TYPE_MAX, //string
+ ShaderLanguage::TYPE_VEC2, //vec2
+ ShaderLanguage::TYPE_IVEC2, //vec2i
+ ShaderLanguage::TYPE_VEC4, //rect2
+ ShaderLanguage::TYPE_IVEC4, //rect2i
+ ShaderLanguage::TYPE_VEC3, // vec3
+ ShaderLanguage::TYPE_IVEC3, //vec3i
+ ShaderLanguage::TYPE_MAX, //xform2d not supported here
+ ShaderLanguage::TYPE_VEC4, //vec4
+ ShaderLanguage::TYPE_IVEC4, //vec4i
+ ShaderLanguage::TYPE_VEC4, //plane
+ ShaderLanguage::TYPE_VEC4, //quat
+ ShaderLanguage::TYPE_MAX, //aabb not supported here
+ ShaderLanguage::TYPE_MAX, //basis not supported here
+ ShaderLanguage::TYPE_MAX, //xform not supported here
+ ShaderLanguage::TYPE_MAX, //projection not supported here
+ ShaderLanguage::TYPE_VEC4 //color
+ };
+
+ ShaderLanguage::DataType datatype = datatype_from_value[p_value.get_type()];
+
+ ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
+
+ pos += p_index;
+
+ _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos]);
+ _global_shader_uniform_mark_buffer_dirty(pos, 1);
+}
+
+void MaterialStorage::_update_global_shader_uniforms() {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ if (global_shader_uniforms.buffer_dirty_region_count > 0) {
+ uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
+ if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {
+ // 25% of regions dirty, just update all buffer
+ glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
+ } else {
+ uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
+ glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
+ for (uint32_t i = 0; i < total_regions; i++) {
+ if (global_shader_uniforms.buffer_dirty_regions[i]) {
+ glBufferSubData(GL_UNIFORM_BUFFER, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]);
+ global_shader_uniforms.buffer_dirty_regions[i] = false;
}
- */
}
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+
+ global_shader_uniforms.buffer_dirty_region_count = 0;
}
- // uniforms and other things will be set in the use_material method in ShaderGLES3
+ if (global_shader_uniforms.must_update_buffer_materials) {
+ // only happens in the case of a buffer variable added or removed,
+ // so not often.
+ for (const RID &E : global_shader_uniforms.materials_using_buffer) {
+ Material *material = material_storage->get_material(E);
+ ERR_CONTINUE(!material); //wtf
- if (p_material->shader && p_material->shader->texture_uniforms.size() > 0) {
- p_material->textures.resize(p_material->shader->texture_uniforms.size());
+ material_storage->_material_queue_update(material, true, false);
+ }
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = p_material->shader->uniforms.front(); E; E = E->next()) {
- if (E->get().texture_order < 0) {
- continue; // not a texture, does not go here
- }
+ global_shader_uniforms.must_update_buffer_materials = false;
+ }
- RID texture;
+ if (global_shader_uniforms.must_update_texture_materials) {
+ // only happens in the case of a buffer variable added or removed,
+ // so not often.
+ for (const RID &E : global_shader_uniforms.materials_using_texture) {
+ Material *material = material_storage->get_material(E);
+ ERR_CONTINUE(!material); //wtf
- Map<StringName, Variant>::Element *V = p_material->params.find(E->key());
+ material_storage->_material_queue_update(material, false, true);
+ }
- if (V) {
- texture = V->get();
+ global_shader_uniforms.must_update_texture_materials = false;
+ }
+}
+
+/* SHADER API */
+
+RID MaterialStorage::shader_allocate() {
+ return shader_owner.allocate_rid();
+}
+
+void MaterialStorage::shader_initialize(RID p_rid) {
+ Shader shader;
+ shader.data = nullptr;
+ shader.mode = RS::SHADER_MAX;
+
+ shader_owner.initialize_rid(p_rid, shader);
+}
+
+void MaterialStorage::shader_free(RID p_rid) {
+ GLES3::Shader *shader = shader_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!shader);
+
+ //make material unreference this
+ while (shader->owners.size()) {
+ material_set_shader((*shader->owners.begin())->self, RID());
+ }
+
+ //clear data if exists
+ if (shader->data) {
+ memdelete(shader->data);
+ }
+ shader_owner.free(p_rid);
+}
+
+void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
+ GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+
+ shader->code = p_code;
+
+ String mode_string = ShaderLanguage::get_shader_type(p_code);
+
+ RS::ShaderMode new_mode;
+ if (mode_string == "canvas_item") {
+ new_mode = RS::SHADER_CANVAS_ITEM;
+ //} else if (mode_string == "particles") {
+ // new_mode = RS::SHADER_PARTICLES;
+ } else if (mode_string == "spatial") {
+ new_mode = RS::SHADER_SPATIAL;
+ } else if (mode_string == "sky") {
+ new_mode = RS::SHADER_SKY;
+ //} else if (mode_string == "fog") {
+ // new_mode = RS::SHADER_FOG;
+ } else {
+ new_mode = RS::SHADER_MAX;
+ ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");
+ }
+
+ if (new_mode != shader->mode) {
+ if (shader->data) {
+ memdelete(shader->data);
+ shader->data = nullptr;
+ }
+
+ for (Material *E : shader->owners) {
+ Material *material = E;
+ material->shader_mode = new_mode;
+ if (material->data) {
+ memdelete(material->data);
+ material->data = nullptr;
}
+ }
+
+ shader->mode = new_mode;
+
+ if (new_mode < RS::SHADER_MAX && shader_data_request_func[new_mode]) {
+ shader->data = shader_data_request_func[new_mode]();
+ } else {
+ shader->mode = RS::SHADER_MAX; //invalid
+ }
- if (!texture.is_valid()) {
- Map<StringName, Map<int, RID>>::Element *W = p_material->shader->default_textures.find(E->key());
+ for (Material *E : shader->owners) {
+ Material *material = E;
+ if (shader->data) {
+ material->data = material_data_request_func[new_mode](shader->data);
+ material->data->self = material->self;
+ material->data->set_next_pass(material->next_pass);
+ material->data->set_render_priority(material->priority);
+ }
+ material->shader_mode = new_mode;
+ }
- // TODO: make texture uniform array properly works with GLES3
- if (W && W->get().has(0)) {
- texture = W->get()[0];
+ if (shader->data) {
+ for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {
+ for (const KeyValue<int, RID> &E2 : E.value) {
+ shader->data->set_default_texture_param(E.key, E2.value, E2.key);
}
}
+ }
+ }
+
+ if (shader->data) {
+ shader->data->set_code(p_code);
+ }
+
+ for (Material *E : shader->owners) {
+ Material *material = E;
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
+ _material_queue_update(material, true, true);
+ }
+}
+
+void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
+ GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+
+ shader->path_hint = p_path;
+}
- p_material->textures.write[E->get().texture_order] = Pair<StringName, RID>(E->key(), texture);
+String MaterialStorage::shader_get_code(RID p_shader) const {
+ const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND_V(!shader, String());
+ return shader->code;
+}
+
+void MaterialStorage::shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
+ GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+ if (shader->data) {
+ return shader->data->get_shader_uniform_list(p_param_list);
+ }
+}
+
+void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
+ GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND(!shader);
+
+ if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
+ if (!shader->default_texture_parameter.has(p_name)) {
+ shader->default_texture_parameter[p_name] = HashMap<int, RID>();
}
+ shader->default_texture_parameter[p_name][p_index] = p_texture;
} else {
- p_material->textures.clear();
+ if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
+ shader->default_texture_parameter[p_name].erase(p_index);
+
+ if (shader->default_texture_parameter[p_name].is_empty()) {
+ shader->default_texture_parameter.erase(p_name);
+ }
+ }
+ }
+ if (shader->data) {
+ shader->data->set_default_texture_param(p_name, p_texture, p_index);
+ }
+ for (Material *E : shader->owners) {
+ Material *material = E;
+ _material_queue_update(material, false, true);
}
}
-RID MaterialStorage::material_allocate() {
- Material *material = memnew(Material);
- return material_owner.make_rid(material);
+RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
+ const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND_V(!shader, RID());
+ if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
+ return shader->default_texture_parameter[p_name][p_index];
+ }
+
+ return RID();
}
-void MaterialStorage::material_initialize(RID p_rid) {
+Variant MaterialStorage::shader_get_param_default(RID p_shader, const StringName &p_param) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND_V(!shader, Variant());
+ if (shader->data) {
+ return shader->data->get_default_parameter(p_param);
+ }
+ return Variant();
}
-//RID MaterialStorage::material_create() {
-// Material *material = memnew(Material);
+RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
+ if (shader->data) {
+ return shader->data->get_native_source_code();
+ }
+ return RS::ShaderNativeSourceCode();
+}
-// return material_owner.make_rid(material);
-//}
+/* MATERIAL API */
-void MaterialStorage::material_free(RID p_rid) {
- Material *m = material_owner.get_or_null(p_rid);
+void MaterialStorage::_material_queue_update(GLES3::Material *material, bool p_uniform, bool p_texture) {
+ material->uniform_dirty = material->uniform_dirty || p_uniform;
+ material->texture_dirty = material->texture_dirty || p_texture;
- if (m->shader) {
- m->shader->materials.remove(&m->list);
+ if (material->update_element.in_list()) {
+ return;
}
- /*
- for (Map<Geometry *, int>::Element *E = m->geometry_owners.front(); E; E = E->next()) {
- Geometry *g = E->key();
- g->material = RID();
- }
+ material_update_list.add(&material->update_element);
+}
- for (Map<InstanceBaseDependency *, int>::Element *E = m->instance_owners.front(); E; E = E->next()) {
- InstanceBaseDependency *ins = E->key();
+void MaterialStorage::_update_queued_materials() {
+ while (material_update_list.first()) {
+ Material *material = material_update_list.first()->self();
- if (ins->material_override == p_rid) {
- ins->material_override = RID();
+ if (material->data) {
+ material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
}
+ material->texture_dirty = false;
+ material->uniform_dirty = false;
- for (int i = 0; i < ins->materials.size(); i++) {
- if (ins->materials[i] == p_rid) {
- ins->materials.write[i] = RID();
- }
- }
+ material_update_list.remove(&material->update_element);
}
-*/
+}
+
+RID MaterialStorage::material_allocate() {
+ return material_owner.allocate_rid();
+}
+
+void MaterialStorage::material_initialize(RID p_rid) {
+ material_owner.initialize_rid(p_rid);
+ Material *material = material_owner.get_or_null(p_rid);
+ material->self = p_rid;
+}
+
+void MaterialStorage::material_free(RID p_rid) {
+ Material *material = material_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!material);
+
+ material_set_shader(p_rid, RID()); //clean up shader
+ material->dependency.deleted_notify(p_rid);
material_owner.free(p_rid);
- memdelete(m);
}
void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
- Material *material = material_owner.get_or_null(p_material);
+ GLES3::Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
- Shader *shader = get_shader(p_shader);
+ if (material->data) {
+ memdelete(material->data);
+ material->data = nullptr;
+ }
if (material->shader) {
- // if a shader is present, remove the old shader
- material->shader->materials.remove(&material->list);
+ material->shader->owners.erase(material);
+ material->shader = nullptr;
+ material->shader_mode = RS::SHADER_MAX;
+ }
+
+ if (p_shader.is_null()) {
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
+ material->shader_id = 0;
+ return;
}
+ Shader *shader = get_shader(p_shader);
+ ERR_FAIL_COND(!shader);
material->shader = shader;
+ material->shader_mode = shader->mode;
+ material->shader_id = p_shader.get_local_index();
+ shader->owners.insert(material);
- if (shader) {
- shader->materials.add(&material->list);
+ if (shader->mode == RS::SHADER_MAX) {
+ return;
}
- _material_make_dirty(material);
+ ERR_FAIL_COND(shader->data == nullptr);
+
+ material->data = material_data_request_func[shader->mode](shader->data);
+ material->data->self = p_material;
+ material->data->set_next_pass(material->next_pass);
+ material->data->set_render_priority(material->priority);
+ //updating happens later
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
+ _material_queue_update(material, true, true);
}
void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
- Material *material = material_owner.get_or_null(p_material);
+ GLES3::Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
if (p_value.get_type() == Variant::NIL) {
material->params.erase(p_param);
} else {
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
material->params[p_param] = p_value;
}
- _material_make_dirty(material);
+ if (material->shader && material->shader->data) { //shader is valid
+ bool is_texture = material->shader->data->is_param_texture(p_param);
+ _material_queue_update(material, !is_texture, is_texture);
+ } else {
+ _material_queue_update(material, true, true);
+ }
}
Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {
- const Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, RID());
-
+ const GLES3::Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, Variant());
if (material->params.has(p_param)) {
return material->params[p_param];
+ } else {
+ return Variant();
}
-
- return material_get_param_default(p_material, p_param);
}
void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
- Material *material = material_owner.get_or_null(p_material);
+ GLES3::Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
+ if (material->next_pass == p_next_material) {
+ return;
+ }
+
material->next_pass = p_next_material;
+ if (material->data) {
+ material->data->set_next_pass(p_next_material);
+ }
+
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN);
ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
- Material *material = material_owner.get_or_null(p_material);
+ GLES3::Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
-
- material->render_priority = priority;
+ material->priority = priority;
+ if (material->data) {
+ material->data->set_render_priority(priority);
+ }
}
bool MaterialStorage::material_is_animated(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
+ GLES3::Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND_V(!material, false);
- if (material->dirty_list.in_list()) {
- _update_material(material);
+ if (material->shader && material->shader->data) {
+ if (material->shader->data->is_animated()) {
+ return true;
+ } else if (material->next_pass.is_valid()) {
+ return material_is_animated(material->next_pass);
+ }
}
+ return false; //by default nothing is animated
+}
- bool animated = material->is_animated_cache;
- if (!animated && material->next_pass.is_valid()) {
- animated = material_is_animated(material->next_pass);
+bool MaterialStorage::material_casts_shadows(RID p_material) {
+ GLES3::Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, true);
+ if (material->shader && material->shader->data) {
+ if (material->shader->data->casts_shadows()) {
+ return true;
+ } else if (material->next_pass.is_valid()) {
+ return material_casts_shadows(material->next_pass);
+ }
}
- return animated;
+ return true; //by default everything casts shadows
}
-bool MaterialStorage::material_casts_shadows(RID p_material) {
+void MaterialStorage::material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) {
+ GLES3::Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+ if (material->shader && material->shader->data) {
+ material->shader->data->get_instance_param_list(r_parameters);
+
+ if (material->next_pass.is_valid()) {
+ material_get_instance_shader_uniforms(material->next_pass, r_parameters);
+ }
+ }
+}
+
+void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
- if (material->dirty_list.in_list()) {
- _update_material(material);
+ ERR_FAIL_COND(!material);
+ p_instance->update_dependency(&material->dependency);
+ if (material->next_pass.is_valid()) {
+ material_update_dependency(material->next_pass, p_instance);
+ }
+}
+
+/* Canvas Shader Data */
+
+void CanvasShaderData::set_code(const String &p_code) {
+ // compile the shader
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+ uses_screen_texture = false;
+ uses_sdf = false;
+ uses_time = false;
+
+ if (code.is_empty()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompiler::GeneratedCode gen_code;
+
+ int blend_modei = BLEND_MODE_MIX;
+ uses_screen_texture = false;
+
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
+ actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
+ actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
+
+ actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);
+ actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);
+ actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);
+ actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);
+ actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_modei, BLEND_MODE_PMALPHA);
+ actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_modei, BLEND_MODE_DISABLED);
+
+ actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
+ actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+
+ actions.uniforms = &uniforms;
+ Error err = MaterialStorage::get_singleton()->shaders.compiler_canvas.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+
+ if (version.is_null()) {
+ version = MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
}
- bool casts_shadows = material->can_cast_shadow_cache;
+ blend_mode = BlendMode(blend_modei);
+
+#if 0
+ print_line("**compiling shader:");
+ print_line("**defines:\n");
+ for (int i = 0; i < gen_code.defines.size(); i++) {
+ print_line(gen_code.defines[i]);
+ }
+ print_line("\n**uniforms:\n" + gen_code.uniforms);
+ print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
+ print_line("\n**vertex_code:\n" + gen_code.vertex);
+ print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
+ print_line("\n**fragment_code:\n" + gen_code.fragment);
+ print_line("\n**light_code:\n" + gen_code.light);
+#endif
- if (!casts_shadows && material->next_pass.is_valid()) {
- casts_shadows = material_casts_shadows(material->next_pass);
+ Vector<StringName> texture_uniform_names;
+ for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
+ texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
}
- return casts_shadows;
+ MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
+ ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ valid = true;
}
-Variant MaterialStorage::material_get_param_default(RID p_material, const StringName &p_param) const {
- const Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, Variant());
+void CanvasShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
- if (material->shader) {
- if (material->shader->uniforms.has(p_param)) {
- ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
- Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+void CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ HashMap<int, StringName> order;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ continue;
+ }
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void CanvasShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
}
+
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool CanvasShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool CanvasShaderData::is_animated() const {
+ return false;
+}
+
+bool CanvasShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant CanvasShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
-void MaterialStorage::update_dirty_materials() {
- while (_material_dirty_list.first()) {
- Material *material = _material_dirty_list.first()->self();
- _update_material(material);
+RS::ShaderNativeSourceCode CanvasShaderData::get_native_source_code() const {
+ return MaterialStorage::get_singleton()->shaders.canvas_shader.version_get_native_source_code(version);
+}
+
+CanvasShaderData::CanvasShaderData() {
+ valid = false;
+ uses_screen_texture = false;
+ uses_sdf = false;
+}
+
+CanvasShaderData::~CanvasShaderData() {
+ if (version.is_valid()) {
+ MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(version);
}
}
-/* are these still used? */
-RID MaterialStorage::material_get_shader(RID p_material) const {
- const Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, RID());
+GLES3::ShaderData *GLES3::_create_canvas_shader_func() {
+ CanvasShaderData *shader_data = memnew(CanvasShaderData);
+ return shader_data;
+}
- if (material->shader) {
- return material->shader->self;
+void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+}
+
+void CanvasMaterialData::bind_uniforms() {
+ // Bind Material Uniforms
+ glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer);
+
+ RID *textures = texture_cache.ptrw();
+ ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
+ for (int ti = 0; ti < texture_cache.size(); ti++) {
+ Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
+ glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 because texture slot 0 is used by the base texture
+ glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
+
+ // Set sampler state here as the same texture can be used in multiple places with different flags
+ // Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
+ RS::CanvasItemTextureFilter filter = RS::CanvasItemTextureFilter((int(texture_uniforms[ti].filter) + 1) % RS::CANVAS_ITEM_TEXTURE_FILTER_MAX);
+ RS::CanvasItemTextureRepeat repeat = RS::CanvasItemTextureRepeat((int(texture_uniforms[ti].repeat) + 1) % RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
+ texture->gl_set_filter(filter);
+ texture->gl_set_repeat(repeat);
}
+}
- return RID();
+CanvasMaterialData::~CanvasMaterialData() {
}
-void MaterialStorage::material_set_line_width(RID p_material, float p_width) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
+GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) {
+ CanvasMaterialData *material_data = memnew(CanvasMaterialData);
+ material_data->shader_data = static_cast<CanvasShaderData *>(p_shader);
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// SKY SHADER
+
+void SkyShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+
+ if (code.is_empty()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompiler::GeneratedCode gen_code;
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;
+
+ uses_time = false;
+ uses_half_res = false;
+ uses_quarter_res = false;
+ uses_position = false;
+ uses_light = false;
+
+ actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
+ actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
+
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+ actions.usage_flag_pointers["POSITION"] = &uses_position;
+ actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
+
+ actions.uniforms = &uniforms;
+
+ Error err = MaterialStorage::get_singleton()->shaders.compiler_sky.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+
+ if (version.is_null()) {
+ version = MaterialStorage::get_singleton()->shaders.sky_shader.version_create();
+ }
+
+#if 0
+ print_line("**compiling shader:");
+ print_line("**defines:\n");
+ for (int i = 0; i < gen_code.defines.size(); i++) {
+ print_line(gen_code.defines[i]);
+ }
+ print_line("\n**uniforms:\n" + gen_code.uniforms);
+ // print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
+ // print_line("\n**vertex_code:\n" + gen_code.vertex);
+ print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
+ print_line("\n**fragment_code:\n" + gen_code.fragment);
+ print_line("\n**light_code:\n" + gen_code.light);
+#endif
+
+ Vector<StringName> texture_uniform_names;
+ for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
+ texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
+ }
+
+ MaterialStorage::get_singleton()->shaders.sky_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
+ ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.sky_shader.version_is_valid(version));
- material->line_width = p_width;
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ valid = true;
}
-bool MaterialStorage::material_uses_tangents(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
+void SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
- if (!material->shader) {
- return false;
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
+}
+
+void SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ RBMap<int, StringName> order;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
- if (material->shader->dirty_list.in_list()) {
- _update_shader(material->shader);
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
}
- return material->shader->spatial.uses_tangent;
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
}
-bool MaterialStorage::material_uses_ensure_correct_normals(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
+void SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
- if (!material->shader) {
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool SkyShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
return false;
}
- if (material->shader->dirty_list.in_list()) {
- _update_shader(material->shader);
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool SkyShaderData::is_animated() const {
+ return false;
+}
+
+bool SkyShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
+ return Variant();
+}
- return material->shader->spatial.uses_ensure_correct_normals;
+RS::ShaderNativeSourceCode SkyShaderData::get_native_source_code() const {
+ return MaterialStorage::get_singleton()->shaders.sky_shader.version_get_native_source_code(version);
}
-void MaterialStorage::material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) {
- /*
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
+SkyShaderData::SkyShaderData() {
+ valid = false;
+}
- Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
- if (E) {
- E->get()++;
- } else {
- material->instance_owners[p_instance] = 1;
+SkyShaderData::~SkyShaderData() {
+ if (version.is_valid()) {
+ MaterialStorage::get_singleton()->shaders.sky_shader.version_free(version);
}
-*/
}
-void MaterialStorage::material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) {
- /*
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
+GLES3::ShaderData *GLES3::_create_sky_shader_func() {
+ SkyShaderData *shader_data = memnew(SkyShaderData);
+ return shader_data;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Sky material
- Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
- ERR_FAIL_COND(!E);
+void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ uniform_set_updated = true;
+ return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+}
- E->get()--;
+SkyMaterialData::~SkyMaterialData() {
+}
+GLES3::MaterialData *GLES3::_create_sky_material_func(ShaderData *p_shader) {
+ SkyMaterialData *material_data = memnew(SkyMaterialData);
+ material_data->shader_data = static_cast<SkyShaderData *>(p_shader);
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
- if (E->get() == 0) {
- material->instance_owners.erase(E);
+void SkyMaterialData::bind_uniforms() {
+ // Bind Material Uniforms
+ glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
+
+ RID *textures = texture_cache.ptrw();
+ ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
+ for (int ti = 0; ti < texture_cache.size(); ti++) {
+ Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
+ glActiveTexture(GL_TEXTURE0 + ti);
+ glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
+
+ // Set sampler state here as the same texture can be used in multiple places with different flags
+ // Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
+ RS::CanvasItemTextureFilter filter = RS::CanvasItemTextureFilter((int(texture_uniforms[ti].filter) + 1) % RS::CANVAS_ITEM_TEXTURE_FILTER_MAX);
+ RS::CanvasItemTextureRepeat repeat = RS::CanvasItemTextureRepeat((int(texture_uniforms[ti].repeat) + 1) % RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
+ texture->gl_set_filter(filter);
+ texture->gl_set_repeat(repeat);
}
-*/
}
-/*
-void MaterialStorage::_material_add_geometry(RID p_material, Geometry *p_geometry) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
+////////////////////////////////////////////////////////////////////////////////
+// Scene SHADER
+
+void SceneShaderData::set_code(const String &p_code) {
+ //compile
- Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+ uses_screen_texture = false;
+
+ if (code.is_empty()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompiler::GeneratedCode gen_code;
+
+ int blend_modei = BLEND_MODE_MIX;
+ int depth_testi = DEPTH_TEST_ENABLED;
+ int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF;
+ int cull_modei = CULL_BACK;
+ int depth_drawi = DEPTH_DRAW_OPAQUE;
+
+ uses_point_size = false;
+ uses_alpha = false;
+ uses_alpha_clip = false;
+ uses_blend_alpha = false;
+ uses_depth_pre_pass = false;
+ uses_discard = false;
+ uses_roughness = false;
+ uses_normal = false;
+ wireframe = false;
+
+ unshaded = false;
+ uses_vertex = false;
+ uses_position = false;
+ uses_sss = false;
+ uses_transmittance = false;
+ uses_screen_texture = false;
+ uses_depth_texture = false;
+ uses_normal_texture = false;
+ uses_time = false;
+ writes_modelview_or_projection = false;
+ uses_world_coordinates = false;
+ uses_particle_trails = false;
+
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
+ actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
+ actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
+
+ actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);
+ actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);
+ actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);
+ actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);
+
+ actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
+ actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
+
+ actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
+ actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
+ actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
+
+ actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
+
+ actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, CULL_DISABLED);
+ actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, CULL_FRONT);
+ actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, CULL_BACK);
+
+ actions.render_mode_flags["unshaded"] = &unshaded;
+ actions.render_mode_flags["wireframe"] = &wireframe;
+ actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
+
+ actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
+ actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;
+ actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
+
+ actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
+ actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
+
+ actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
+ actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
+ actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
+ actions.usage_flag_pointers["DISCARD"] = &uses_discard;
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+ actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
+ actions.usage_flag_pointers["NORMAL"] = &uses_normal;
+ actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
+
+ actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
+ actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
+
+ actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
+ actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
+ actions.write_flag_pointers["VERTEX"] = &uses_vertex;
+ actions.write_flag_pointers["POSITION"] = &uses_position;
+
+ actions.usage_flag_pointers["TANGENT"] = &uses_tangent;
+ actions.usage_flag_pointers["BINORMAL"] = &uses_tangent;
+ actions.usage_flag_pointers["COLOR"] = &uses_color;
+ actions.usage_flag_pointers["UV"] = &uses_uv;
+ actions.usage_flag_pointers["UV2"] = &uses_uv2;
+ actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0;
+ actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1;
+ actions.usage_flag_pointers["CUSTOM2"] = &uses_custom2;
+ actions.usage_flag_pointers["CUSTOM3"] = &uses_custom3;
+ actions.usage_flag_pointers["BONE_INDICES"] = &uses_bones;
+ actions.usage_flag_pointers["BONE_WEIGHTS"] = &uses_weights;
+
+ actions.uniforms = &uniforms;
+
+ Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+
+ if (version.is_null()) {
+ version = MaterialStorage::get_singleton()->shaders.scene_shader.version_create();
+ }
+
+ depth_draw = DepthDraw(depth_drawi);
+ depth_test = DepthTest(depth_testi);
+ cull_mode = Cull(cull_modei);
+ blend_mode = BlendMode(blend_modei);
+ alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei);
+ vertex_input_mask = uint32_t(uses_normal);
+ vertex_input_mask |= uses_tangent << 1;
+ vertex_input_mask |= uses_color << 2;
+ vertex_input_mask |= uses_uv << 3;
+ vertex_input_mask |= uses_uv2 << 4;
+ vertex_input_mask |= uses_custom0 << 5;
+ vertex_input_mask |= uses_custom1 << 6;
+ vertex_input_mask |= uses_custom2 << 7;
+ vertex_input_mask |= uses_custom3 << 8;
+ vertex_input_mask |= uses_bones << 9;
+ vertex_input_mask |= uses_weights << 10;
+
+#if 0
+ print_line("**compiling shader:");
+ print_line("**defines:\n");
+ for (int i = 0; i < gen_code.defines.size(); i++) {
+ print_line(gen_code.defines[i]);
+ }
+
+ Map<String, String>::Element *el = gen_code.code.front();
+ while (el) {
+ print_line("\n**code " + el->key() + ":\n" + el->value());
+
+ el = el->next();
+ }
- if (I) {
- I->get()++;
+ print_line("\n**uniforms:\n" + gen_code.uniforms);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
+#endif
+
+ Vector<StringName> texture_uniform_names;
+ for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
+ texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
+ }
+
+ MaterialStorage::get_singleton()->shaders.scene_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
+ ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.scene_shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
+ if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
+ blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
+ }
+
+ valid = true;
+}
+
+void SceneShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
} else {
- material->geometry_owners[p_geometry] = 1;
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
}
-void MaterialStorage::_material_remove_geometry(RID p_material, Geometry *p_geometry) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
+void SceneShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ RBMap<int, StringName> order;
- Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
- ERR_FAIL_COND(!I);
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ continue;
+ }
- I->get()--;
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void SceneShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool SceneShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool SceneShaderData::is_animated() const {
+ return false;
+}
+
+bool SceneShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant SceneShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {
+ return MaterialStorage::get_singleton()->shaders.scene_shader.version_get_native_source_code(version);
+}
+
+SceneShaderData::SceneShaderData() {
+ valid = false;
+ uses_screen_texture = false;
+}
+
+SceneShaderData::~SceneShaderData() {
+ if (version.is_valid()) {
+ MaterialStorage::get_singleton()->shaders.scene_shader.version_free(version);
+ }
+}
+
+GLES3::ShaderData *GLES3::_create_scene_shader_func() {
+ SceneShaderData *shader_data = memnew(SceneShaderData);
+ return shader_data;
+}
+
+void SceneMaterialData::set_render_priority(int p_priority) {
+ priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
+}
+
+void SceneMaterialData::set_next_pass(RID p_pass) {
+ next_pass = p_pass;
+}
+
+void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+}
+
+SceneMaterialData::~SceneMaterialData() {
+}
+
+GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) {
+ SceneMaterialData *material_data = memnew(SceneMaterialData);
+ material_data->shader_data = static_cast<SceneShaderData *>(p_shader);
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
- if (I->get() == 0) {
- material->geometry_owners.erase(I);
+void SceneMaterialData::bind_uniforms() {
+ // Bind Material Uniforms
+ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
+
+ RID *textures = texture_cache.ptrw();
+ ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
+ for (int ti = 0; ti < texture_cache.size(); ti++) {
+ Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
+ glActiveTexture(GL_TEXTURE0 + ti);
+ glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
+
+ // Set sampler state here as the same texture can be used in multiple places with different flags
+ // Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
+ RS::CanvasItemTextureFilter filter = RS::CanvasItemTextureFilter((int(texture_uniforms[ti].filter) + 1) % RS::CANVAS_ITEM_TEXTURE_FILTER_MAX);
+ RS::CanvasItemTextureRepeat repeat = RS::CanvasItemTextureRepeat((int(texture_uniforms[ti].repeat) + 1) % RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
+ texture->gl_set_filter(filter);
+ texture->gl_set_repeat(repeat);
}
}
-*/
#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h
index 450ee7191f..2ca47351a4 100644
--- a/drivers/gles3/storage/material_storage.h
+++ b/drivers/gles3/storage/material_storage.h
@@ -37,200 +37,416 @@
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_compositor.h"
-#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/storage/material_storage.h"
+#include "servers/rendering/storage/utilities.h"
-#include "drivers/gles3/shaders/copy.glsl.gen.h"
+#include "../shaders/canvas.glsl.gen.h"
+#include "../shaders/cubemap_filter.glsl.gen.h"
+#include "../shaders/scene.glsl.gen.h"
+#include "../shaders/sky.glsl.gen.h"
namespace GLES3 {
-/* SHADER Structs */
+/* Shader Structs */
-struct Shaders {
- ShaderCompiler compiler;
+struct ShaderData {
+ virtual void set_code(const String &p_Code) = 0;
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
- CopyShaderGLES3 copy;
- RID copy_version;
- //CubemapFilterShaderGLES3 cubemap_filter;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
+ virtual bool is_param_texture(const StringName &p_param) const = 0;
+ virtual bool is_animated() const = 0;
+ virtual bool casts_shadows() const = 0;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
- ShaderCompiler::IdentifierActions actions_canvas;
- ShaderCompiler::IdentifierActions actions_scene;
- ShaderCompiler::IdentifierActions actions_particles;
+ virtual ~ShaderData() {}
};
+typedef ShaderData *(*ShaderDataRequestFunction)();
+
struct Material;
struct Shader {
+ ShaderData *data = nullptr;
+ String code;
+ String path_hint;
+ RS::ShaderMode mode;
+ HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
+ HashSet<Material *> owners;
+};
+
+/* Material structs */
+
+struct MaterialData {
+ void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
+ void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
+
+ virtual void set_render_priority(int p_priority) = 0;
+ virtual void set_next_pass(RID p_pass) = 0;
+ virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
+ virtual void bind_uniforms() = 0;
+ virtual ~MaterialData();
+
+ // Used internally by all Materials
+ void update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size);
+
+protected:
+ Vector<uint8_t> ubo_data;
+ GLuint uniform_buffer = GLuint(0);
+ Vector<RID> texture_cache;
+
+private:
+ friend class MaterialStorage;
RID self;
+ List<RID>::Element *global_buffer_E = nullptr;
+ List<RID>::Element *global_texture_E = nullptr;
+ uint64_t global_textures_pass = 0;
+ HashMap<StringName, uint64_t> used_global_textures;
- RS::ShaderMode mode;
- ShaderGLES3 *shader = nullptr;
- String code;
- SelfList<Material>::List materials;
+ //internally by update_parameters_internal
+};
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
- RID version;
+struct Material {
+ RID self;
+ MaterialData *data = nullptr;
+ Shader *shader = nullptr;
+ //shortcut to shader data and type
+ RS::ShaderMode shader_mode = RS::SHADER_MAX;
+ uint32_t shader_id = 0;
+ bool uniform_dirty = false;
+ bool texture_dirty = false;
+ HashMap<StringName, Variant> params;
+ int32_t priority = 0;
+ RID next_pass;
+ SelfList<Material> update_element;
+
+ Dependency dependency;
+
+ Material() :
+ update_element(this) {}
+};
- SelfList<Shader> dirty_list;
+/* CanvasItem Materials */
- Map<StringName, Map<int, RID>> default_textures;
+struct CanvasShaderData : public ShaderData {
+ enum BlendMode { //used internally
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_PMALPHA,
+ BLEND_MODE_DISABLED,
+ };
+ bool valid;
+ RID version;
+ String path;
+ BlendMode blend_mode = BLEND_MODE_MIX;
+
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String code;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
+
+ bool uses_screen_texture = false;
+ bool uses_sdf = false;
+ bool uses_time = false;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ CanvasShaderData();
+ virtual ~CanvasShaderData();
+};
+
+ShaderData *_create_canvas_shader_func();
+
+struct CanvasMaterialData : public MaterialData {
+ CanvasShaderData *shader_data = nullptr;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual void bind_uniforms();
+ virtual ~CanvasMaterialData();
+};
+
+MaterialData *_create_canvas_material_func(ShaderData *p_shader);
+
+/* Sky Materials */
+
+struct SkyShaderData : public ShaderData {
bool valid;
+ RID version;
+
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
String path;
+ String code;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
+
+ bool uses_time;
+ bool uses_position;
+ bool uses_half_res;
+ bool uses_quarter_res;
+ bool uses_light;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+ SkyShaderData();
+ virtual ~SkyShaderData();
+};
- uint32_t index;
- uint64_t last_pass;
-
- struct CanvasItem {
- enum BlendMode {
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- BLEND_MODE_PMALPHA,
- };
-
- int blend_mode;
-
- enum LightMode {
- LIGHT_MODE_NORMAL,
- LIGHT_MODE_UNSHADED,
- LIGHT_MODE_LIGHT_ONLY
- };
-
- int light_mode;
-
- bool uses_screen_texture;
- bool uses_screen_uv;
- bool uses_time;
- bool uses_modulate;
- bool uses_color;
- bool uses_vertex;
-
- // all these should disable item joining if used in a custom shader
- bool uses_model_matrix;
- bool uses_extra_matrix;
- bool uses_projection_matrix;
- bool uses_instance_custom;
-
- } canvas_item;
-
- struct Spatial {
- enum BlendMode {
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- };
-
- int blend_mode;
-
- enum DepthDrawMode {
- DEPTH_DRAW_OPAQUE,
- DEPTH_DRAW_ALWAYS,
- DEPTH_DRAW_NEVER,
- DEPTH_DRAW_ALPHA_PREPASS,
- };
-
- int depth_draw_mode;
-
- enum CullMode {
- CULL_MODE_FRONT,
- CULL_MODE_BACK,
- CULL_MODE_DISABLED,
- };
-
- int cull_mode;
-
- bool uses_alpha;
- bool uses_alpha_scissor;
- bool unshaded;
- bool no_depth_test;
- bool uses_vertex;
- bool uses_discard;
- bool uses_sss;
- bool uses_screen_texture;
- bool uses_depth_texture;
- bool uses_time;
- bool uses_tangent;
- bool uses_ensure_correct_normals;
- bool writes_modelview_or_projection;
- bool uses_vertex_lighting;
- bool uses_world_coordinates;
-
- } spatial;
-
- struct Particles {
- } particles;
-
- bool uses_vertex_time;
- bool uses_fragment_time;
-
- Shader() :
- dirty_list(this) {
- shader = nullptr;
- valid = false;
- version = RID();
- last_pass = 0;
- }
+ShaderData *_create_sky_shader_func();
+
+struct SkyMaterialData : public MaterialData {
+ SkyShaderData *shader_data = nullptr;
+ bool uniform_set_updated = false;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual void bind_uniforms();
+ virtual ~SkyMaterialData();
};
-/* MATERIAL Structs */
+MaterialData *_create_sky_material_func(ShaderData *p_shader);
+
+/* Scene Materials */
+
+struct SceneShaderData : public ShaderData {
+ enum BlendMode { //used internally
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_ALPHA_TO_COVERAGE
+ };
+
+ enum DepthDraw {
+ DEPTH_DRAW_DISABLED,
+ DEPTH_DRAW_OPAQUE,
+ DEPTH_DRAW_ALWAYS
+ };
+
+ enum DepthTest {
+ DEPTH_TEST_DISABLED,
+ DEPTH_TEST_ENABLED
+ };
+
+ enum Cull {
+ CULL_DISABLED,
+ CULL_FRONT,
+ CULL_BACK
+ };
+
+ enum AlphaAntiAliasing {
+ ALPHA_ANTIALIASING_OFF,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
+ };
-struct Material {
- RID self;
- Shader *shader = nullptr;
- Map<StringName, Variant> params;
- SelfList<Material> list;
- SelfList<Material> dirty_list;
- Vector<Pair<StringName, RID>> textures;
- float line_width;
- int render_priority;
+ bool valid;
+ RID version;
- RID next_pass;
+ String path;
- uint32_t index;
- uint64_t last_pass;
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
- // Map<Geometry *, int> geometry_owners;
- // Map<InstanceBaseDependency *, int> instance_owners;
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
- bool can_cast_shadow_cache;
- bool is_animated_cache;
+ String code;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
+
+ BlendMode blend_mode;
+ AlphaAntiAliasing alpha_antialiasing_mode;
+ DepthDraw depth_draw;
+ DepthTest depth_test;
+ Cull cull_mode;
+
+ bool uses_point_size;
+ bool uses_alpha;
+ bool uses_blend_alpha;
+ bool uses_alpha_clip;
+ bool uses_depth_pre_pass;
+ bool uses_discard;
+ bool uses_roughness;
+ bool uses_normal;
+ bool uses_particle_trails;
+ bool wireframe;
+
+ bool unshaded;
+ bool uses_vertex;
+ bool uses_position;
+ bool uses_sss;
+ bool uses_transmittance;
+ bool uses_screen_texture;
+ bool uses_depth_texture;
+ bool uses_normal_texture;
+ bool uses_time;
+ bool writes_modelview_or_projection;
+ bool uses_world_coordinates;
+ bool uses_tangent;
+ bool uses_color;
+ bool uses_uv;
+ bool uses_uv2;
+ bool uses_custom0;
+ bool uses_custom1;
+ bool uses_custom2;
+ bool uses_custom3;
+ bool uses_bones;
+ bool uses_weights;
+
+ uint32_t vertex_input_mask = 0;
+
+ uint64_t last_pass = 0;
+ uint32_t index = 0;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ SceneShaderData();
+ virtual ~SceneShaderData();
+};
- Material() :
- list(this),
- dirty_list(this) {
- can_cast_shadow_cache = false;
- is_animated_cache = false;
- shader = nullptr;
- line_width = 1.0;
- last_pass = 0;
- render_priority = 0;
- }
+ShaderData *_create_scene_shader_func();
+
+struct SceneMaterialData : public MaterialData {
+ SceneShaderData *shader_data = nullptr;
+ uint64_t last_pass = 0;
+ uint32_t index = 0;
+ RID next_pass;
+ uint8_t priority = 0;
+ virtual void set_render_priority(int p_priority);
+ virtual void set_next_pass(RID p_pass);
+ virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual void bind_uniforms();
+ virtual ~SceneMaterialData();
+};
+
+MaterialData *_create_scene_material_func(ShaderData *p_shader);
+
+/* Global shader uniform structs */
+struct GlobalShaderUniforms {
+ enum {
+ BUFFER_DIRTY_REGION_SIZE = 1024
+ };
+ struct Variable {
+ HashSet<RID> texture_materials; // materials using this
+
+ RS::GlobalShaderUniformType type;
+ Variant value;
+ Variant override;
+ int32_t buffer_index; //for vectors
+ int32_t buffer_elements; //for vectors
+ };
+
+ HashMap<StringName, Variable> variables;
+
+ struct Value {
+ float x;
+ float y;
+ float z;
+ float w;
+ };
+
+ struct ValueInt {
+ int32_t x;
+ int32_t y;
+ int32_t z;
+ int32_t w;
+ };
+
+ struct ValueUInt {
+ uint32_t x;
+ uint32_t y;
+ uint32_t z;
+ uint32_t w;
+ };
+
+ struct ValueUsage {
+ uint32_t elements = 0;
+ };
+
+ List<RID> materials_using_buffer;
+ List<RID> materials_using_texture;
+
+ GLuint buffer = GLuint(0);
+ Value *buffer_values = nullptr;
+ ValueUsage *buffer_usage = nullptr;
+ bool *buffer_dirty_regions = nullptr;
+ uint32_t buffer_dirty_region_count = 0;
+
+ uint32_t buffer_size;
+
+ bool must_update_texture_materials = false;
+ bool must_update_buffer_materials = false;
+
+ HashMap<RID, int32_t> instance_buffer_pos;
};
class MaterialStorage : public RendererMaterialStorage {
private:
+ friend struct MaterialData;
static MaterialStorage *singleton;
- /* SHADER API */
+ /* GLOBAL SHADER UNIFORM API */
- mutable Shaders shaders;
+ GlobalShaderUniforms global_shader_uniforms;
- mutable RID_PtrOwner<Shader> shader_owner;
- mutable SelfList<Shader>::List _shader_dirty_list;
+ int32_t _global_shader_uniform_allocate(uint32_t p_elements);
+ void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderUniformType p_type, const Variant &p_value);
+ void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
+
+ /* SHADER API */
+
+ ShaderDataRequestFunction shader_data_request_func[RS::SHADER_MAX];
+ mutable RID_Owner<Shader, true> shader_owner;
/* MATERIAL API */
+ MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX];
+ mutable RID_Owner<Material, true> material_owner;
- mutable SelfList<Material>::List _material_dirty_list;
- mutable RID_PtrOwner<Material> material_owner;
+ SelfList<Material>::List material_update_list;
public:
static MaterialStorage *get_singleton();
@@ -238,23 +454,82 @@ public:
MaterialStorage();
virtual ~MaterialStorage();
- /* GLOBAL VARIABLE API */
+ static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.basis.rows[0][0];
+ p_array[1] = p_mtx.basis.rows[1][0];
+ p_array[2] = p_mtx.basis.rows[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.basis.rows[0][1];
+ p_array[5] = p_mtx.basis.rows[1][1];
+ p_array[6] = p_mtx.basis.rows[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.basis.rows[0][2];
+ p_array[9] = p_mtx.basis.rows[1][2];
+ p_array[10] = p_mtx.basis.rows[2][2];
+ p_array[11] = 0;
+ p_array[12] = p_mtx.origin.x;
+ p_array[13] = p_mtx.origin.y;
+ p_array[14] = p_mtx.origin.z;
+ p_array[15] = 1;
+ }
+
+ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.rows[0][0];
+ p_array[1] = p_mtx.rows[1][0];
+ p_array[2] = p_mtx.rows[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.rows[0][1];
+ p_array[5] = p_mtx.rows[1][1];
+ p_array[6] = p_mtx.rows[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.rows[0][2];
+ p_array[9] = p_mtx.rows[1][2];
+ p_array[10] = p_mtx.rows[2][2];
+ p_array[11] = 0;
+ }
+
+ static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ p_array[i * 4 + j] = p_mtx.matrix[i][j];
+ }
+ }
+ }
+
+ struct Shaders {
+ CanvasShaderGLES3 canvas_shader;
+ SkyShaderGLES3 sky_shader;
+ SceneShaderGLES3 scene_shader;
+ CubemapFilterShaderGLES3 cubemap_filter_shader;
+
+ ShaderCompiler compiler_canvas;
+ ShaderCompiler compiler_scene;
+ ShaderCompiler compiler_particles;
+ ShaderCompiler compiler_sky;
+ } shaders;
+
+ /* GLOBAL SHADER UNIFORM API */
+
+ void _update_global_shader_uniforms();
+
+ virtual void global_shader_uniform_add(const StringName &p_name, RS::GlobalShaderUniformType p_type, const Variant &p_value) override;
+ virtual void global_shader_uniform_remove(const StringName &p_name) override;
+ virtual Vector<StringName> global_shader_uniform_get_list() const override;
- virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override;
- virtual void global_variable_remove(const StringName &p_name) override;
- virtual Vector<StringName> global_variable_get_list() const override;
+ virtual void global_shader_uniform_set(const StringName &p_name, const Variant &p_value) override;
+ virtual void global_shader_uniform_set_override(const StringName &p_name, const Variant &p_value) override;
+ virtual Variant global_shader_uniform_get(const StringName &p_name) const override;
+ virtual RS::GlobalShaderUniformType global_shader_uniform_get_type(const StringName &p_name) const override;
+ RS::GlobalShaderUniformType global_shader_uniform_get_type_internal(const StringName &p_name) const;
- virtual void global_variable_set(const StringName &p_name, const Variant &p_value) override;
- virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value) override;
- virtual Variant global_variable_get(const StringName &p_name) const override;
- virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override;
+ virtual void global_shader_uniforms_load_settings(bool p_load_textures = true) override;
+ virtual void global_shader_uniforms_clear() override;
- virtual void global_variables_load_settings(bool p_load_textures = true) override;
- virtual void global_variables_clear() override;
+ virtual int32_t global_shader_uniforms_instance_allocate(RID p_instance) override;
+ virtual void global_shader_uniforms_instance_free(RID p_instance) override;
+ virtual void global_shader_uniforms_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
- virtual int32_t global_variables_instance_allocate(RID p_instance) override;
- virtual void global_variables_instance_free(RID p_instance) override;
- virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
+ GLuint global_shader_uniforms_get_uniform_buffer() const;
/* SHADER API */
@@ -267,72 +542,61 @@ public:
virtual void shader_initialize(RID p_rid) override;
virtual void shader_free(RID p_rid) override;
- //RID shader_create() override;
-
virtual void shader_set_code(RID p_shader, const String &p_code) override;
+ virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
virtual String shader_get_code(RID p_shader) const override;
- virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
+ virtual void shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
+ virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const override;
- virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
-
- void _update_shader(Shader *p_shader) const;
- void update_dirty_shaders();
-
- // new
- Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
+ virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
/* MATERIAL API */
Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
- void _material_make_dirty(Material *p_material) const;
-
- // void _material_add_geometry(RID p_material, Geometry *p_geometry);
- // void _material_remove_geometry(RID p_material, Geometry *p_geometry);
-
- void _update_material(Material *p_material);
-
- // new
- virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
- virtual void material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) override {}
+ void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
+ void _update_queued_materials();
- // old
virtual RID material_allocate() override;
virtual void material_initialize(RID p_rid) override;
-
virtual void material_free(RID p_rid) override;
- //RID material_create() override;
-
virtual void material_set_shader(RID p_material, RID p_shader) override;
- 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) override;
virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
- virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
- void material_set_line_width(RID p_material, float p_width);
virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
+ virtual void material_set_render_priority(RID p_material, int priority) override;
virtual bool material_is_animated(RID p_material) override;
virtual bool material_casts_shadows(RID p_material) override;
- bool material_uses_tangents(RID p_material);
- bool material_uses_ensure_correct_normals(RID p_material);
- void material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance);
- void material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance);
+ virtual void material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) override;
- void material_set_render_priority(RID p_material, int priority) override;
+ virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
- void update_dirty_materials();
+ _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ return material->shader_id;
+ }
+
+ _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, RS::ShaderMode p_shader_mode) {
+ Material *material = material_owner.get_or_null(p_material);
+ if (!material || material->shader_mode != p_shader_mode) {
+ return nullptr;
+ } else {
+ return material->data;
+ }
+ }
};
} // namespace GLES3
#endif // GLES3_ENABLED
-#endif // !MATERIAL_STORAGE_GLES3_H
+#endif // MATERIAL_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
index c2a431aff1..667ba4f5e6 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -31,6 +31,8 @@
#ifdef GLES3_ENABLED
#include "mesh_storage.h"
+#include "material_storage.h"
+#include "utilities.h"
using namespace GLES3;
@@ -51,34 +53,252 @@ MeshStorage::~MeshStorage() {
/* MESH API */
RID MeshStorage::mesh_allocate() {
- return RID();
+ return mesh_owner.allocate_rid();
}
void MeshStorage::mesh_initialize(RID p_rid) {
+ mesh_owner.initialize_rid(p_rid, Mesh());
}
void MeshStorage::mesh_free(RID p_rid) {
+ mesh_clear(p_rid);
+ mesh_set_shadow_mesh(p_rid, RID());
+ Mesh *mesh = mesh_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!mesh);
+
+ mesh->dependency.deleted_notify(p_rid);
+ if (mesh->instances.size()) {
+ ERR_PRINT("deleting mesh with active instances");
+ }
+ if (mesh->shadow_owners.size()) {
+ for (Mesh *E : mesh->shadow_owners) {
+ Mesh *shadow_owner = E;
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+ }
+ }
+ mesh_owner.free(p_rid);
}
void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
+ ERR_FAIL_COND(p_blend_shape_count < 0);
+
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist
+ WARN_PRINT_ONCE("blend shapes not supported by GLES3 renderer yet");
+ mesh->blend_shape_count = p_blend_shape_count;
}
bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
- return false;
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, false);
+
+ return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton);
}
void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND(mesh->surface_count == RS::MAX_MESH_SURFACES);
+
+#ifdef DEBUG_ENABLED
+ //do a validation, to catch errors first
+ {
+ uint32_t stride = 0;
+ uint32_t attrib_stride = 0;
+ uint32_t skin_stride = 0;
+
+ // TODO: I think this should be <=, but it is copied from RendererRD, will have to verify later
+ for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) {
+ if ((p_surface.format & (1 << i))) {
+ switch (i) {
+ case RS::ARRAY_VERTEX: {
+ if (p_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
+ stride += sizeof(float) * 2;
+ } else {
+ stride += sizeof(float) * 3;
+ }
+
+ } break;
+ case RS::ARRAY_NORMAL: {
+ stride += sizeof(int32_t);
+
+ } break;
+ case RS::ARRAY_TANGENT: {
+ stride += sizeof(int32_t);
+
+ } break;
+ case RS::ARRAY_COLOR: {
+ attrib_stride += sizeof(uint32_t);
+ } break;
+ case RS::ARRAY_TEX_UV: {
+ attrib_stride += sizeof(float) * 2;
+
+ } break;
+ case RS::ARRAY_TEX_UV2: {
+ attrib_stride += sizeof(float) * 2;
+
+ } break;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ int idx = i - RS::ARRAY_CUSTOM0;
+ uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
+ uint32_t fmt = (p_surface.format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
+ uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
+ attrib_stride += fmtsize[fmt];
+
+ } break;
+ case RS::ARRAY_WEIGHTS:
+ case RS::ARRAY_BONES: {
+ //uses a separate array
+ bool use_8 = p_surface.format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
+ skin_stride += sizeof(int16_t) * (use_8 ? 16 : 8);
+ } break;
+ }
+ }
+ }
+
+ int expected_size = stride * p_surface.vertex_count;
+ ERR_FAIL_COND_MSG(expected_size != p_surface.vertex_data.size(), "Size of vertex data provided (" + itos(p_surface.vertex_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
+
+ int bs_expected_size = expected_size * mesh->blend_shape_count;
+
+ ERR_FAIL_COND_MSG(bs_expected_size != p_surface.blend_shape_data.size(), "Size of blend shape data provided (" + itos(p_surface.blend_shape_data.size()) + ") does not match expected (" + itos(bs_expected_size) + ")");
+
+ int expected_attrib_size = attrib_stride * p_surface.vertex_count;
+ ERR_FAIL_COND_MSG(expected_attrib_size != p_surface.attribute_data.size(), "Size of attribute data provided (" + itos(p_surface.attribute_data.size()) + ") does not match expected (" + itos(expected_attrib_size) + ")");
+
+ if ((p_surface.format & RS::ARRAY_FORMAT_WEIGHTS) && (p_surface.format & RS::ARRAY_FORMAT_BONES)) {
+ expected_size = skin_stride * p_surface.vertex_count;
+ ERR_FAIL_COND_MSG(expected_size != p_surface.skin_data.size(), "Size of skin data provided (" + itos(p_surface.skin_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
+ }
+ }
+
+#endif
+
+ Mesh::Surface *s = memnew(Mesh::Surface);
+
+ s->format = p_surface.format;
+ s->primitive = p_surface.primitive;
+
+ glGenBuffers(1, &s->vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_surface.vertex_data.size(), p_surface.vertex_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ s->vertex_buffer_size = p_surface.vertex_data.size();
+
+ if (p_surface.attribute_data.size()) {
+ glGenBuffers(1, &s->attribute_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_surface.attribute_data.size(), p_surface.attribute_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ s->attribute_buffer_size = p_surface.attribute_data.size();
+ }
+ if (p_surface.skin_data.size()) {
+ glGenBuffers(1, &s->skin_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_surface.skin_data.size(), p_surface.skin_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ s->skin_buffer_size = p_surface.skin_data.size();
+ }
+
+ s->vertex_count = p_surface.vertex_count;
+
+ if (p_surface.format & RS::ARRAY_FORMAT_BONES) {
+ mesh->has_bone_weights = true;
+ }
+
+ if (p_surface.index_count) {
+ bool is_index_16 = p_surface.vertex_count <= 65536;
+ glGenBuffers(1, &s->index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_surface.index_data.size(), p_surface.index_data.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
+ s->index_count = p_surface.index_count;
+ s->index_buffer_size = p_surface.index_data.size();
+
+ if (p_surface.lods.size()) {
+ s->lods = memnew_arr(Mesh::Surface::LOD, p_surface.lods.size());
+ s->lod_count = p_surface.lods.size();
+
+ for (int i = 0; i < p_surface.lods.size(); i++) {
+ glGenBuffers(1, &s->lods[i].index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->lods[i].index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_surface.lods[i].index_data.size(), p_surface.lods[i].index_data.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
+ s->lods[i].edge_length = p_surface.lods[i].edge_length;
+ s->lods[i].index_count = p_surface.lods[i].index_data.size() / (is_index_16 ? 2 : 4);
+ s->lods[i].index_buffer_size = p_surface.lods[i].index_data.size();
+ }
+ }
+ }
+
+ s->aabb = p_surface.aabb;
+ s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
+
+ if (mesh->blend_shape_count > 0) {
+ //s->blend_shape_buffer = RD::get_singleton()->storage_buffer_create(p_surface.blend_shape_data.size(), p_surface.blend_shape_data);
+ }
+
+ if (mesh->surface_count == 0) {
+ mesh->bone_aabbs = p_surface.bone_aabbs;
+ mesh->aabb = p_surface.aabb;
+ } else {
+ if (mesh->bone_aabbs.size() < p_surface.bone_aabbs.size()) {
+ // ArrayMesh::_surface_set_data only allocates bone_aabbs up to max_bone
+ // Each surface may affect different numbers of bones.
+ mesh->bone_aabbs.resize(p_surface.bone_aabbs.size());
+ }
+ for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
+ mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]);
+ }
+ mesh->aabb.merge_with(p_surface.aabb);
+ }
+
+ s->material = p_surface.material;
+
+ mesh->surfaces = (Mesh::Surface **)memrealloc(mesh->surfaces, sizeof(Mesh::Surface *) * (mesh->surface_count + 1));
+ mesh->surfaces[mesh->surface_count] = s;
+ mesh->surface_count++;
+
+ for (MeshInstance *mi : mesh->instances) {
+ _mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
+ }
+
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+
+ for (Mesh *E : mesh->shadow_owners) {
+ Mesh *shadow_owner = E;
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+ }
+
+ mesh->material_cache.clear();
}
int MeshStorage::mesh_get_blend_shape_count(RID p_mesh) const {
- return 0;
+ const Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, -1);
+ return mesh->blend_shape_count;
}
void MeshStorage::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX((int)p_mode, 2);
+
+ mesh->blend_shape_mode = p_mode;
}
RS::BlendShapeMode MeshStorage::mesh_get_blend_shape_mode(RID p_mesh) const {
- return RS::BLEND_SHAPE_MODE_NORMALIZED;
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RS::BLEND_SHAPE_MODE_NORMALIZED);
+ return mesh->blend_shape_mode;
}
void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
@@ -91,128 +311,1201 @@ void MeshStorage::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int
}
void MeshStorage::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ mesh->surfaces[p_surface]->material = p_material;
+
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
+ mesh->material_cache.clear();
}
RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const {
- return RID();
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RID());
+ ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RID());
+
+ return mesh->surfaces[p_surface]->material;
}
RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
- return RS::SurfaceData();
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RS::SurfaceData());
+ ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RS::SurfaceData());
+
+ Mesh::Surface &s = *mesh->surfaces[p_surface];
+
+ RS::SurfaceData sd;
+ sd.format = s.format;
+ sd.vertex_data = Utilities::buffer_get_data(GL_ARRAY_BUFFER, s.vertex_buffer, s.vertex_buffer_size);
+
+ if (s.attribute_buffer != 0) {
+ sd.attribute_data = Utilities::buffer_get_data(GL_ARRAY_BUFFER, s.attribute_buffer, s.attribute_buffer_size);
+ }
+
+ sd.vertex_count = s.vertex_count;
+ sd.index_count = s.index_count;
+ sd.primitive = s.primitive;
+
+ if (sd.index_count) {
+ sd.index_data = Utilities::buffer_get_data(GL_ELEMENT_ARRAY_BUFFER, s.index_buffer, s.index_buffer_size);
+ }
+
+ sd.aabb = s.aabb;
+ for (uint32_t i = 0; i < s.lod_count; i++) {
+ RS::SurfaceData::LOD lod;
+ lod.edge_length = s.lods[i].edge_length;
+ lod.index_data = Utilities::buffer_get_data(GL_ELEMENT_ARRAY_BUFFER, s.lods[i].index_buffer, s.lods[i].index_buffer_size);
+ sd.lods.push_back(lod);
+ }
+
+ sd.bone_aabbs = s.bone_aabbs;
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ return sd;
}
int MeshStorage::mesh_get_surface_count(RID p_mesh) const {
- return 1;
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, 0);
+ return mesh->surface_count;
}
void MeshStorage::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ mesh->custom_aabb = p_aabb;
}
AABB MeshStorage::mesh_get_custom_aabb(RID p_mesh) const {
- return AABB();
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, AABB());
+ return mesh->custom_aabb;
}
AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
- return AABB();
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, AABB());
+
+ if (mesh->custom_aabb != AABB()) {
+ return mesh->custom_aabb;
+ }
+
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ if (!skeleton || skeleton->size == 0) {
+ return mesh->aabb;
+ }
+
+ // Calculate AABB based on Skeleton
+
+ AABB aabb;
+
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ AABB laabb;
+ if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {
+ int bs = mesh->surfaces[i]->bone_aabbs.size();
+ const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr();
+
+ int sbs = skeleton->size;
+ ERR_CONTINUE(bs > sbs);
+ const float *baseptr = skeleton->data.ptr();
+
+ bool first = true;
+
+ if (skeleton->use_2d) {
+ for (int j = 0; j < bs; j++) {
+ if (skbones[0].size == Vector3()) {
+ continue; //bone is unused
+ }
+
+ const float *dataptr = baseptr + j * 8;
+
+ Transform3D mtx;
+
+ mtx.basis.rows[0].x = dataptr[0];
+ mtx.basis.rows[1].x = dataptr[1];
+ mtx.origin.x = dataptr[3];
+
+ mtx.basis.rows[0].y = dataptr[4];
+ mtx.basis.rows[1].y = dataptr[5];
+ mtx.origin.y = 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 (skbones[0].size == Vector3()) {
+ continue; //bone is unused
+ }
+
+ const float *dataptr = baseptr + j * 12;
+
+ Transform3D mtx;
+
+ mtx.basis.rows[0][0] = dataptr[0];
+ mtx.basis.rows[0][1] = dataptr[1];
+ mtx.basis.rows[0][2] = dataptr[2];
+ mtx.origin.x = dataptr[3];
+ mtx.basis.rows[1][0] = dataptr[4];
+ mtx.basis.rows[1][1] = dataptr[5];
+ mtx.basis.rows[1][2] = dataptr[6];
+ mtx.origin.y = dataptr[7];
+ mtx.basis.rows[2][0] = dataptr[8];
+ mtx.basis.rows[2][1] = dataptr[9];
+ mtx.basis.rows[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);
+ }
+ }
+ }
+
+ if (laabb.size == Vector3()) {
+ laabb = mesh->surfaces[i]->aabb;
+ }
+ } else {
+ laabb = mesh->surfaces[i]->aabb;
+ }
+
+ if (i == 0) {
+ aabb = laabb;
+ } else {
+ aabb.merge_with(laabb);
+ }
+ }
+
+ return aabb;
}
void MeshStorage::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ Mesh *shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.erase(mesh);
+ }
+ mesh->shadow_mesh = p_shadow_mesh;
+
+ shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
+
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.insert(mesh);
+ }
+
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
void MeshStorage::mesh_clear(RID p_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ Mesh::Surface &s = *mesh->surfaces[i];
+
+ if (s.vertex_buffer != 0) {
+ glDeleteBuffers(1, &s.vertex_buffer);
+ s.vertex_buffer = 0;
+ }
+
+ if (s.version_count != 0) {
+ for (uint32_t j = 0; j < s.version_count; j++) {
+ glDeleteVertexArrays(1, &s.versions[j].vertex_array);
+ s.versions[j].vertex_array = 0;
+ }
+ }
+
+ if (s.attribute_buffer != 0) {
+ glDeleteBuffers(1, &s.attribute_buffer);
+ s.attribute_buffer = 0;
+ }
+
+ if (s.skin_buffer != 0) {
+ glDeleteBuffers(1, &s.skin_buffer);
+ s.skin_buffer = 0;
+ }
+
+ if (s.index_buffer != 0) {
+ glDeleteBuffers(1, &s.index_buffer);
+ s.index_buffer = 0;
+ }
+ memdelete(mesh->surfaces[i]);
+ }
+ if (mesh->surfaces) {
+ memfree(mesh->surfaces);
+ }
+
+ mesh->surfaces = nullptr;
+ mesh->surface_count = 0;
+ mesh->material_cache.clear();
+ //clear instance data
+ for (MeshInstance *mi : mesh->instances) {
+ _mesh_instance_clear(mi);
+ }
+ mesh->has_bone_weights = false;
+ mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+
+ for (Mesh *E : mesh->shadow_owners) {
+ Mesh *shadow_owner = E;
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+ }
+}
+
+void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) {
+ Mesh::Surface::Attrib attribs[RS::ARRAY_MAX];
+
+ int attributes_stride = 0;
+ int vertex_stride = 0;
+ int skin_stride = 0;
+
+ for (int i = 0; i < RS::ARRAY_INDEX; i++) {
+ if (!(s->format & (1 << i))) {
+ attribs[i].enabled = false;
+ attribs[i].integer = false;
+ continue;
+ }
+
+ attribs[i].enabled = true;
+ attribs[i].integer = false;
+
+ switch (i) {
+ case RS::ARRAY_VERTEX: {
+ attribs[i].offset = vertex_stride;
+ if (s->format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
+ attribs[i].size = 2;
+ } else {
+ attribs[i].size = 3;
+ }
+ attribs[i].type = GL_FLOAT;
+ vertex_stride += attribs[i].size * sizeof(float);
+ attribs[i].normalized = GL_FALSE;
+ } break;
+ case RS::ARRAY_NORMAL: {
+ attribs[i].offset = vertex_stride;
+ // Will need to change to accommodate octahedral compression
+ attribs[i].size = 4;
+ attribs[i].type = GL_UNSIGNED_INT_2_10_10_10_REV;
+ vertex_stride += sizeof(float);
+ attribs[i].normalized = GL_TRUE;
+ } break;
+ case RS::ARRAY_TANGENT: {
+ attribs[i].offset = vertex_stride;
+ attribs[i].size = 4;
+ attribs[i].type = GL_UNSIGNED_INT_2_10_10_10_REV;
+ vertex_stride += sizeof(float);
+ attribs[i].normalized = GL_TRUE;
+ } break;
+ case RS::ARRAY_COLOR: {
+ attribs[i].offset = attributes_stride;
+ attribs[i].size = 4;
+ attribs[i].type = GL_UNSIGNED_BYTE;
+ attributes_stride += 4;
+ attribs[i].normalized = GL_TRUE;
+ } break;
+ case RS::ARRAY_TEX_UV: {
+ attribs[i].offset = attributes_stride;
+ attribs[i].size = 2;
+ attribs[i].type = GL_FLOAT;
+ attributes_stride += 2 * sizeof(float);
+ attribs[i].normalized = GL_FALSE;
+ } break;
+ case RS::ARRAY_TEX_UV2: {
+ attribs[i].offset = attributes_stride;
+ attribs[i].size = 2;
+ attribs[i].type = GL_FLOAT;
+ attributes_stride += 2 * sizeof(float);
+ attribs[i].normalized = GL_FALSE;
+ } break;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ attribs[i].offset = attributes_stride;
+
+ int idx = i - RS::ARRAY_CUSTOM0;
+ uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
+ uint32_t fmt = (s->format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
+ uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
+ GLenum gl_type[RS::ARRAY_CUSTOM_MAX] = { GL_UNSIGNED_BYTE, GL_BYTE, GL_HALF_FLOAT, GL_HALF_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT };
+ GLboolean norm[RS::ARRAY_CUSTOM_MAX] = { GL_TRUE, GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE };
+ attribs[i].type = gl_type[fmt];
+ attributes_stride += fmtsize[fmt];
+ attribs[i].size = fmtsize[fmt] / sizeof(float);
+ attribs[i].normalized = norm[fmt];
+ } break;
+ case RS::ARRAY_BONES: {
+ attribs[i].offset = skin_stride;
+ attribs[i].size = 4;
+ attribs[i].type = GL_UNSIGNED_SHORT;
+ attributes_stride += 4 * sizeof(uint16_t);
+ attribs[i].normalized = GL_FALSE;
+ attribs[i].integer = true;
+ } break;
+ case RS::ARRAY_WEIGHTS: {
+ attribs[i].offset = skin_stride;
+ attribs[i].size = 4;
+ attribs[i].type = GL_UNSIGNED_SHORT;
+ attributes_stride += 4 * sizeof(uint16_t);
+ attribs[i].normalized = GL_TRUE;
+ } break;
+ }
+ }
+
+ glGenVertexArrays(1, &v.vertex_array);
+ glBindVertexArray(v.vertex_array);
+
+ for (int i = 0; i < RS::ARRAY_INDEX; i++) {
+ if (!attribs[i].enabled) {
+ glDisableVertexAttribArray(i);
+ continue;
+ }
+ if (i <= RS::ARRAY_TANGENT) {
+ attribs[i].stride = vertex_stride;
+ if (mis) {
+ glBindBuffer(GL_ARRAY_BUFFER, mis->vertex_buffer);
+ } else {
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
+ }
+ } else if (i <= RS::ARRAY_CUSTOM3) {
+ attribs[i].stride = attributes_stride;
+ glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer);
+ } else {
+ attribs[i].stride = skin_stride;
+ glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer);
+ }
+
+ if (attribs[i].integer) {
+ glVertexAttribIPointer(i, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
+ } else {
+ glVertexAttribPointer(i, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
+ }
+ glEnableVertexAttribArray(i);
+ }
+
+ // Do not bind index here as we want to switch between index buffers for LOD
+
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ v.input_mask = p_input_mask;
}
/* MESH INSTANCE API */
RID MeshStorage::mesh_instance_create(RID p_base) {
- return RID();
+ Mesh *mesh = mesh_owner.get_or_null(p_base);
+ ERR_FAIL_COND_V(!mesh, RID());
+
+ RID rid = mesh_instance_owner.make_rid();
+ MeshInstance *mi = mesh_instance_owner.get_or_null(rid);
+
+ mi->mesh = mesh;
+
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ _mesh_instance_add_surface(mi, mesh, i);
+ }
+
+ mi->I = mesh->instances.push_back(mi);
+
+ mi->dirty = true;
+
+ return rid;
}
void MeshStorage::mesh_instance_free(RID p_rid) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_rid);
+ _mesh_instance_clear(mi);
+ mi->mesh->instances.erase(mi->I);
+ mi->I = nullptr;
+
+ mesh_instance_owner.free(p_rid);
}
void MeshStorage::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ if (mi->skeleton == p_skeleton) {
+ return;
+ }
+ mi->skeleton = p_skeleton;
+ mi->skeleton_version = 0;
+ mi->dirty = true;
}
void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ ERR_FAIL_COND(!mi);
+ ERR_FAIL_INDEX(p_shape, (int)mi->blend_weights.size());
+ mi->blend_weights[p_shape] = p_weight;
+ mi->weights_dirty = true;
+}
+
+void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
+ for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
+ if (mi->surfaces[i].version_count != 0) {
+ for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) {
+ glDeleteVertexArrays(1, &mi->surfaces[i].versions[j].vertex_array);
+ mi->surfaces[i].versions[j].vertex_array = 0;
+ }
+ memfree(mi->surfaces[i].versions);
+ }
+ if (mi->surfaces[i].vertex_buffer != 0) {
+ glDeleteBuffers(1, &mi->surfaces[i].vertex_buffer);
+ mi->surfaces[i].vertex_buffer = 0;
+ }
+ }
+ mi->surfaces.clear();
+
+ if (mi->blend_weights_buffer != 0) {
+ glDeleteBuffers(1, &mi->blend_weights_buffer);
+ mi->blend_weights_buffer = 0;
+ }
+ mi->blend_weights.clear();
+ mi->weights_dirty = false;
+ mi->skeleton_version = 0;
+}
+
+void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {
+ if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer == 0) {
+ mi->blend_weights.resize(mesh->blend_shape_count);
+ for (uint32_t i = 0; i < mi->blend_weights.size(); i++) {
+ mi->blend_weights[i] = 0;
+ }
+ // Todo allocate buffer for blend_weights and copy data to it
+ //mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array());
+
+ mi->weights_dirty = true;
+ }
+
+ MeshInstance::Surface s;
+ if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) {
+ //surface warrants transform
+ //s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
+ }
+
+ mi->surfaces.push_back(s);
+ mi->dirty = true;
}
void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+
+ bool needs_update = mi->dirty;
+
+ if (mi->weights_dirty && !mi->weight_update_list.in_list()) {
+ dirty_mesh_instance_weights.add(&mi->weight_update_list);
+ needs_update = true;
+ }
+
+ if (mi->array_update_list.in_list()) {
+ return;
+ }
+
+ if (!needs_update && mi->skeleton.is_valid()) {
+ Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton);
+ if (sk && sk->version != mi->skeleton_version) {
+ needs_update = true;
+ }
+ }
+
+ if (needs_update) {
+ dirty_mesh_instance_arrays.add(&mi->array_update_list);
+ }
}
void MeshStorage::update_mesh_instances() {
+ while (dirty_mesh_instance_weights.first()) {
+ MeshInstance *mi = dirty_mesh_instance_weights.first()->self();
+
+ if (mi->blend_weights_buffer != 0) {
+ //RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr());
+ }
+ dirty_mesh_instance_weights.remove(&mi->weight_update_list);
+ mi->weights_dirty = false;
+ }
+ if (dirty_mesh_instance_arrays.first() == nullptr) {
+ return; //nothing to do
+ }
+
+ // Process skeletons and blend shapes using transform feedback
+ // TODO: Implement when working on skeletons and blend shapes
}
/* MULTIMESH API */
RID MeshStorage::multimesh_allocate() {
- return RID();
+ return multimesh_owner.allocate_rid();
}
void MeshStorage::multimesh_initialize(RID p_rid) {
+ multimesh_owner.initialize_rid(p_rid, MultiMesh());
}
void MeshStorage::multimesh_free(RID p_rid) {
+ _update_dirty_multimeshes();
+ multimesh_allocate_data(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_rid);
+ multimesh->dependency.deleted_notify(p_rid);
+ multimesh_owner.free(p_rid);
}
void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ if (multimesh->instances == p_instances && multimesh->xform_format == p_transform_format && multimesh->uses_colors == p_use_colors && multimesh->uses_custom_data == p_use_custom_data) {
+ return;
+ }
+
+ if (multimesh->buffer) {
+ glDeleteBuffers(1, &multimesh->buffer);
+ multimesh->buffer = 0;
+ }
+
+ if (multimesh->data_cache_dirty_regions) {
+ memdelete_arr(multimesh->data_cache_dirty_regions);
+ multimesh->data_cache_dirty_regions = nullptr;
+ multimesh->data_cache_used_dirty_regions = 0;
+ }
+
+ multimesh->instances = p_instances;
+ multimesh->xform_format = p_transform_format;
+ multimesh->uses_colors = p_use_colors;
+ multimesh->color_offset_cache = p_transform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
+ multimesh->uses_custom_data = p_use_custom_data;
+ multimesh->custom_data_offset_cache = multimesh->color_offset_cache + (p_use_colors ? 2 : 0);
+ multimesh->stride_cache = multimesh->custom_data_offset_cache + (p_use_custom_data ? 2 : 0);
+ multimesh->buffer_set = false;
+
+ multimesh->data_cache = Vector<float>();
+ multimesh->aabb = AABB();
+ multimesh->aabb_dirty = false;
+ multimesh->visible_instances = MIN(multimesh->visible_instances, multimesh->instances);
+
+ if (multimesh->instances) {
+ glGenBuffers(1, &multimesh->buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
+ glBufferData(GL_ARRAY_BUFFER, multimesh->instances * multimesh->stride_cache * sizeof(float), nullptr, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH);
}
int MeshStorage::multimesh_get_instance_count(RID p_multimesh) const {
- return 0;
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, 0);
+ return multimesh->instances;
}
void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ if (multimesh->mesh == p_mesh || p_mesh.is_null()) {
+ return;
+ }
+ multimesh->mesh = p_mesh;
+
+ if (multimesh->instances == 0) {
+ return;
+ }
+
+ if (multimesh->data_cache.size()) {
+ //we have a data cache, just mark it dirty
+ _multimesh_mark_all_dirty(multimesh, false, true);
+ } else if (multimesh->instances) {
+ // Need to re-create AABB. Unfortunately, calling this has a penalty.
+ if (multimesh->buffer_set) {
+ Vector<uint8_t> buffer = Utilities::buffer_get_data(GL_ARRAY_BUFFER, multimesh->buffer, multimesh->instances * multimesh->stride_cache * sizeof(float));
+ const uint8_t *r = buffer.ptr();
+ const float *data = (const float *)r;
+ _multimesh_re_create_aabb(multimesh, data, multimesh->instances);
+ }
+ }
+
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
+}
+
+#define MULTIMESH_DIRTY_REGION_SIZE 512
+
+void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const {
+ if (multimesh->data_cache.size() > 0) {
+ return; //already local
+ }
+ ERR_FAIL_COND(multimesh->data_cache.size() > 0);
+ // this means that the user wants to load/save individual elements,
+ // for this, the data must reside on CPU, so just copy it there.
+ multimesh->data_cache.resize(multimesh->instances * multimesh->stride_cache);
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ if (multimesh->buffer_set) {
+ Vector<uint8_t> buffer = Utilities::buffer_get_data(GL_ARRAY_BUFFER, multimesh->buffer, multimesh->instances * multimesh->stride_cache * sizeof(float));
+
+ {
+ const uint8_t *r = buffer.ptr();
+ memcpy(w, r, buffer.size());
+ }
+ } else {
+ memset(w, 0, (size_t)multimesh->instances * multimesh->stride_cache * sizeof(float));
+ }
+ }
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ multimesh->data_cache_dirty_regions = memnew_arr(bool, data_cache_dirty_region_count);
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ multimesh->data_cache_dirty_regions[i] = false;
+ }
+ multimesh->data_cache_used_dirty_regions = 0;
+}
+
+void MeshStorage::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) {
+ uint32_t region_index = p_index / MULTIMESH_DIRTY_REGION_SIZE;
+#ifdef DEBUG_ENABLED
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ ERR_FAIL_UNSIGNED_INDEX(region_index, data_cache_dirty_region_count); //bug
+#endif
+ if (!multimesh->data_cache_dirty_regions[region_index]) {
+ multimesh->data_cache_dirty_regions[region_index] = true;
+ multimesh->data_cache_used_dirty_regions++;
+ }
+
+ if (p_aabb) {
+ multimesh->aabb_dirty = true;
+ }
+
+ if (!multimesh->dirty) {
+ multimesh->dirty_list = multimesh_dirty_list;
+ multimesh_dirty_list = multimesh;
+ multimesh->dirty = true;
+ }
+}
+
+void MeshStorage::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb) {
+ if (p_data) {
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ if (!multimesh->data_cache_dirty_regions[i]) {
+ multimesh->data_cache_dirty_regions[i] = true;
+ multimesh->data_cache_used_dirty_regions++;
+ }
+ }
+ }
+
+ if (p_aabb) {
+ multimesh->aabb_dirty = true;
+ }
+
+ if (!multimesh->dirty) {
+ multimesh->dirty_list = multimesh_dirty_list;
+ multimesh_dirty_list = multimesh;
+ multimesh->dirty = true;
+ }
+}
+
+void MeshStorage::_multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances) {
+ ERR_FAIL_COND(multimesh->mesh.is_null());
+ AABB aabb;
+ AABB mesh_aabb = mesh_get_aabb(multimesh->mesh);
+ for (int i = 0; i < p_instances; i++) {
+ const float *data = p_data + multimesh->stride_cache * i;
+ Transform3D t;
+
+ if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
+ t.basis.rows[0][0] = data[0];
+ t.basis.rows[0][1] = data[1];
+ t.basis.rows[0][2] = data[2];
+ t.origin.x = data[3];
+ t.basis.rows[1][0] = data[4];
+ t.basis.rows[1][1] = data[5];
+ t.basis.rows[1][2] = data[6];
+ t.origin.y = data[7];
+ t.basis.rows[2][0] = data[8];
+ t.basis.rows[2][1] = data[9];
+ t.basis.rows[2][2] = data[10];
+ t.origin.z = data[11];
+
+ } else {
+ t.basis.rows[0].x = data[0];
+ t.basis.rows[1].x = data[1];
+ t.origin.x = data[3];
+
+ t.basis.rows[0].y = data[4];
+ t.basis.rows[1].y = data[5];
+ t.origin.y = data[7];
+ }
+
+ if (i == 0) {
+ aabb = t.xform(mesh_aabb);
+ } else {
+ aabb.merge_with(t.xform(mesh_aabb));
+ }
+ }
+
+ multimesh->aabb = aabb;
}
void MeshStorage::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache;
+
+ dataptr[0] = p_transform.basis.rows[0][0];
+ dataptr[1] = p_transform.basis.rows[0][1];
+ dataptr[2] = p_transform.basis.rows[0][2];
+ dataptr[3] = p_transform.origin.x;
+ dataptr[4] = p_transform.basis.rows[1][0];
+ dataptr[5] = p_transform.basis.rows[1][1];
+ dataptr[6] = p_transform.basis.rows[1][2];
+ dataptr[7] = p_transform.origin.y;
+ dataptr[8] = p_transform.basis.rows[2][0];
+ dataptr[9] = p_transform.basis.rows[2][1];
+ dataptr[10] = p_transform.basis.rows[2][2];
+ dataptr[11] = p_transform.origin.z;
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, true);
}
void MeshStorage::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache;
+
+ dataptr[0] = p_transform.columns[0][0];
+ dataptr[1] = p_transform.columns[1][0];
+ dataptr[2] = 0;
+ dataptr[3] = p_transform.columns[2][0];
+ dataptr[4] = p_transform.columns[0][1];
+ dataptr[5] = p_transform.columns[1][1];
+ dataptr[6] = 0;
+ dataptr[7] = p_transform.columns[2][1];
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, true);
}
void MeshStorage::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(!multimesh->uses_colors);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ // Colors are packed into 2 floats.
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
+ uint16_t val[4] = { Math::make_half_float(p_color.r), Math::make_half_float(p_color.g), Math::make_half_float(p_color.b), Math::make_half_float(p_color.a) };
+ memcpy(dataptr, val, 2 * 4);
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, false);
}
void MeshStorage::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(!multimesh->uses_custom_data);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
+ uint16_t val[4] = { Math::make_half_float(p_color.r), Math::make_half_float(p_color.g), Math::make_half_float(p_color.b), Math::make_half_float(p_color.a) };
+ memcpy(dataptr, val, 2 * 4);
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, false);
}
RID MeshStorage::multimesh_get_mesh(RID p_multimesh) const {
- return RID();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, RID());
+
+ return multimesh->mesh;
}
AABB MeshStorage::multimesh_get_aabb(RID p_multimesh) const {
- return AABB();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, AABB());
+ if (multimesh->aabb_dirty) {
+ const_cast<MeshStorage *>(this)->_update_dirty_multimeshes();
+ }
+ return multimesh->aabb;
}
Transform3D MeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
- return Transform3D();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Transform3D());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform3D());
+ ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D, Transform3D());
+
+ _multimesh_make_local(multimesh);
+
+ Transform3D t;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache;
+
+ t.basis.rows[0][0] = dataptr[0];
+ t.basis.rows[0][1] = dataptr[1];
+ t.basis.rows[0][2] = dataptr[2];
+ t.origin.x = dataptr[3];
+ t.basis.rows[1][0] = dataptr[4];
+ t.basis.rows[1][1] = dataptr[5];
+ t.basis.rows[1][2] = dataptr[6];
+ t.origin.y = dataptr[7];
+ t.basis.rows[2][0] = dataptr[8];
+ t.basis.rows[2][1] = dataptr[9];
+ t.basis.rows[2][2] = dataptr[10];
+ t.origin.z = dataptr[11];
+ }
+
+ return t;
}
Transform2D MeshStorage::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
- return Transform2D();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Transform2D());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform2D());
+ ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D, Transform2D());
+
+ _multimesh_make_local(multimesh);
+
+ Transform2D t;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache;
+
+ t.columns[0][0] = dataptr[0];
+ t.columns[1][0] = dataptr[1];
+ t.columns[2][0] = dataptr[3];
+ t.columns[0][1] = dataptr[4];
+ t.columns[1][1] = dataptr[5];
+ t.columns[2][1] = dataptr[7];
+ }
+
+ return t;
}
Color MeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
- return Color();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Color());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
+ ERR_FAIL_COND_V(!multimesh->uses_colors, Color());
+
+ _multimesh_make_local(multimesh);
+
+ Color c;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
+ uint16_t raw_data[4];
+ memcpy(raw_data, dataptr, 2 * 4);
+ c.r = Math::half_to_float(raw_data[0]);
+ c.g = Math::half_to_float(raw_data[1]);
+ c.b = Math::half_to_float(raw_data[2]);
+ c.a = Math::half_to_float(raw_data[3]);
+ }
+
+ return c;
}
Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
- return Color();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Color());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
+ ERR_FAIL_COND_V(!multimesh->uses_custom_data, Color());
+
+ _multimesh_make_local(multimesh);
+
+ Color c;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
+ uint16_t raw_data[4];
+ memcpy(raw_data, dataptr, 2 * 4);
+ c.r = Math::half_to_float(raw_data[0]);
+ c.g = Math::half_to_float(raw_data[1]);
+ c.b = Math::half_to_float(raw_data[2]);
+ c.a = Math::half_to_float(raw_data[3]);
+ }
+
+ return c;
}
void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ if (multimesh->uses_colors || multimesh->uses_custom_data) {
+ // Color and custom need to be packed so copy buffer to data_cache and pack.
+
+ _multimesh_make_local(multimesh);
+ multimesh->data_cache = p_buffer;
+
+ float *w = multimesh->data_cache.ptrw();
+ uint32_t old_stride = multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
+ old_stride += multimesh->uses_colors ? 4 : 0;
+ old_stride += multimesh->uses_custom_data ? 4 : 0;
+ for (int i = 0; i < multimesh->instances; i++) {
+ {
+ float *dataptr = w + i * old_stride;
+ float *newptr = w + i * multimesh->stride_cache;
+ float vals[8] = { dataptr[0], dataptr[1], dataptr[2], dataptr[3], dataptr[4], dataptr[5], dataptr[6], dataptr[7] };
+ memcpy(newptr, vals, 8 * 4);
+ }
+
+ if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
+ float *dataptr = w + i * old_stride + 8;
+ float *newptr = w + i * multimesh->stride_cache + 8;
+ float vals[8] = { dataptr[0], dataptr[1], dataptr[2], dataptr[3] };
+ memcpy(newptr, vals, 4 * 4);
+ }
+
+ if (multimesh->uses_colors) {
+ float *dataptr = w + i * old_stride + (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12);
+ float *newptr = w + i * multimesh->stride_cache + multimesh->color_offset_cache;
+ uint16_t val[4] = { Math::make_half_float(dataptr[0]), Math::make_half_float(dataptr[1]), Math::make_half_float(dataptr[2]), Math::make_half_float(dataptr[3]) };
+ memcpy(newptr, val, 2 * 4);
+ }
+ if (multimesh->uses_custom_data) {
+ float *dataptr = w + i * old_stride + (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12) + (multimesh->uses_colors ? 4 : 0);
+ float *newptr = w + i * multimesh->stride_cache + multimesh->custom_data_offset_cache;
+ uint16_t val[4] = { Math::make_half_float(dataptr[0]), Math::make_half_float(dataptr[1]), Math::make_half_float(dataptr[2]), Math::make_half_float(dataptr[3]) };
+ memcpy(newptr, val, 2 * 4);
+ }
+ }
+
+ multimesh->data_cache.resize(multimesh->instances * (int)multimesh->stride_cache);
+ const float *r = multimesh->data_cache.ptr();
+ glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
+ glBufferData(GL_ARRAY_BUFFER, multimesh->data_cache.size() * sizeof(float), r, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ } else {
+ // Only Transform is being used, so we can upload directly.
+ ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache));
+ const float *r = p_buffer.ptr();
+ glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_buffer.size() * sizeof(float), r, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ multimesh->buffer_set = true;
+
+ if (multimesh->data_cache.size() || multimesh->uses_colors || multimesh->uses_custom_data) {
+ //if we have a data cache, just update it
+ multimesh->data_cache = multimesh->data_cache;
+ {
+ //clear dirty since nothing will be dirty anymore
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ multimesh->data_cache_dirty_regions[i] = false;
+ }
+ multimesh->data_cache_used_dirty_regions = 0;
+ }
+
+ _multimesh_mark_all_dirty(multimesh, false, true); //update AABB
+ } else if (multimesh->mesh.is_valid()) {
+ //if we have a mesh set, we need to re-generate the AABB from the new data
+ const float *data = p_buffer.ptr();
+
+ _multimesh_re_create_aabb(multimesh, data, multimesh->instances);
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+ }
}
Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const {
- return Vector<float>();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Vector<float>());
+ Vector<float> ret;
+ if (multimesh->buffer == 0) {
+ return Vector<float>();
+ } else if (multimesh->data_cache.size()) {
+ ret = multimesh->data_cache;
+ } else {
+ // Buffer not cached, so fetch from GPU memory. This can be a stalling operation, avoid whenever possible.
+
+ Vector<uint8_t> buffer = Utilities::buffer_get_data(GL_ARRAY_BUFFER, multimesh->buffer, multimesh->instances * multimesh->stride_cache * sizeof(float));
+ ret.resize(multimesh->instances * multimesh->stride_cache);
+ {
+ float *w = ret.ptrw();
+ const uint8_t *r = buffer.ptr();
+ memcpy(w, r, buffer.size());
+ }
+ }
+ if (multimesh->uses_colors || multimesh->uses_custom_data) {
+ // Need to decompress buffer.
+ uint32_t new_stride = multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
+ new_stride += multimesh->uses_colors ? 4 : 0;
+ new_stride += multimesh->uses_custom_data ? 4 : 0;
+
+ Vector<float> decompressed;
+ decompressed.resize(multimesh->instances * (int)new_stride);
+ float *w = decompressed.ptrw();
+ const float *r = ret.ptr();
+
+ for (int i = 0; i < multimesh->instances; i++) {
+ {
+ float *newptr = w + i * new_stride;
+ const float *oldptr = r + i * multimesh->stride_cache;
+ float vals[8] = { oldptr[0], oldptr[1], oldptr[2], oldptr[3], oldptr[4], oldptr[5], oldptr[6], oldptr[7] };
+ memcpy(newptr, vals, 8 * 4);
+ }
+
+ if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
+ float *newptr = w + i * new_stride + 8;
+ const float *oldptr = r + i * multimesh->stride_cache + 8;
+ float vals[8] = { oldptr[0], oldptr[1], oldptr[2], oldptr[3] };
+ memcpy(newptr, vals, 4 * 4);
+ }
+
+ if (multimesh->uses_colors) {
+ float *newptr = w + i * new_stride + (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12);
+ const float *oldptr = r + i * multimesh->stride_cache + multimesh->color_offset_cache;
+ uint16_t raw_data[4];
+ memcpy(raw_data, oldptr, 2 * 4);
+ newptr[0] = Math::half_to_float(raw_data[0]);
+ newptr[1] = Math::half_to_float(raw_data[1]);
+ newptr[2] = Math::half_to_float(raw_data[2]);
+ newptr[3] = Math::half_to_float(raw_data[3]);
+ }
+ if (multimesh->uses_custom_data) {
+ float *newptr = w + i * new_stride + (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12) + (multimesh->uses_colors ? 4 : 0);
+ const float *oldptr = r + i * multimesh->stride_cache + multimesh->custom_data_offset_cache;
+ uint16_t raw_data[4];
+ memcpy(raw_data, oldptr, 2 * 4);
+ newptr[0] = Math::half_to_float(raw_data[0]);
+ newptr[1] = Math::half_to_float(raw_data[1]);
+ newptr[2] = Math::half_to_float(raw_data[2]);
+ newptr[3] = Math::half_to_float(raw_data[3]);
+ }
+ }
+ return decompressed;
+ } else {
+ return ret;
+ }
}
void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_COND(p_visible < -1 || p_visible > multimesh->instances);
+ if (multimesh->visible_instances == p_visible) {
+ return;
+ }
+
+ if (multimesh->data_cache.size()) {
+ //there is a data cache..
+ _multimesh_mark_all_dirty(multimesh, false, true);
+ }
+
+ multimesh->visible_instances = p_visible;
+
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
}
int MeshStorage::multimesh_get_visible_instances(RID p_multimesh) const {
- return 0;
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, 0);
+ return multimesh->visible_instances;
+}
+
+void MeshStorage::_update_dirty_multimeshes() {
+ while (multimesh_dirty_list) {
+ MultiMesh *multimesh = multimesh_dirty_list;
+
+ if (multimesh->data_cache.size()) { //may have been cleared, so only process if it exists
+ const float *data = multimesh->data_cache.ptr();
+
+ uint32_t visible_instances = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances;
+
+ if (multimesh->data_cache_used_dirty_regions) {
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ uint32_t visible_region_count = visible_instances == 0 ? 0 : (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+
+ GLint region_size = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * sizeof(float);
+
+ if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) {
+ // If there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much
+ glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
+ glBufferData(GL_ARRAY_BUFFER, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ } else {
+ // Not that many regions? update them all
+ // TODO: profile the performance cost on low end
+ glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
+ for (uint32_t i = 0; i < visible_region_count; i++) {
+ if (multimesh->data_cache_dirty_regions[i]) {
+ GLint offset = i * region_size;
+ GLint size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float);
+ uint32_t region_start_index = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * i;
+ glBufferSubData(GL_ARRAY_BUFFER, offset, MIN(region_size, size - offset), &data[region_start_index]);
+ }
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ multimesh->data_cache_dirty_regions[i] = false;
+ }
+
+ multimesh->data_cache_used_dirty_regions = 0;
+ }
+
+ if (multimesh->aabb_dirty && multimesh->mesh.is_valid()) {
+ _multimesh_re_create_aabb(multimesh, data, visible_instances);
+ multimesh->aabb_dirty = false;
+ multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+ }
+ }
+
+ multimesh_dirty_list = multimesh->dirty_list;
+
+ multimesh->dirty_list = nullptr;
+ multimesh->dirty = false;
+ }
+
+ multimesh_dirty_list = nullptr;
}
/* SKELETON API */
@@ -251,7 +1544,12 @@ Transform2D MeshStorage::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bo
return Transform2D();
}
-void MeshStorage::skeleton_update_dependency(RID p_base, RendererStorage::DependencyTracker *p_instance) {
+void MeshStorage::skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) {
+}
+
+/* OCCLUDER */
+
+void MeshStorage::occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h
index 3f44908049..339380b3b0 100644
--- a/drivers/gles3/storage/mesh_storage.h
+++ b/drivers/gles3/storage/mesh_storage.h
@@ -37,13 +37,205 @@
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/storage/mesh_storage.h"
+#include "servers/rendering/storage/utilities.h"
+
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
namespace GLES3 {
+struct MeshInstance;
+
+struct Mesh {
+ struct Surface {
+ struct Attrib {
+ bool enabled;
+ bool integer;
+ GLint size;
+ GLenum type;
+ GLboolean normalized;
+ GLsizei stride;
+ uint32_t offset;
+ };
+ RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
+ uint32_t format = 0;
+
+ GLuint vertex_buffer = 0;
+ GLuint attribute_buffer = 0;
+ GLuint skin_buffer = 0;
+ uint32_t vertex_count = 0;
+ uint32_t vertex_buffer_size = 0;
+ uint32_t attribute_buffer_size = 0;
+ uint32_t skin_buffer_size = 0;
+
+ // Cache vertex arrays so they can be created
+ struct Version {
+ uint32_t input_mask = 0;
+ GLuint vertex_array;
+
+ Attrib attribs[RS::ARRAY_MAX];
+ };
+
+ SpinLock version_lock; //needed to access versions
+ Version *versions = nullptr; //allocated on demand
+ uint32_t version_count = 0;
+
+ GLuint index_buffer = 0;
+ uint32_t index_count = 0;
+ uint32_t index_buffer_size = 0;
+
+ struct LOD {
+ float edge_length = 0.0;
+ uint32_t index_count = 0;
+ uint32_t index_buffer_size = 0;
+ GLuint index_buffer;
+ };
+
+ LOD *lods = nullptr;
+ uint32_t lod_count = 0;
+
+ AABB aabb;
+
+ Vector<AABB> bone_aabbs;
+
+ GLuint blend_shape_buffer = 0;
+
+ RID material;
+ };
+
+ uint32_t blend_shape_count = 0;
+ RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
+
+ Surface **surfaces = nullptr;
+ uint32_t surface_count = 0;
+
+ Vector<AABB> bone_aabbs;
+
+ bool has_bone_weights = false;
+
+ AABB aabb;
+ AABB custom_aabb;
+
+ Vector<RID> material_cache;
+
+ List<MeshInstance *> instances;
+
+ RID shadow_mesh;
+ HashSet<Mesh *> shadow_owners;
+
+ Dependency dependency;
+};
+
+/* Mesh Instance */
+
+struct MeshInstance {
+ Mesh *mesh = nullptr;
+ RID skeleton;
+ struct Surface {
+ GLuint vertex_buffer = 0;
+
+ Mesh::Surface::Version *versions = nullptr; //allocated on demand
+ uint32_t version_count = 0;
+ };
+ LocalVector<Surface> surfaces;
+ LocalVector<float> blend_weights;
+
+ GLuint blend_weights_buffer = 0;
+ List<MeshInstance *>::Element *I = nullptr; //used to erase itself
+ uint64_t skeleton_version = 0;
+ bool dirty = false;
+ bool weights_dirty = false;
+ SelfList<MeshInstance> weight_update_list;
+ SelfList<MeshInstance> array_update_list;
+ MeshInstance() :
+ weight_update_list(this), array_update_list(this) {}
+};
+
+/* MultiMesh */
+
+struct MultiMesh {
+ RID mesh;
+ int instances = 0;
+ RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
+ bool uses_colors = false;
+ bool uses_custom_data = false;
+ int visible_instances = -1;
+ AABB aabb;
+ bool aabb_dirty = false;
+ bool buffer_set = false;
+ uint32_t stride_cache = 0;
+ uint32_t color_offset_cache = 0;
+ uint32_t custom_data_offset_cache = 0;
+
+ Vector<float> data_cache; //used if individual setting is used
+ bool *data_cache_dirty_regions = nullptr;
+ uint32_t data_cache_used_dirty_regions = 0;
+
+ GLuint buffer;
+
+ bool dirty = false;
+ MultiMesh *dirty_list = nullptr;
+
+ Dependency dependency;
+};
+
+struct Skeleton {
+ bool use_2d = false;
+ int size = 0;
+ Vector<float> data;
+ GLuint buffer = 0;
+
+ bool dirty = false;
+ Skeleton *dirty_list = nullptr;
+ Transform2D base_transform_2d;
+
+ uint64_t version = 1;
+
+ Dependency dependency;
+};
+
class MeshStorage : public RendererMeshStorage {
private:
static MeshStorage *singleton;
+ /* Mesh */
+
+ mutable RID_Owner<Mesh, true> mesh_owner;
+
+ void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
+
+ /* Mesh Instance API */
+
+ mutable RID_Owner<MeshInstance> mesh_instance_owner;
+
+ void _mesh_instance_clear(MeshInstance *mi);
+ void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
+ SelfList<MeshInstance>::List dirty_mesh_instance_weights;
+ SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
+
+ /* MultiMesh */
+
+ mutable RID_Owner<MultiMesh, true> multimesh_owner;
+
+ MultiMesh *multimesh_dirty_list = nullptr;
+
+ _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
+ _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
+ _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
+ _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
+
+ /* Skeleton */
+
+ mutable RID_Owner<Skeleton, true> skeleton_owner;
+
+ Skeleton *skeleton_dirty_list = nullptr;
+
+ _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
+
public:
static MeshStorage *get_singleton();
@@ -52,6 +244,9 @@ public:
/* MESH API */
+ Mesh *get_mesh(RID p_rid) { return mesh_owner.get_or_null(p_rid); };
+ bool owns_mesh(RID p_rid) { return mesh_owner.owns(p_rid); };
+
virtual RID mesh_allocate() override;
virtual void mesh_initialize(RID p_rid) override;
virtual void mesh_free(RID p_rid) override;
@@ -83,8 +278,127 @@ public:
virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;
virtual void mesh_clear(RID p_mesh) override;
+ _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, nullptr);
+ r_surface_count = mesh->surface_count;
+ if (r_surface_count == 0) {
+ return nullptr;
+ }
+ if (mesh->material_cache.is_empty()) {
+ mesh->material_cache.resize(mesh->surface_count);
+ for (uint32_t i = 0; i < r_surface_count; i++) {
+ mesh->material_cache.write[i] = mesh->surfaces[i]->material;
+ }
+ }
+
+ return mesh->material_cache.ptr();
+ }
+
+ _FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, nullptr);
+ ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);
+
+ return mesh->surfaces[p_surface_index];
+ }
+
+ _FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RID());
+
+ return mesh->shadow_mesh;
+ }
+
+ _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
+ Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return surface->primitive;
+ }
+
+ _FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return s->lod_count > 0;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return s->index_count ? s->index_count : s->vertex_count;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t *r_index_count = nullptr) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ int32_t current_lod = -1;
+ if (r_index_count) {
+ *r_index_count = s->index_count;
+ }
+ for (uint32_t i = 0; i < s->lod_count; i++) {
+ float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
+ if (screen_size > p_mesh_lod_threshold) {
+ break;
+ }
+ current_lod = i;
+ }
+ if (current_lod == -1) {
+ return 0;
+ } else {
+ if (r_index_count) {
+ *r_index_count = s->lods[current_lod].index_count;
+ }
+ return current_lod + 1;
+ }
+ }
+
+ _FORCE_INLINE_ GLuint mesh_surface_get_index_buffer(void *p_surface, uint32_t p_lod) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ if (p_lod == 0) {
+ return s->index_buffer;
+ } else {
+ return s->lods[p_lod - 1].index_buffer;
+ }
+ }
+
+ _FORCE_INLINE_ GLenum mesh_surface_get_index_type(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ return s->vertex_count <= 65536 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
+ }
+
+ // Use this to cache Vertex Array Objects so they are only generated once
+ _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, GLuint &r_vertex_array_gl) {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ s->version_lock.lock();
+
+ //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
+
+ for (uint32_t i = 0; i < s->version_count; i++) {
+ if (s->versions[i].input_mask != p_input_mask) {
+ continue;
+ }
+ //we have this version, hooray
+ r_vertex_array_gl = s->versions[i].vertex_array;
+ s->version_lock.unlock();
+ return;
+ }
+
+ uint32_t version = s->version_count;
+ s->version_count++;
+ s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
+
+ _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);
+
+ r_vertex_array_gl = s->versions[version].vertex_array;
+
+ s->version_lock.unlock();
+ }
+
/* MESH INSTANCE API */
+ MeshInstance *get_mesh_instance(RID p_rid) { return mesh_instance_owner.get_or_null(p_rid); };
+ bool owns_mesh_instance(RID p_rid) { return mesh_instance_owner.owns(p_rid); };
+
virtual RID mesh_instance_create(RID p_base) override;
virtual void mesh_instance_free(RID p_rid) override;
virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;
@@ -92,45 +406,44 @@ public:
virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
virtual void update_mesh_instances() override;
- /* MULTIMESH API */
+ _FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, GLuint &r_vertex_array_gl) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ ERR_FAIL_COND(!mi);
+ Mesh *mesh = mi->mesh;
+ ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
- struct MultiMesh {
- RID mesh;
- int instances = 0;
- RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
- bool uses_colors = false;
- bool uses_custom_data = false;
- int visible_instances = -1;
- AABB aabb;
- bool aabb_dirty = false;
- bool buffer_set = false;
- uint32_t stride_cache = 0;
- uint32_t color_offset_cache = 0;
- uint32_t custom_data_offset_cache = 0;
+ MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
- Vector<float> data_cache; //used if individual setting is used
- bool *data_cache_dirty_regions = nullptr;
- uint32_t data_cache_used_dirty_regions = 0;
+ s->version_lock.lock();
- RID buffer; //storage buffer
- RID uniform_set_3d;
- RID uniform_set_2d;
+ //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
- bool dirty = false;
- MultiMesh *dirty_list = nullptr;
+ for (uint32_t i = 0; i < mis->version_count; i++) {
+ if (mis->versions[i].input_mask != p_input_mask) {
+ continue;
+ }
+ //we have this version, hooray
+ r_vertex_array_gl = mis->versions[i].vertex_array;
+ s->version_lock.unlock();
+ return;
+ }
- RendererStorage::Dependency dependency;
- };
+ uint32_t version = mis->version_count;
+ mis->version_count++;
+ mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
- mutable RID_Owner<MultiMesh, true> multimesh_owner;
+ _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
- MultiMesh *multimesh_dirty_list = nullptr;
+ r_vertex_array_gl = mis->versions[version].vertex_array;
- _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
- _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
- _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
- _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
- void _update_dirty_multimeshes();
+ s->version_lock.unlock();
+ }
+
+ /* MULTIMESH API */
+
+ MultiMesh *get_multimesh(RID p_rid) { return multimesh_owner.get_or_null(p_rid); };
+ bool owns_multimesh(RID p_rid) { return multimesh_owner.owns(p_rid); };
virtual RID multimesh_allocate() override;
virtual void multimesh_initialize(RID p_rid) override;
@@ -157,6 +470,8 @@ public:
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
virtual int multimesh_get_visible_instances(RID p_multimesh) const override;
+ void _update_dirty_multimeshes();
+
_FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
return multimesh->xform_format;
@@ -180,8 +495,31 @@ public:
return multimesh->instances;
}
+ _FORCE_INLINE_ GLuint multimesh_get_gl_buffer(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->buffer;
+ }
+
+ _FORCE_INLINE_ uint32_t multimesh_get_stride(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->stride_cache;
+ }
+
+ _FORCE_INLINE_ uint32_t multimesh_get_color_offset(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->color_offset_cache;
+ }
+
+ _FORCE_INLINE_ uint32_t multimesh_get_custom_data_offset(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->custom_data_offset_cache;
+ }
+
/* SKELETON API */
+ Skeleton *get_skeleton(RID p_rid) { return skeleton_owner.get_or_null(p_rid); };
+ bool owns_skeleton(RID p_rid) { return skeleton_owner.owns(p_rid); };
+
virtual RID skeleton_allocate() override;
virtual void skeleton_initialize(RID p_rid) override;
virtual void skeleton_free(RID p_rid) override;
@@ -194,11 +532,15 @@ public:
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;
- virtual void skeleton_update_dependency(RID p_base, RendererStorage::DependencyTracker *p_instance) override;
+ virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override;
+
+ /* OCCLUDER */
+
+ void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
};
} // namespace GLES3
#endif // GLES3_ENABLED
-#endif // !MESH_STORAGE_GLES3_H
+#endif // MESH_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/particles_storage.cpp b/drivers/gles3/storage/particles_storage.cpp
new file mode 100644
index 0000000000..9ed9fedd5a
--- /dev/null
+++ b/drivers/gles3/storage/particles_storage.cpp
@@ -0,0 +1,254 @@
+/*************************************************************************/
+/* particles_storage.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifdef GLES3_ENABLED
+
+#include "particles_storage.h"
+
+using namespace GLES3;
+
+ParticlesStorage *ParticlesStorage::singleton = nullptr;
+
+ParticlesStorage *ParticlesStorage::get_singleton() {
+ return singleton;
+}
+
+ParticlesStorage::ParticlesStorage() {
+ singleton = this;
+}
+
+ParticlesStorage::~ParticlesStorage() {
+ singleton = nullptr;
+}
+
+/* PARTICLES */
+
+RID ParticlesStorage::particles_allocate() {
+ return RID();
+}
+
+void ParticlesStorage::particles_initialize(RID p_rid) {
+}
+
+void ParticlesStorage::particles_free(RID p_rid) {
+}
+
+void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
+}
+
+void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
+}
+
+void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {
+}
+
+void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
+}
+
+void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
+}
+
+void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) {
+}
+
+void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) {
+}
+
+void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
+}
+
+void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
+}
+
+void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
+}
+
+void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {
+}
+
+void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
+}
+
+void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
+}
+
+RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
+ return RID();
+}
+
+void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
+}
+
+void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {
+}
+
+void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) {
+}
+
+void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
+}
+
+void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+}
+
+void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {
+}
+
+void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
+}
+
+void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
+}
+
+void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
+}
+
+void ParticlesStorage::particles_restart(RID p_particles) {
+}
+
+void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
+}
+
+void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_count) {
+}
+
+void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
+}
+
+void ParticlesStorage::particles_request_process(RID p_particles) {
+}
+
+AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
+ return AABB();
+}
+
+AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {
+ return AABB();
+}
+
+void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
+}
+
+bool ParticlesStorage::particles_get_emitting(RID p_particles) {
+ return false;
+}
+
+int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
+ return 0;
+}
+
+RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
+ return RID();
+}
+
+void ParticlesStorage::particles_add_collision(RID p_particles, RID p_instance) {
+}
+
+void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_instance) {
+}
+
+void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {
+}
+
+void ParticlesStorage::update_particles() {
+}
+
+bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
+ return false;
+}
+
+/* PARTICLES COLLISION */
+
+RID ParticlesStorage::particles_collision_allocate() {
+ return RID();
+}
+
+void ParticlesStorage::particles_collision_initialize(RID p_rid) {
+}
+
+void ParticlesStorage::particles_collision_free(RID p_rid) {
+}
+
+void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
+}
+
+void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
+}
+
+void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
+}
+
+void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
+}
+
+void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
+}
+
+void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
+}
+
+void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
+}
+
+void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
+}
+
+void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {
+}
+
+void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
+}
+
+AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const {
+ return AABB();
+}
+
+bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {
+ return false;
+}
+
+RID ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
+ return RID();
+}
+
+RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {
+ return RID();
+}
+
+void ParticlesStorage::particles_collision_instance_free(RID p_rid) {
+}
+
+void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
+}
+
+void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
+}
+
+#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/particles_storage.h b/drivers/gles3/storage/particles_storage.h
new file mode 100644
index 0000000000..84d1f94d8c
--- /dev/null
+++ b/drivers/gles3/storage/particles_storage.h
@@ -0,0 +1,140 @@
+/*************************************************************************/
+/* particles_storage.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef PARTICLES_STORAGE_GLES3_H
+#define PARTICLES_STORAGE_GLES3_H
+
+#ifdef GLES3_ENABLED
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/storage/particles_storage.h"
+
+namespace GLES3 {
+
+class ParticlesStorage : public RendererParticlesStorage {
+private:
+ static ParticlesStorage *singleton;
+
+public:
+ static ParticlesStorage *get_singleton();
+
+ ParticlesStorage();
+ virtual ~ParticlesStorage();
+
+ /* PARTICLES */
+
+ virtual RID particles_allocate() override;
+ virtual void particles_initialize(RID p_rid) override;
+ virtual void particles_free(RID p_rid) override;
+
+ virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
+ virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override;
+ virtual void particles_set_emitting(RID p_particles, bool p_emitting) override;
+ virtual void particles_set_amount(RID p_particles, int p_amount) override;
+ virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override;
+ virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override;
+ virtual void particles_set_pre_process_time(RID p_particles, double p_time) override;
+ virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;
+ virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;
+ virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;
+ virtual void particles_set_speed_scale(RID p_particles, double p_scale) override;
+ virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;
+ virtual void particles_set_process_material(RID p_particles, RID p_material) override;
+ virtual RID particles_get_process_material(RID p_particles) const override;
+ virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override;
+ virtual void particles_set_interpolate(RID p_particles, bool p_enable) override;
+ virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override;
+ virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;
+ virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
+ virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override;
+
+ virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;
+
+ virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;
+ virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;
+
+ virtual void particles_restart(RID p_particles) override;
+
+ virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;
+
+ virtual void particles_set_draw_passes(RID p_particles, int p_count) override;
+ virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;
+
+ virtual void particles_request_process(RID p_particles) override;
+ virtual AABB particles_get_current_aabb(RID p_particles) override;
+ virtual AABB particles_get_aabb(RID p_particles) const override;
+
+ virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
+
+ virtual bool particles_get_emitting(RID p_particles) override;
+ virtual int particles_get_draw_passes(RID p_particles) const override;
+ virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
+
+ virtual void particles_add_collision(RID p_particles, RID p_instance) override;
+ virtual void particles_remove_collision(RID p_particles, RID p_instance) override;
+
+ virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
+
+ virtual void update_particles() override;
+ virtual bool particles_is_inactive(RID p_particles) const override;
+
+ /* PARTICLES COLLISION */
+
+ virtual RID particles_collision_allocate() override;
+ virtual void particles_collision_initialize(RID p_rid) override;
+ virtual void particles_collision_free(RID p_rid) override;
+
+ virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
+ virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
+ virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override;
+ virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override;
+ virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
+ virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
+ virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
+ virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override;
+ virtual void particles_collision_height_field_update(RID p_particles_collision) override;
+ virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
+ virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
+ virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
+ virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
+
+ virtual RID particles_collision_instance_create(RID p_collision) override;
+ virtual void particles_collision_instance_free(RID p_rid) override;
+ virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
+ virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
+};
+
+} // namespace GLES3
+
+#endif // GLES3_ENABLED
+
+#endif // PARTICLES_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/render_target_storage.h b/drivers/gles3/storage/render_target_storage.h
deleted file mode 100644
index 816cc76e40..0000000000
--- a/drivers/gles3/storage/render_target_storage.h
+++ /dev/null
@@ -1,132 +0,0 @@
-/*************************************************************************/
-/* render_target_storage.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef RENDER_TARGET_STORAGE_GLES3_H
-#define RENDER_TARGET_STORAGE_GLES3_H
-
-#ifdef GLES3_ENABLED
-
-#include "core/templates/rid_owner.h"
-#include "servers/rendering/renderer_compositor.h"
-#include "servers/rendering/renderer_storage.h" // included until we move stuff into storage/render_target_storage.h
-// #include "servers/rendering/storage/render_target_storage.h"
-
-// This must come first to avoid windows.h mess
-#include "platform_config.h"
-#ifndef OPENGL_INCLUDE_H
-#include <GLES3/gl3.h>
-#else
-#include OPENGL_INCLUDE_H
-#endif
-
-namespace GLES3 {
-
-// NOTE, this class currently is just a container for the the RenderTarget struct and is not yet implemented further, we'll do that next after we finish with TextureStorage
-
-struct RenderTarget {
- RID self;
- GLuint fbo = 0;
- GLuint color = 0;
- GLuint depth = 0;
-
- GLuint multisample_fbo = 0;
- GLuint multisample_color = 0;
- GLuint multisample_depth = 0;
- bool multisample_active = false;
-
- struct Effect {
- GLuint fbo = 0;
- int width = 0;
- int height = 0;
-
- GLuint color = 0;
- };
-
- Effect copy_screen_effect;
-
- struct MipMaps {
- struct Size {
- GLuint fbo = 0;
- GLuint color = 0;
- int width = 0;
- int height = 0;
- };
-
- Vector<Size> sizes;
- GLuint color = 0;
- int levels = 0;
- };
-
- MipMaps mip_maps[2];
-
- struct External {
- GLuint fbo = 0;
- GLuint color = 0;
- GLuint depth = 0;
- RID texture;
- } external;
-
- int x = 0;
- int y = 0;
- int width = 0;
- int height = 0;
-
- bool flags[RendererStorage::RENDER_TARGET_FLAG_MAX] = {};
-
- // instead of allocating sized render targets immediately,
- // defer this for faster startup
- bool allocate_is_dirty = false;
- bool used_in_frame = false;
- RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
-
- bool use_fxaa = false;
- bool use_debanding = false;
-
- RID texture;
-
- bool used_dof_blur_near = false;
- bool mip_maps_allocated = false;
-
- Color clear_color = Color(1, 1, 1, 1);
- bool clear_requested = false;
-
- RenderTarget() {
- for (int i = 0; i < RendererStorage::RENDER_TARGET_FLAG_MAX; ++i) {
- flags[i] = false;
- }
- external.fbo = 0;
- }
-};
-
-} // namespace GLES3
-
-#endif // !GLES3_ENABLED
-
-#endif // !RENDER_TARGET_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index d199b1032e..543638e8ff 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -32,6 +32,7 @@
#include "texture_storage.h"
#include "config.h"
+#include "drivers/gles3/effects/copy_effects.h"
using namespace GLES3;
@@ -41,40 +42,277 @@ TextureStorage *TextureStorage::get_singleton() {
return singleton;
}
+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,
+};
+
TextureStorage::TextureStorage() {
singleton = this;
+
+ system_fbo = 0;
+
+ { //create default textures
+ { // White Textures
+
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, true, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 1, 1, 1));
+ image->generate_mipmaps();
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_WHITE] = texture_allocate();
+ texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_WHITE], image);
+
+ Vector<Ref<Image>> images;
+ images.push_back(image);
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE] = texture_allocate();
+ texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE], images, RS::TEXTURE_LAYERED_2D_ARRAY);
+
+ for (int i = 0; i < 3; i++) {
+ images.push_back(image);
+ }
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE] = texture_allocate();
+ texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE], image->get_format(), 4, 4, 4, false, images);
+
+ for (int i = 0; i < 2; i++) {
+ images.push_back(image);
+ }
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE] = texture_allocate();
+ texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE], images, RS::TEXTURE_LAYERED_CUBEMAP);
+ }
+
+ { // black
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, true, Image::FORMAT_RGBA8);
+ image->fill(Color(0, 0, 0, 1));
+ image->generate_mipmaps();
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_BLACK] = texture_allocate();
+ texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image);
+
+ Vector<Ref<Image>> images;
+
+ for (int i = 0; i < 4; i++) {
+ images.push_back(image);
+ }
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate();
+ texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images);
+
+ for (int i = 0; i < 2; i++) {
+ images.push_back(image);
+ }
+ default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate();
+ texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP);
+ }
+
+ { // transparent black
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, true, Image::FORMAT_RGBA8);
+ image->fill(Color(0, 0, 0, 0));
+ image->generate_mipmaps();
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT] = texture_allocate();
+ texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT], image);
+ }
+
+ {
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, true, Image::FORMAT_RGBA8);
+ image->fill(Color(0.5, 0.5, 1, 1));
+ image->generate_mipmaps();
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL] = texture_allocate();
+ texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL], image);
+ }
+
+ {
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, true, Image::FORMAT_RGBA8);
+ image->fill(Color(1.0, 0.5, 1, 1));
+ image->generate_mipmaps();
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_ANISO] = texture_allocate();
+ texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_ANISO], image);
+ }
+
+ {
+ unsigned char pixel_data[4 * 4 * 4];
+ for (int i = 0; i < 16; i++) {
+ pixel_data[i * 4 + 0] = 0;
+ pixel_data[i * 4 + 1] = 0;
+ pixel_data[i * 4 + 2] = 0;
+ pixel_data[i * 4 + 3] = 0;
+ }
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT] = texture_allocate();
+ Texture texture;
+ texture.width = 4;
+ texture.height = 4;
+ texture.format = Image::FORMAT_RGBA8;
+ texture.type = Texture::TYPE_2D;
+ texture.target = GL_TEXTURE_2D;
+ texture.active = true;
+ glGenTextures(1, &texture.tex_id);
+ texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT], texture);
+
+ glBindTexture(GL_TEXTURE_2D, texture.tex_id);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 4, 4, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixel_data);
+ texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
+ }
+ {
+ uint16_t pixel_data[4 * 4];
+ for (int i = 0; i < 16; i++) {
+ pixel_data[i] = Math::make_half_float(1.0f);
+ }
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH] = texture_allocate();
+ Texture texture;
+ texture.width = 4;
+ texture.height = 4;
+ texture.format = Image::FORMAT_RGBA8;
+ texture.type = Texture::TYPE_2D;
+ texture.target = GL_TEXTURE_2D;
+ texture.active = true;
+ glGenTextures(1, &texture.tex_id);
+ texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH], texture);
+
+ glBindTexture(GL_TEXTURE_2D, texture.tex_id);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 4, 4, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, pixel_data);
+ texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
+ }
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+#ifdef GLES_OVER_GL
+ glEnable(GL_PROGRAM_POINT_SIZE);
+#endif
}
TextureStorage::~TextureStorage() {
singleton = nullptr;
+ for (int i = 0; i < DEFAULT_GL_TEXTURE_MAX; i++) {
+ texture_free(default_gl_textures[i]);
+ }
}
-void TextureStorage::set_main_thread_id(Thread::ID p_id) {
- _main_thread_id = p_id;
+//TODO, move back to storage
+bool TextureStorage::can_create_resources_async() const {
+ return false;
}
-bool TextureStorage::_is_main_thread() {
- //#if defined DEBUG_ENABLED && defined TOOLS_ENABLED
- // must be called from main thread in OpenGL
- bool is_main_thread = _main_thread_id == Thread::get_caller_id();
- //#endif
- return is_main_thread;
+/* Canvas Texture API */
+
+RID TextureStorage::canvas_texture_allocate() {
+ return canvas_texture_owner.allocate_rid();
}
-bool TextureStorage::can_create_resources_async() const {
- return false;
+void TextureStorage::canvas_texture_initialize(RID p_rid) {
+ canvas_texture_owner.initialize_rid(p_rid);
}
-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,
-};
+void TextureStorage::canvas_texture_free(RID p_rid) {
+ canvas_texture_owner.free(p_rid);
+}
+
+void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ switch (p_channel) {
+ case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
+ ct->diffuse = p_texture;
+ } break;
+ case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
+ ct->normal_map = p_texture;
+ } break;
+ case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
+ ct->specular = p_texture;
+ } break;
+ }
+}
+
+void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ct->specular_color.r = p_specular_color.r;
+ ct->specular_color.g = p_specular_color.g;
+ ct->specular_color.b = p_specular_color.b;
+ ct->specular_color.a = p_shininess;
+}
-Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const {
+void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ct->texture_filter = p_filter;
+}
+
+void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ct->texture_repeat = p_repeat;
+}
+
+/* CANVAS SHADOW */
+
+RID TextureStorage::canvas_light_shadow_buffer_create(int p_width) {
+ Config *config = Config::get_singleton();
+ 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_COMPONENT16, cls->size, cls->height);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
+
+ 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, nullptr);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, nullptr);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(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, GLES3::TextureStorage::system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ memdelete(cls);
+ ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
+ }
+
+ return canvas_light_shadow_owner.make_rid(cls);
+}
+
+/* Texture API */
+
+Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const {
Config *config = Config::get_singleton();
r_gl_format = 0;
Ref<Image> image = p_image;
@@ -122,14 +360,12 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
r_gl_internal_format = GL_RGB8;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
- //r_srgb = true;
} break;
case Image::FORMAT_RGBA8: {
r_gl_format = GL_RGBA;
r_gl_internal_format = GL_RGBA8;
r_gl_type = GL_UNSIGNED_BYTE;
- //r_srgb = true;
} break;
case Image::FORMAT_RGBA4444: {
@@ -138,12 +374,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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;
@@ -203,8 +433,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
- //r_srgb = true;
-
} else {
need_decompress = true;
}
@@ -215,8 +443,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
- //r_srgb = true;
-
} else {
need_decompress = true;
}
@@ -227,8 +453,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
- //r_srgb = true;
-
} else {
need_decompress = true;
}
@@ -239,7 +463,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
-
} else {
need_decompress = true;
}
@@ -260,8 +483,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
- //r_srgb = true;
-
} else {
need_decompress = true;
}
@@ -286,19 +507,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
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;
@@ -343,13 +551,13 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
need_decompress = true;
}
} break;
+ case Image::FORMAT_ETC:
case Image::FORMAT_ETC2_RGB8: {
if (config->etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGB8_ETC2;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
- //r_srgb = true;
} else {
need_decompress = true;
@@ -361,7 +569,6 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
- //r_srgb = true;
} else {
need_decompress = true;
@@ -373,15 +580,13 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
- //r_srgb = true;
} else {
need_decompress = true;
}
} break;
- */
default: {
- ERR_FAIL_V(Ref<Image>());
+ ERR_FAIL_V_MSG(Ref<Image>(), "Image Format: " + itos(p_format) + " is not supported by the OpenGL3 Renderer");
}
}
@@ -423,306 +628,259 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
return p_image;
}
-void TextureStorage::_texture_set_state_from_flags(Texture *p_tex) {
- // Config *config = Config::get_singleton();
-
- if ((p_tex->flags & TEXTURE_FLAG_MIPMAPS) && !p_tex->ignore_mipmaps) {
- if (p_tex->flags & TEXTURE_FLAG_FILTER) {
- // these do not exactly correspond ...
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
- //texture->glTexParam_MinFilter(texture->target, config->use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
- } else {
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
- //texture->glTexParam_MinFilter(texture->target, config->use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
- }
- } else {
- if (p_tex->flags & TEXTURE_FLAG_FILTER) {
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR);
- //texture->glTexParam_MinFilter(texture->target, GL_LINEAR);
- } else {
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
- //texture->glTexParam_MinFilter(texture->target, GL_NEAREST);
- }
- }
-
- if (((p_tex->flags & TEXTURE_FLAG_REPEAT) || (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT)) && p_tex->target != GL_TEXTURE_CUBE_MAP) {
- if (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT) {
- p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
- } else {
- p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- }
- } else {
- p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- }
+RID TextureStorage::texture_allocate() {
+ return texture_owner.allocate_rid();
}
-void TextureStorage::_texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags) {
- // GLenum format;
- // GLenum internal_format;
- // GLenum type;
-
- // bool compressed = false;
+void TextureStorage::texture_free(RID p_texture) {
+ Texture *t = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!t);
+ ERR_FAIL_COND(t->is_render_target);
- // Config *config = Config::get_singleton();
-
- if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
- p_flags &= ~TEXTURE_FLAG_MIPMAPS; // no mipies for video
+ if (t->canvas_texture) {
+ memdelete(t->canvas_texture);
}
- Texture *texture = texture_owner.get_or_null(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->type = p_type;
-
- switch (p_type) {
- case RenderingDevice::TEXTURE_TYPE_2D: {
- texture->target = GL_TEXTURE_2D;
- texture->images.resize(1);
- } break;
- // case RenderingDevice::TEXTURE_TYPE_EXTERNAL: {
- //#ifdef ANDROID_ENABLED
- // texture->target = _GL_TEXTURE_EXTERNAL_OES;
- //#else
- // texture->target = GL_TEXTURE_2D;
- //#endif
- // texture->images.resize(0);
- // } break;
- case RenderingDevice::TEXTURE_TYPE_CUBE: {
- texture->target = GL_TEXTURE_CUBE_MAP;
- texture->images.resize(6);
- } break;
- case RenderingDevice::TEXTURE_TYPE_2D_ARRAY:
- case RenderingDevice::TEXTURE_TYPE_3D: {
- texture->target = GL_TEXTURE_3D;
- ERR_PRINT("3D textures and Texture Arrays are not supported in OpenGL. Please switch to the Vulkan backend.");
- return;
- } break;
- default: {
- ERR_PRINT("Unknown texture type!");
- return;
- }
+ if (t->tex_id != 0) {
+ glDeleteTextures(1, &t->tex_id);
+ t->tex_id = 0;
}
-#if 0
- // if (p_type != RS::TEXTURE_TYPE_EXTERNAL) {
- if (p_type == RenderingDevice::TEXTURE_TYPE_2D) {
- texture->alloc_width = texture->width;
- texture->alloc_height = texture->height;
- texture->resize_to_po2 = false;
- if (!config->support_npot_repeat_mipmap) {
- int po2_width = next_power_of_2(p_width);
- int po2_height = next_power_of_2(p_height);
-
- bool is_po2 = p_width == po2_width && p_height == po2_height;
-
- if (!is_po2 && (p_flags & TEXTURE_FLAG_REPEAT || p_flags & TEXTURE_FLAG_MIPMAPS)) {
- if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
- //not supported
- ERR_PRINT("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled.");
- texture->flags &= ~(TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS);
- } else {
- texture->alloc_height = po2_height;
- texture->alloc_width = po2_width;
- texture->resize_to_po2 = true;
- }
- }
+ if (t->is_proxy && t->proxy_to.is_valid()) {
+ Texture *proxy_to = texture_owner.get_or_null(t->proxy_to);
+ if (proxy_to) {
+ proxy_to->proxies.erase(p_texture);
}
-
- GLenum format;
- GLenum internal_format;
- GLenum type;
- bool compressed = false;
-
- Image::Format real_format;
- _get_gl_image_and_format(Ref<Image>(),
- texture->format,
- texture->flags,
- real_format,
- format,
- internal_format,
- type,
- compressed,
- texture->resize_to_po2);
-
- texture->gl_format_cache = format;
- texture->gl_type_cache = type;
- texture->gl_internal_format_cache = internal_format;
- texture->data_size = 0;
- texture->mipmaps = 1;
-
- texture->compressed = compressed;
}
-#endif
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture->target, texture->tex_id);
-
- // if (p_type == RS::TEXTURE_TYPE_EXTERNAL) {
- // glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- // glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- // glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- // glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- // } else if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
- // //prealloc if video
- // glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL);
- // }
-
- texture->active = true;
-}
+ //decal_atlas_remove_texture(p_texture);
-RID TextureStorage::texture_create() {
- ERR_FAIL_COND_V(!_is_main_thread(), RID());
-
- 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);
-}
-
-RID TextureStorage::texture_allocate() {
- RID id = texture_create();
- ERR_FAIL_COND_V(id == RID(), id);
- return id;
-}
-
-void TextureStorage::texture_free(RID p_rid) {
- Texture *t = texture_owner.get_or_null(p_rid);
-
- // can't free a render target texture
- ERR_FAIL_COND(t->render_target);
- if (t->canvas_texture) {
- memdelete(t->canvas_texture);
+ for (int i = 0; i < t->proxies.size(); i++) {
+ Texture *p = texture_owner.get_or_null(t->proxies[i]);
+ ERR_CONTINUE(!p);
+ p->proxy_to = RID();
+ p->tex_id = 0;
}
- // info.texture_mem -= t->total_data_size; // TODO make this work again!!
- texture_owner.free(p_rid);
- memdelete(t);
+ texture_owner.free(p_texture);
}
void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
- Texture *tex = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!tex);
-
- int w = p_image->get_width();
- int h = p_image->get_height();
-
- _texture_allocate_internal(p_texture, w, h, 1, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D, 0);
+ Texture texture;
+ texture.width = p_image->get_width();
+ texture.height = p_image->get_height();
+ texture.alloc_width = texture.width;
+ texture.alloc_height = texture.height;
+ texture.mipmaps = p_image->get_mipmap_count();
+ texture.format = p_image->get_format();
+ texture.type = Texture::TYPE_2D;
+ texture.target = GL_TEXTURE_2D;
+ _get_gl_image_and_format(Ref<Image>(), texture.format, texture.real_format, texture.gl_format_cache, texture.gl_internal_format_cache, texture.gl_type_cache, texture.compressed, false);
+ //texture.total_data_size = p_image->get_image_data_size(); // verify that this returns size in bytes
+ texture.active = true;
+ glGenTextures(1, &texture.tex_id);
+ texture_owner.initialize_rid(p_texture, texture);
texture_set_data(p_texture, p_image);
}
void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
+ texture_owner.initialize_rid(p_texture, Texture());
}
void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
+ texture_owner.initialize_rid(p_texture, Texture());
}
+// Called internally when texture_proxy_create(p_base) is called.
+// Note: p_base is the root and p_texture is the proxy.
void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) {
- texture_set_proxy(p_texture, p_base);
+ Texture *texture = texture_owner.get_or_null(p_base);
+ ERR_FAIL_COND(!texture);
+ Texture proxy_tex;
+ proxy_tex.copy_from(*texture);
+ proxy_tex.proxy_to = p_base;
+ proxy_tex.is_render_target = false;
+ proxy_tex.is_proxy = true;
+ proxy_tex.proxies.clear();
+ texture->proxies.push_back(p_texture);
+ texture_owner.initialize_rid(p_texture, proxy_tex);
}
-//RID TextureStorage::texture_2d_create(const Ref<Image> &p_image) {
-// RID id = texture_create();
-// ERR_FAIL_COND_V(id == RID(), id);
-
-// int w = p_image->get_width();
-// int h = p_image->get_height();
-
-// texture_allocate(id, w, h, 1, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D, 0);
-
-// texture_set_data(id, p_image);
-
-// return id;
-//}
-
-//RID TextureStorage::texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
-// return RID();
-//}
-
-//void TextureStorage::texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer) {
-// // only 1 layer so far
-// texture_set_data(p_texture, p_image);
-//}
-
void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
// only 1 layer so far
texture_set_data(p_texture, p_image);
+#ifdef TOOLS_ENABLED
+ Texture *tex = texture_owner.get_or_null(p_texture);
+
+ tex->image_cache_2d.unref();
+#endif
+}
+
+void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
}
void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
+ //this could be better optimized to reuse an existing image , done this way
+ //for now to get it working
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 0, 1, 1));
+
+ texture_2d_initialize(p_texture, image);
}
void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) {
+ //this could be better optimized to reuse an existing image , done this way
+ //for now to get it working
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 0, 1, 1));
+
+ Vector<Ref<Image>> images;
+ if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
+ images.push_back(image);
+ } else {
+ //cube
+ for (int i = 0; i < 6; i++) {
+ images.push_back(image);
+ }
+ }
+
+ texture_2d_layered_initialize(p_texture, images, p_layered_type);
}
void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
+ //this could be better optimized to reuse an existing image , done this way
+ //for now to get it working
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 0, 1, 1));
+
+ Vector<Ref<Image>> images;
+ //cube
+ for (int i = 0; i < 4; i++) {
+ images.push_back(image);
+ }
+
+ texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
}
Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
- Texture *tex = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND_V(!tex, Ref<Image>());
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND_V(!texture, Ref<Image>());
- /*
#ifdef TOOLS_ENABLED
- if (tex->image_cache_2d.is_valid()) {
- return tex->image_cache_2d;
+ if (texture->image_cache_2d.is_valid() && !texture->is_render_target) {
+ return texture->image_cache_2d;
}
#endif
- Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
+
+#ifdef GLES_OVER_GL
+ // OpenGL 3.3 supports glGetTexImage which is faster and simpler than glReadPixels.
+ Vector<uint8_t> data;
+
+ int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->real_format, texture->mipmaps > 1);
+
+ data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
+ uint8_t *w = data.ptrw();
+
+ glActiveTexture(GL_TEXTURE0);
+
+ glBindTexture(texture->target, texture->tex_id);
+
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+
+ for (int i = 0; i < texture->mipmaps; i++) {
+ int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, texture->real_format, i);
+
+ if (texture->compressed) {
+ glPixelStorei(GL_PACK_ALIGNMENT, 4);
+ glGetCompressedTexImage(texture->target, i, &w[ofs]);
+
+ } else {
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+ glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &w[ofs]);
+ }
+ }
+
+ data.resize(data_size);
+
ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
Ref<Image> image;
- image.instance();
- image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
- ERR_FAIL_COND_V(image->empty(), Ref<Image>());
- if (tex->format != tex->validated_format) {
- image->convert(tex->format);
+ image.instantiate();
+ image->create(texture->width, texture->height, texture->mipmaps > 1, texture->real_format, data);
+ ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
+ if (texture->format != texture->real_format) {
+ image->convert(texture->format);
}
+#else
+ // Support for Web and Mobile will come later.
+ Ref<Image> image;
+#endif
#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- tex->image_cache_2d = image;
+ if (Engine::get_singleton()->is_editor_hint() && !texture->is_render_target) {
+ texture->image_cache_2d = image;
}
#endif
-*/
- ERR_FAIL_COND_V(!tex->images.size(), Ref<Image>());
-
- return tex->images[0];
- // return image;
-
- // return Ref<Image>();
+ return image;
}
void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
Texture *tex_to = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex_to);
+ ERR_FAIL_COND(tex_to->is_proxy); //can't replace proxy
Texture *tex_from = texture_owner.get_or_null(p_by_texture);
ERR_FAIL_COND(!tex_from);
+ ERR_FAIL_COND(tex_from->is_proxy); //can't replace proxy
+
+ if (tex_to == tex_from) {
+ return;
+ }
+
+ if (tex_to->canvas_texture) {
+ memdelete(tex_to->canvas_texture);
+ tex_to->canvas_texture = nullptr;
+ }
+
+ if (tex_to->tex_id) {
+ glDeleteTextures(1, &tex_to->tex_id);
+ tex_to->tex_id = 0;
+ }
+
+ Vector<RID> proxies_to_update = tex_to->proxies;
+ Vector<RID> proxies_to_redirect = tex_from->proxies;
- tex_to->destroy();
tex_to->copy_from(*tex_from);
- // copy image data and upload to GL
- tex_to->images.resize(tex_from->images.size());
+ tex_to->proxies = proxies_to_update; //restore proxies, so they can be updated
+
+ if (tex_to->canvas_texture) {
+ tex_to->canvas_texture->diffuse = p_texture; //update
+ }
- for (int n = 0; n < tex_from->images.size(); n++) {
- texture_set_data(p_texture, tex_from->images[n], n);
+ for (int i = 0; i < proxies_to_update.size(); i++) {
+ texture_proxy_update(proxies_to_update[i], p_texture);
+ }
+ for (int i = 0; i < proxies_to_redirect.size(); i++) {
+ texture_proxy_update(proxies_to_redirect[i], p_texture);
}
+ //delete last, so proxies can be updated
+ texture_owner.free(p_by_texture);
- texture_free(p_by_texture);
+ //decal_atlas_mark_dirty_on_texture(p_texture);
}
void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
- ERR_FAIL_COND(texture->render_target);
+ ERR_FAIL_COND(texture->is_render_target);
ERR_FAIL_COND(p_width <= 0 || p_width > 16384);
ERR_FAIL_COND(p_height <= 0 || p_height > 16384);
@@ -749,24 +907,27 @@ void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDe
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
- texture->detect_3d = p_callback;
- texture->detect_3d_ud = p_userdata;
+ texture->detect_3d_callback = p_callback;
+ texture->detect_3d_callback_ud = p_userdata;
}
void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
+}
+
+void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
- texture->detect_srgb = p_callback;
- texture->detect_srgb_ud = p_userdata;
+ texture->detect_normal_callback = p_callback;
+ texture->detect_normal_callback_ud = p_userdata;
}
-void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
+void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
- texture->detect_normal = p_callback;
- texture->detect_normal_ud = p_userdata;
+ texture->detect_roughness_callback = p_callback;
+ texture->detect_roughness_callback_ud = p_userdata;
}
void TextureStorage::texture_debug_usage(List<RS::TextureInfo> *r_info) {
@@ -799,55 +960,24 @@ void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_e
Size2 TextureStorage::texture_size_with_proxy(RID p_texture) {
const Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!texture, Size2());
- if (texture->proxy) {
- return Size2(texture->proxy->width, texture->proxy->height);
+ if (texture->is_proxy) {
+ const Texture *proxy = texture_owner.get_or_null(texture->proxy_to);
+ return Size2(proxy->width, proxy->height);
} else {
return Size2(texture->width, texture->height);
}
}
-// example use in 3.2
-// VS::get_singleton()->texture_set_proxy(default_texture->proxy, texture_rid);
-
-// p_proxy is the source (pre-existing) texture?
-// and p_texture is the one that is being made into a proxy?
-//This naming is confusing. Comments!!!
-
-// The naming of the parameters seemed to be reversed?
-// The p_proxy is the source texture
-// and p_texture is actually the proxy????
-
-void TextureStorage::texture_set_proxy(RID p_texture, RID p_proxy) {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
-
- if (texture->proxy) {
- texture->proxy->proxy_owners.erase(texture);
- texture->proxy = nullptr;
- }
-
- if (p_proxy.is_valid()) {
- Texture *proxy = texture_owner.get_or_null(p_proxy);
- ERR_FAIL_COND(!proxy);
- ERR_FAIL_COND(proxy == texture);
- proxy->proxy_owners.insert(texture);
- texture->proxy = proxy;
- }
-}
-
void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
- Config *config = Config::get_singleton();
Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!_is_main_thread());
-
ERR_FAIL_COND(!texture);
if (texture->target == GL_TEXTURE_3D) {
// Target is set to a 3D texture or array texture, exit early to avoid spamming errors
return;
}
ERR_FAIL_COND(!texture->active);
- ERR_FAIL_COND(texture->render_target);
+ ERR_FAIL_COND(texture->is_render_target);
ERR_FAIL_COND(p_image.is_null());
ERR_FAIL_COND(texture->format != p_image->get_format());
@@ -861,15 +991,11 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
GLenum internal_format;
bool compressed = false;
- if (config->keep_original_textures && !(texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING)) {
- texture->images.write[p_layer] = p_image;
- }
-
// print_line("texture_set_data width " + itos (p_image->get_width()) + " height " + itos(p_image->get_height()));
Image::Format real_format;
- Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2);
-
+ Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), real_format, format, internal_format, type, compressed, texture->resize_to_po2);
+ ERR_FAIL_COND(img.is_null());
if (texture->resize_to_po2) {
if (p_image->is_compressed()) {
ERR_PRINT("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage.");
@@ -881,29 +1007,16 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
img->resize_to_po2(false);
}
- if (config->shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & 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_RGBA8) {
- img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
- }
- }
-
GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D;
- texture->data_size = img->get_data().size();
Vector<uint8_t> read = img->get_data();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
- texture->ignore_mipmaps = compressed && !img->has_mipmaps();
-
- // set filtering and repeat state
- _texture_set_state_from_flags(texture);
+ // set filtering and repeat state to default
+ texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
+ texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
//set swizle for older format compatibility
#ifdef GLES_OVER_GL
@@ -931,7 +1044,7 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
}
#endif
- int mipmaps = ((texture->flags & TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1;
+ int mipmaps = img->has_mipmaps() ? img->get_mipmap_count() + 1 : 1;
int w = img->get_width();
int h = img->get_height();
@@ -951,11 +1064,7 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- if (texture->flags & 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]);
- }
+ glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
}
tsize += size;
@@ -972,240 +1081,613 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
texture->stored_cube_sides |= (1 << p_layer);
- if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != RenderingDevice::TEXTURE_TYPE_CUBE || 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;
}
void TextureStorage::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer) {
- // TODO
- ERR_PRINT("Not implemented (ask Karroffel to do it :p)");
+ ERR_PRINT("Not implemented yet, sorry :(");
}
-/*
-Ref<Image> TextureStorage::texture_get_data(RID p_texture, int p_layer) const {
+Image::Format TextureStorage::texture_get_format(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND_V(!texture, Ref<Image>());
- ERR_FAIL_COND_V(!texture->active, Ref<Image>());
- ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>());
+ ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
- if (texture->type == RS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && p_layer >= 0 && !texture->images[p_layer].is_null()) {
- return texture->images[p_layer];
- }
+ return texture->format;
+}
-#ifdef GLES_OVER_GL
+uint32_t TextureStorage::texture_get_texid(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
- Image::Format real_format;
- GLenum gl_format;
- GLenum gl_internal_format;
- GLenum gl_type;
- bool compressed;
- _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false);
+ ERR_FAIL_COND_V(!texture, 0);
- PoolVector<uint8_t> data;
+ return texture->tex_id;
+}
- int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1);
+uint32_t TextureStorage::texture_get_width(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
- data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
- PoolVector<uint8_t>::Write wb = data.write();
+ ERR_FAIL_COND_V(!texture, 0);
- glActiveTexture(GL_TEXTURE0);
+ return texture->width;
+}
+
+uint32_t TextureStorage::texture_get_height(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND_V(!texture, 0);
+
+ return texture->height;
+}
+
+uint32_t TextureStorage::texture_get_depth(RID p_texture) const {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND_V(!texture, 0);
+
+ return texture->depth;
+}
+void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+
+ ERR_FAIL_COND(!texture);
+
+ glActiveTexture(GL_TEXTURE0 + p_texture_no);
glBindTexture(texture->target, texture->tex_id);
+}
- glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
+ return RID();
+}
- for (int i = 0; i < texture->mipmaps; i++) {
- int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i);
+/* DECAL API */
- 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]);
- }
- }
+RID TextureStorage::decal_allocate() {
+ return RID();
+}
- wb.release();
+void TextureStorage::decal_initialize(RID p_rid) {
+}
- data.resize(data_size);
+void TextureStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
+}
- Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, real_format, data));
+void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
+}
- return Ref<Image>(img);
-#else
+void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
+}
- Image::Format real_format;
- GLenum gl_format;
- GLenum gl_internal_format;
- GLenum gl_type;
- bool compressed;
- _get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2);
+void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
+}
- PoolVector<uint8_t> data;
+void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
+}
- int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
+void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
+}
- data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
- PoolVector<uint8_t>::Write wb = data.write();
+void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
+}
- GLuint temp_framebuffer;
- glGenFramebuffers(1, &temp_framebuffer);
+void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
+}
- GLuint temp_color_texture;
- glGenTextures(1, &temp_color_texture);
+void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) {
+}
- glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
+AABB TextureStorage::decal_get_aabb(RID p_decal) const {
+ return AABB();
+}
- glBindTexture(GL_TEXTURE_2D, temp_color_texture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+/* RENDER TARGET API */
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
+GLuint TextureStorage::system_fbo = 0;
- glDepthMask(GL_FALSE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthFunc(GL_LEQUAL);
+void TextureStorage::_update_render_target(RenderTarget *rt) {
+ // do not allocate a render target with no size
+ if (rt->size.x <= 0 || rt->size.y <= 0) {
+ return;
+ }
+
+ // do not allocate a render target that is attached to the screen
+ if (rt->direct_to_screen) {
+ rt->fbo = system_fbo;
+ return;
+ }
+
+ rt->color_internal_format = rt->is_transparent ? GL_RGBA8 : GL_RGB10_A2;
+ rt->color_format = GL_RGBA;
+ rt->color_type = rt->is_transparent ? GL_BYTE : GL_UNSIGNED_INT_2_10_10_10_REV;
+ rt->image_format = Image::FORMAT_RGBA8;
+
+ glDisable(GL_SCISSOR_TEST);
glColorMask(1, 1, 1, 1);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture->tex_id);
+ glDepthMask(GL_FALSE);
- glViewport(0, 0, texture->alloc_width, texture->alloc_height);
+ {
+ /* Front FBO */
- shaders.copy.bind();
+ Texture *texture = get_texture(rt->texture);
+ ERR_FAIL_COND(!texture);
- glClearColor(0.0, 0.0, 0.0, 0.0);
- glClear(GL_COLOR_BUFFER_BIT);
- bind_quad_array();
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+ // framebuffer
+ glGenFramebuffers(1, &rt->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
- glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
+ // color
+ glGenTextures(1, &rt->color);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
- glDeleteTextures(1, &temp_color_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glDeleteFramebuffers(1, &temp_framebuffer);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- wb.release();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- data.resize(data_size);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
- Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
- if (!texture->compressed) {
- img->convert(real_format);
- }
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- return Ref<Image>(img);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ glDeleteFramebuffers(1, &rt->fbo);
+ glDeleteTextures(1, &rt->color);
+ rt->fbo = 0;
+ rt->size.x = 0;
+ rt->size.y = 0;
+ rt->color = 0;
+ texture->tex_id = 0;
+ texture->active = false;
+ WARN_PRINT("Could not create render target, status: " + get_framebuffer_error(status));
+ return;
+ }
-#endif
+ texture->format = rt->image_format;
+ texture->real_format = rt->image_format;
+ texture->type = Texture::TYPE_2D;
+ texture->target = GL_TEXTURE_2D;
+ texture->gl_format_cache = rt->color_format;
+ texture->gl_type_cache = GL_UNSIGNED_BYTE;
+ texture->gl_internal_format_cache = rt->color_internal_format;
+ texture->tex_id = rt->color;
+ texture->width = rt->size.x;
+ texture->alloc_width = rt->size.x;
+ texture->height = rt->size.y;
+ texture->alloc_height = rt->size.y;
+ texture->active = true;
+ }
+
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
}
-*/
-void TextureStorage::texture_set_flags(RID p_texture, uint32_t p_flags) {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
+void TextureStorage::_create_render_target_backbuffer(RenderTarget *rt) {
+ ERR_FAIL_COND_MSG(rt->backbuffer_fbo != 0, "Cannot allocate RenderTarget backbuffer: already initialized.");
+ ERR_FAIL_COND(rt->direct_to_screen);
+ // Allocate mipmap chains for full screen blur
+ // Limit mipmaps so smallest is 32x32 to avoid unnecessary framebuffer switches
+ int count = MAX(1, Image::get_image_required_mipmaps(rt->size.x, rt->size.y, Image::FORMAT_RGBA8) - 4);
+ if (rt->size.x > 40 && rt->size.y > 40) {
+ GLsizei width = rt->size.x;
+ GLsizei height = rt->size.y;
+
+ rt->mipmap_count = count;
+
+ glGenTextures(1, &rt->backbuffer);
+ glBindTexture(GL_TEXTURE_2D, rt->backbuffer);
+
+ for (int l = 0; l < count; l++) {
+ glTexImage2D(GL_TEXTURE_2D, l, rt->color_internal_format, width, height, 0, rt->color_format, rt->color_type, nullptr);
+ width = MAX(1, (width / 2));
+ height = MAX(1, (height / 2));
+ }
- bool had_mipmaps = texture->flags & TEXTURE_FLAG_MIPMAPS;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, count - 1);
- texture->flags = p_flags;
+ glGenFramebuffers(1, &rt->backbuffer_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture->target, texture->tex_id);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
- // set filtering and repeat state
- _texture_set_state_from_flags(texture);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ WARN_PRINT_ONCE("Cannot allocate mipmaps for canvas screen blur. Status: " + get_framebuffer_error(status));
+ glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
+ return;
+ }
- if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
- if (!had_mipmaps && texture->mipmaps == 1) {
- glGenerateMipmap(texture->target);
+ // Initialize all levels to opaque Magenta.
+ for (int j = 0; j < count; j++) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, j);
+ glClearColor(1.0, 0.0, 1.0, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
}
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->backbuffer, 0);
+
+ 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_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
-uint32_t TextureStorage::texture_get_flags(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
+void TextureStorage::_clear_render_target(RenderTarget *rt) {
+ // there is nothing to clear when DIRECT_TO_SCREEN is used
+ if (rt->direct_to_screen) {
+ return;
+ }
- ERR_FAIL_COND_V(!texture, 0);
+ if (rt->fbo) {
+ glDeleteFramebuffers(1, &rt->fbo);
+ glDeleteTextures(1, &rt->color);
+ rt->fbo = 0;
+ rt->color = 0;
+ }
+ /*
+ if (rt->external.fbo != 0) {
+ // free this
+ glDeleteFramebuffers(1, &rt->external.fbo);
+
+ // clean up our texture
+ Texture *t = get_texture(rt->external.texture);
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->width = 0;
+ t->height = 0;
+ t->active = false;
+ texture_free(rt->external.texture);
+ memdelete(t);
+
+ rt->external.fbo = 0;
+ }
+ */
+
+ Texture *tex = get_texture(rt->texture);
+ tex->alloc_height = 0;
+ tex->alloc_width = 0;
+ tex->width = 0;
+ tex->height = 0;
+ tex->active = false;
+
+ if (rt->backbuffer_fbo != 0) {
+ glDeleteFramebuffers(1, &rt->backbuffer_fbo);
+ glDeleteTextures(1, &rt->backbuffer);
+ rt->backbuffer = 0;
+ rt->backbuffer_fbo = 0;
+ }
+}
+
+RID TextureStorage::render_target_create() {
+ RenderTarget render_target;
+ //render_target.was_used = false;
+ render_target.clear_requested = false;
- return texture->flags;
+ Texture t;
+ t.active = true;
+ t.render_target = &render_target;
+ t.is_render_target = true;
+
+ render_target.texture = texture_owner.make_rid(t);
+ _update_render_target(&render_target);
+ return render_target_owner.make_rid(render_target);
}
-Image::Format TextureStorage::texture_get_format(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
+void TextureStorage::render_target_free(RID p_rid) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_rid);
+ _clear_render_target(rt);
- ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
+ Texture *t = get_texture(rt->texture);
+ if (t) {
+ t->is_render_target = false;
+ texture_free(rt->texture);
+ //memdelete(t);
+ }
+ render_target_owner.free(p_rid);
+}
- return texture->format;
+void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->position = Point2i(p_x, p_y);
}
-RenderingDevice::TextureType TextureStorage::texture_get_type(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
+void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ if (p_width == rt->size.x && p_height == rt->size.y) {
+ return;
+ }
- ERR_FAIL_COND_V(!texture, RenderingDevice::TEXTURE_TYPE_2D);
+ _clear_render_target(rt);
- return texture->type;
+ rt->size = Size2i(p_width, p_height);
+
+ _update_render_target(rt);
}
-uint32_t TextureStorage::texture_get_texid(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
+// TODO: convert to Size2i internally
+Size2i TextureStorage::render_target_get_size(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, Size2());
- ERR_FAIL_COND_V(!texture, 0);
+ return rt->size;
+}
- return texture->tex_id;
+RID TextureStorage::render_target_get_texture(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ if (rt->external.fbo == 0) {
+ return rt->texture;
+ } else {
+ return rt->external.texture;
+ }
}
-uint32_t TextureStorage::texture_get_width(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
+void TextureStorage::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
- ERR_FAIL_COND_V(!texture, 0);
+ if (p_texture_id == 0) {
+ if (rt->external.fbo != 0) {
+ // free this
+ glDeleteFramebuffers(1, &rt->external.fbo);
- return texture->width;
+ // and this
+ if (rt->external.depth != 0) {
+ glDeleteRenderbuffers(1, &rt->external.depth);
+ }
+
+ // clean up our texture
+ Texture *t = get_texture(rt->external.texture);
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->width = 0;
+ t->height = 0;
+ t->active = false;
+ texture_free(rt->external.texture);
+ //memdelete(t);
+
+ rt->external.fbo = 0;
+ rt->external.color = 0;
+ rt->external.depth = 0;
+ }
+ } else {
+ Texture *t;
+
+ if (rt->external.fbo == 0) {
+ // create our fbo
+ glGenFramebuffers(1, &rt->external.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+
+ // allocate a texture
+ t = memnew(Texture);
+
+ t->type = Texture::TYPE_2D;
+ t->width = 0;
+ t->height = 0;
+ t->alloc_height = 0;
+ t->alloc_width = 0;
+ t->format = Image::FORMAT_RGBA8;
+ t->target = GL_TEXTURE_2D;
+ t->gl_format_cache = 0;
+ t->gl_internal_format_cache = 0;
+ t->gl_type_cache = 0;
+ t->total_data_size = 0;
+ t->mipmaps = 1;
+ t->active = true;
+ t->tex_id = 0;
+ t->render_target = rt;
+ t->is_render_target = true;
+
+ //rt->external.texture = make_rid(t);
+
+ } else {
+ // bind our frame buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
+
+ // find our texture
+ t = get_texture(rt->external.texture);
+ }
+
+ // set our texture
+ t->tex_id = p_texture_id;
+ rt->external.color = p_texture_id;
+
+ // size shouldn't be different
+ t->width = rt->size.x;
+ t->height = rt->size.y;
+ t->alloc_height = rt->size.x;
+ t->alloc_width = rt->size.y;
+
+ // Switch our texture on our frame buffer
+ {
+ // set our texture as the destination for our framebuffer
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
+ }
+
+ // check status and unbind
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ WARN_PRINT("framebuffer fail, status: " + get_framebuffer_error(status));
+ }
+
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+ }
}
-uint32_t TextureStorage::texture_get_height(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
+void TextureStorage::render_target_set_transparent(RID p_render_target, bool p_transparent) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
- ERR_FAIL_COND_V(!texture, 0);
+ rt->is_transparent = p_transparent;
- return texture->height;
+ _clear_render_target(rt);
+ _update_render_target(rt);
}
-uint32_t TextureStorage::texture_get_depth(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
+void TextureStorage::render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
- ERR_FAIL_COND_V(!texture, 0);
+ if (p_direct_to_screen == rt->direct_to_screen) {
+ return;
+ }
+ // When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as
+ // those functions change how they operate depending on the value of DIRECT_TO_SCREEN
+ _clear_render_target(rt);
+ rt->direct_to_screen = p_direct_to_screen;
+ _update_render_target(rt);
+}
- return texture->depth;
+bool TextureStorage::render_target_was_used(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, false);
+
+ return rt->used_in_frame;
}
-void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) {
- Texture *texture = texture_owner.get_or_null(p_texture);
+void TextureStorage::render_target_clear_used(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
- ERR_FAIL_COND(!texture);
+ rt->used_in_frame = false;
+}
- glActiveTexture(GL_TEXTURE0 + p_texture_no);
- glBindTexture(texture->target, texture->tex_id);
+void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->clear_requested = true;
+ rt->clear_color = p_clear_color;
}
-void TextureStorage::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
- Config::get_singleton()->shrink_textures_x2 = p_enable;
+bool TextureStorage::render_target_is_clear_requested(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, false);
+ return rt->clear_requested;
+}
+Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, Color());
+ return rt->clear_color;
}
-RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
- return RID();
+void TextureStorage::render_target_disable_clear_request(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->clear_requested = false;
+}
+
+void TextureStorage::render_target_do_clear_request(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (!rt->clear_requested) {
+ return;
+ }
+
+ glClearBufferfv(GL_COLOR, 0, rt->clear_color.components);
+ rt->clear_requested = false;
+}
+
+void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
+}
+
+Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
+ return Rect2i();
+}
+
+void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
}
-void TextureStorage::textures_keep_original(bool p_enable) {
- Config::get_singleton()->keep_original_textures = p_enable;
+void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ ERR_FAIL_COND(rt->direct_to_screen);
+
+ if (rt->backbuffer_fbo == 0) {
+ _create_render_target_backbuffer(rt);
+ }
+
+ Rect2i region;
+ if (p_region == Rect2i()) {
+ region.size = rt->size;
+ } else {
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
+ }
+
+ glDisable(GL_BLEND);
+ //single texture copy for backbuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+ GLES3::CopyEffects::get_singleton()->copy_screen();
+
+ if (p_gen_mipmaps) {
+ GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
+ }
+
+ glEnable(GL_BLEND); // 2D almost always uses blend.
+}
+
+void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ ERR_FAIL_COND(rt->direct_to_screen);
+
+ if (rt->backbuffer_fbo == 0) {
+ _create_render_target_backbuffer(rt);
+ }
+
+ Rect2i region;
+ if (p_region == Rect2i()) {
+ // Just do a full screen clear;
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
+ glClearColor(p_color.r, p_color.g, p_color.b, p_color.a);
+ glClear(GL_COLOR_BUFFER_BIT);
+ } else {
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
+ GLES3::CopyEffects::get_singleton()->set_color(p_color, region);
+ }
+}
+
+void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ if (rt->backbuffer_fbo == 0) {
+ _create_render_target_backbuffer(rt);
+ }
+
+ Rect2i region;
+ if (p_region == Rect2i()) {
+ region.size = rt->size;
+ } else {
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
+ }
+
+ GLES3::CopyEffects::get_singleton()->bilinear_blur(rt->backbuffer, rt->mipmap_count, region);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->backbuffer_fbo);
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 7656cdf67e..71f713bc9f 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -33,15 +33,25 @@
#ifdef GLES3_ENABLED
-#include "canvas_texture_storage.h"
#include "config.h"
#include "core/os/os.h"
#include "core/templates/rid_owner.h"
-#include "render_target_storage.h"
+#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/storage/texture_storage.h"
+// This must come first to avoid windows.h mess
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
+
namespace GLES3 {
+#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+
#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
@@ -61,6 +71,17 @@ namespace GLES3 {
#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
+#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 _GL_TEXTURE_EXTERNAL_OES 0x8D65
#ifdef GLES_OVER_GL
@@ -79,113 +100,126 @@ namespace GLES3 {
#define glClearDepth glClearDepthf
#endif //!GLES_OVER_GL
-enum OpenGLTextureFlags {
- TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
- TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
- TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
- TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
- TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
- TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
- TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
- TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
+enum DefaultGLTexture {
+ DEFAULT_GL_TEXTURE_WHITE,
+ DEFAULT_GL_TEXTURE_BLACK,
+ DEFAULT_GL_TEXTURE_TRANSPARENT,
+ DEFAULT_GL_TEXTURE_NORMAL,
+ DEFAULT_GL_TEXTURE_ANISO,
+ DEFAULT_GL_TEXTURE_DEPTH,
+ DEFAULT_GL_TEXTURE_CUBEMAP_BLACK,
+ //DEFAULT_GL_TEXTURE_CUBEMAP_ARRAY_BLACK, // Cubemap Arrays not supported in GL 3.3 or GL ES 3.0
+ DEFAULT_GL_TEXTURE_CUBEMAP_WHITE,
+ DEFAULT_GL_TEXTURE_3D_WHITE,
+ DEFAULT_GL_TEXTURE_3D_BLACK,
+ DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE,
+ DEFAULT_GL_TEXTURE_2D_UINT,
+ DEFAULT_GL_TEXTURE_MAX
};
-struct Texture {
- RID self;
+struct CanvasTexture {
+ RID diffuse;
+ RID normal_map;
+ RID specular;
+ Color specular_color = Color(1, 1, 1, 1);
+ float shininess = 1.0;
- Texture *proxy = nullptr;
- Set<Texture *> proxy_owners;
+ RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
+ RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
- String path;
- uint32_t flags;
- int width, height, depth;
- int alloc_width, alloc_height;
- Image::Format format;
- RenderingDevice::TextureType type;
+ Size2i size_cache = Size2i(1, 1);
+ bool use_normal_cache = false;
+ bool use_specular_cache = false;
+ bool cleared_cache = true;
+};
- GLenum target;
- GLenum gl_format_cache;
- GLenum gl_internal_format_cache;
- GLenum gl_type_cache;
+/* CANVAS SHADOW */
- int data_size;
- int total_data_size;
- bool ignore_mipmaps;
+struct CanvasLightShadow {
+ RID self;
+ int size;
+ int height;
+ GLuint fbo;
+ GLuint depth;
+ GLuint distance; //for older devices
+};
- bool compressed;
+struct RenderTarget;
- bool srgb;
+struct Texture {
+ RID self;
- int mipmaps;
+ bool is_proxy = false;
+ bool is_render_target = false;
- bool resize_to_po2;
+ RID proxy_to = RID();
+ Vector<RID> proxies;
- bool active;
- GLenum tex_id;
+ String path;
+ int width = 0;
+ int height = 0;
+ int depth = 0;
+ int mipmaps = 1;
+ int layers = 1;
+ int alloc_width = 0;
+ int alloc_height = 0;
+ Image::Format format = Image::FORMAT_R8;
+ Image::Format real_format = Image::FORMAT_R8;
- uint16_t stored_cube_sides;
+ enum Type {
+ TYPE_2D,
+ TYPE_LAYERED,
+ TYPE_3D
+ };
- RenderTarget *render_target = nullptr;
+ Type type;
+ RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
- Vector<Ref<Image>> images;
+ GLenum target = GL_TEXTURE_2D;
+ GLenum gl_format_cache = 0;
+ GLenum gl_internal_format_cache = 0;
+ GLenum gl_type_cache = 0;
- bool redraw_if_visible;
+ int total_data_size = 0;
- RS::TextureDetectCallback detect_3d;
- void *detect_3d_ud = nullptr;
+ bool compressed = false;
- RS::TextureDetectCallback detect_srgb;
- void *detect_srgb_ud = nullptr;
+ bool resize_to_po2 = false;
- RS::TextureDetectCallback detect_normal;
- void *detect_normal_ud = nullptr;
+ bool active = false;
+ GLuint tex_id = 0;
- CanvasTexture *canvas_texture = nullptr;
+ uint16_t stored_cube_sides = 0;
- // some silly opengl shenanigans where
- // texture coords start from bottom left, means we need to draw render target textures upside down
- // to be compatible with vulkan etc.
- bool is_upside_down() const {
- if (proxy) {
- return proxy->is_upside_down();
- }
+ RenderTarget *render_target = nullptr;
- return render_target != nullptr;
- }
+ Ref<Image> image_cache_2d;
- Texture() {
- create();
- }
+ bool redraw_if_visible = false;
- _ALWAYS_INLINE_ Texture *get_ptr() {
- if (proxy) {
- return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
- } else {
- return this;
- }
- }
+ RS::TextureDetectCallback detect_3d_callback = nullptr;
+ void *detect_3d_callback_ud = nullptr;
- ~Texture() {
- destroy();
+ RS::TextureDetectCallback detect_normal_callback = nullptr;
+ void *detect_normal_callback_ud = nullptr;
- if (tex_id != 0) {
- glDeleteTextures(1, &tex_id);
- }
- }
+ RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
+ void *detect_roughness_callback_ud = nullptr;
+
+ CanvasTexture *canvas_texture = nullptr;
void copy_from(const Texture &o) {
- proxy = o.proxy;
- flags = o.flags;
+ proxy_to = o.proxy_to;
+ is_proxy = o.is_proxy;
width = o.width;
height = o.height;
alloc_width = o.alloc_width;
alloc_height = o.alloc_height;
format = o.format;
type = o.type;
+ layered_type = o.layered_type;
target = o.target;
- data_size = o.data_size;
total_data_size = o.total_data_size;
- ignore_mipmaps = o.ignore_mipmaps;
compressed = o.compressed;
mipmaps = o.mipmaps;
resize_to_po2 = o.resize_to_po2;
@@ -193,102 +227,98 @@ struct Texture {
tex_id = o.tex_id;
stored_cube_sides = o.stored_cube_sides;
render_target = o.render_target;
+ is_render_target = o.is_render_target;
redraw_if_visible = o.redraw_if_visible;
- detect_3d = o.detect_3d;
- detect_3d_ud = o.detect_3d_ud;
- detect_srgb = o.detect_srgb;
- detect_srgb_ud = o.detect_srgb_ud;
- detect_normal = o.detect_normal;
- detect_normal_ud = o.detect_normal_ud;
-
- images.clear();
- }
-
- void create() {
- proxy = nullptr;
- flags = 0;
- width = 0;
- height = 0;
- alloc_width = 0;
- alloc_height = 0;
- format = Image::FORMAT_L8;
- type = RenderingDevice::TEXTURE_TYPE_2D;
- target = 0;
- data_size = 0;
- total_data_size = 0;
- ignore_mipmaps = false;
- compressed = false;
- mipmaps = 0;
- resize_to_po2 = false;
- active = false;
- tex_id = 0;
- stored_cube_sides = 0;
- render_target = nullptr;
- redraw_if_visible = false;
- detect_3d = nullptr;
- detect_3d_ud = nullptr;
- detect_srgb = nullptr;
- detect_srgb_ud = nullptr;
- detect_normal = nullptr;
- detect_normal_ud = nullptr;
- }
- void destroy() {
- images.clear();
-
- for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
- E->get()->proxy = nullptr;
- }
-
- if (proxy) {
- proxy->proxy_owners.erase(this);
- }
+ detect_3d_callback = o.detect_3d_callback;
+ detect_3d_callback_ud = o.detect_3d_callback_ud;
+ detect_normal_callback = o.detect_normal_callback;
+ detect_normal_callback_ud = o.detect_normal_callback_ud;
+ detect_roughness_callback = o.detect_roughness_callback;
+ detect_roughness_callback_ud = o.detect_roughness_callback_ud;
}
// texture state
- void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
+ void gl_set_filter(RS::CanvasItemTextureFilter p_filter) {
if (p_filter == state_filter) {
return;
}
+ Config *config = Config::get_singleton();
state_filter = p_filter;
- GLint pmin = GL_LINEAR; // param min
- GLint pmag = GL_LINEAR; // param mag
+ GLenum pmin = GL_NEAREST; // param min
+ GLenum pmag = GL_NEAREST; // param mag
+ GLint max_lod = 1000;
+ bool use_anisotropy = false;
switch (state_filter) {
- default: {
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
- pmin = GL_LINEAR_MIPMAP_LINEAR;
- pmag = GL_LINEAR;
- } break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
pmin = GL_NEAREST;
pmag = GL_NEAREST;
+ max_lod = 0;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
+ pmin = GL_LINEAR;
+ pmag = GL_LINEAR;
+ max_lod = 0;
} break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
+ use_anisotropy = true;
+ };
+ [[fallthrough]];
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
- pmin = GL_NEAREST_MIPMAP_NEAREST;
pmag = GL_NEAREST;
+ if (mipmaps <= 1) {
+ pmin = GL_NEAREST;
+ max_lod = 0;
+ } else if (config->use_nearest_mip_filter) {
+ pmin = GL_NEAREST_MIPMAP_NEAREST;
+ } else {
+ pmin = GL_NEAREST_MIPMAP_LINEAR;
+ }
} break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
+ use_anisotropy = true;
+ };
+ [[fallthrough]];
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
+ pmag = GL_LINEAR;
+ if (mipmaps <= 1) {
+ pmin = GL_LINEAR;
+ max_lod = 0;
+ } else if (config->use_nearest_mip_filter) {
+ pmin = GL_LINEAR_MIPMAP_NEAREST;
+ } else {
+ pmin = GL_LINEAR_MIPMAP_LINEAR;
+ }
+ } break;
+ default: {
+ } break;
+ }
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, pmin);
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, pmag);
+ glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, max_lod);
+ if (config->support_anisotropic_filter && use_anisotropy) {
+ glTexParameterf(target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config->anisotropic_level);
}
- glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
- glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
}
- void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) {
+ void gl_set_repeat(RS::CanvasItemTextureRepeat p_repeat) {
if (p_repeat == state_repeat) {
return;
}
state_repeat = p_repeat;
- GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
+ GLenum prep = GL_CLAMP_TO_EDGE; // parameter repeat
switch (state_repeat) {
- default: {
- } break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
prep = GL_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
prep = GL_MIRRORED_REPEAT;
} break;
+ default: {
+ } break;
}
- glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep);
- glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep);
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, prep);
+ glTexParameteri(target, GL_TEXTURE_WRAP_R, prep);
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, prep);
}
private:
@@ -296,19 +326,73 @@ private:
RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
};
+struct RenderTarget {
+ struct External {
+ GLuint fbo = 0;
+ GLuint color = 0;
+ GLuint depth = 0;
+ RID texture;
+
+ External() {
+ }
+ } external;
+
+ Point2i position = Point2i(0, 0);
+ Size2i size = Size2i(0, 0);
+ int mipmap_count = 1;
+ RID self;
+ GLuint fbo = 0;
+ GLuint color = 0;
+ GLuint backbuffer_fbo = 0;
+ GLuint backbuffer = 0;
+
+ GLuint color_internal_format = GL_RGBA8;
+ GLuint color_format = GL_RGBA;
+ GLuint color_type = GL_UNSIGNED_BYTE;
+ Image::Format image_format = Image::FORMAT_RGBA8;
+
+ bool is_transparent = false;
+ bool direct_to_screen = false;
+
+ bool used_in_frame = false;
+ RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
+
+ RID texture;
+
+ Color clear_color = Color(1, 1, 1, 1);
+ bool clear_requested = false;
+
+ RenderTarget() {
+ }
+};
+
class TextureStorage : public RendererTextureStorage {
private:
static TextureStorage *singleton;
- Thread::ID _main_thread_id = 0;
- bool _is_main_thread();
+ RID default_gl_textures[DEFAULT_GL_TEXTURE_MAX];
+
+ /* Canvas Texture API */
+
+ RID_Owner<CanvasTexture, true> canvas_texture_owner;
+
+ /* CANVAS SHADOW */
- mutable RID_PtrOwner<Texture> texture_owner;
+ RID_PtrOwner<CanvasLightShadow> canvas_light_shadow_owner;
- Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
- void _texture_set_state_from_flags(Texture *p_tex);
+ /* Texture API */
- void texture_set_proxy(RID p_texture, RID p_proxy);
+ mutable RID_Owner<Texture> texture_owner;
+
+ Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
+
+ /* Render Target API */
+
+ mutable RID_Owner<RenderTarget> render_target_owner;
+
+ void _clear_render_target(RenderTarget *rt);
+ void _update_render_target(RenderTarget *rt);
+ void _create_render_target_backbuffer(RenderTarget *rt);
public:
static TextureStorage *get_singleton();
@@ -316,16 +400,43 @@ public:
TextureStorage();
virtual ~TextureStorage();
- Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
- bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
- RID make_rid(Texture *p_texture) { return texture_owner.make_rid(p_texture); };
+ _FORCE_INLINE_ RID texture_gl_get_default(DefaultGLTexture p_texture) {
+ return default_gl_textures[p_texture];
+ }
+
+ /* Canvas Texture API */
+
+ CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
+ bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
+
+ virtual RID canvas_texture_allocate() override;
+ virtual void canvas_texture_initialize(RID p_rid) override;
+ virtual void canvas_texture_free(RID p_rid) override;
+
+ virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
+ virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
+
+ virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
+ virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
+
+ /* CANVAS SHADOW */
+
+ RID canvas_light_shadow_buffer_create(int p_width);
- void set_main_thread_id(Thread::ID p_id);
+ /* Texture API */
+
+ Texture *get_texture(RID p_rid) {
+ Texture *texture = texture_owner.get_or_null(p_rid);
+ if (texture && texture->is_proxy) {
+ return texture_owner.get_or_null(texture->proxy_to);
+ }
+ return texture;
+ };
+ bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
virtual bool can_create_resources_async() const override;
RID texture_create();
- void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
virtual RID texture_allocate() override;
virtual void texture_free(RID p_rid) override;
@@ -337,7 +448,7 @@ public:
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
- virtual void texture_proxy_update(RID p_proxy, RID p_base) override{};
+ virtual void texture_proxy_update(RID p_proxy, RID p_base) override;
//these two APIs can be used together or in combination with the others.
virtual void texture_2d_placeholder_initialize(RID p_texture) override;
@@ -357,7 +468,7 @@ public:
virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
- virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override{};
+ virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override;
virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
@@ -368,22 +479,105 @@ public:
void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
//Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
- void texture_set_flags(RID p_texture, uint32_t p_flags);
- uint32_t texture_get_flags(RID p_texture) const;
+ void texture_set_sampler(RID p_texture, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat);
Image::Format texture_get_format(RID p_texture) const;
- RenderingDevice::TextureType texture_get_type(RID p_texture) const;
uint32_t texture_get_texid(RID p_texture) const;
uint32_t texture_get_width(RID p_texture) const;
uint32_t texture_get_height(RID p_texture) const;
uint32_t texture_get_depth(RID p_texture) const;
void texture_bind(RID p_texture, uint32_t p_texture_no);
- void texture_set_shrink_all_x2_on_set_data(bool p_enable);
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
- void textures_keep_original(bool p_enable);
+
+ /* DECAL API */
+
+ virtual RID decal_allocate() override;
+ virtual void decal_initialize(RID p_rid) override;
+ virtual void decal_free(RID p_rid) override{};
+
+ virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
+ virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
+ virtual void decal_set_emission_energy(RID p_decal, float p_energy) override;
+ virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override;
+ virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
+ virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
+ virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
+ virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override;
+ virtual void decal_set_normal_fade(RID p_decal, float p_fade) override;
+
+ virtual AABB decal_get_aabb(RID p_decal) const override;
+
+ virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
+ virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
+
+ /* RENDER TARGET API */
+
+ static GLuint system_fbo;
+
+ RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
+ bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };
+
+ virtual RID render_target_create() override;
+ virtual void render_target_free(RID p_rid) override;
+ virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
+ virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
+ Size2i render_target_get_size(RID p_render_target);
+ virtual RID render_target_get_texture(RID p_render_target) override;
+ virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override;
+
+ virtual void render_target_set_transparent(RID p_render_target, bool p_is_transparent) override;
+ virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) override;
+ virtual bool render_target_was_used(RID p_render_target) override;
+ void render_target_clear_used(RID p_render_target);
+
+ // new
+ void render_target_set_as_unused(RID p_render_target) override {
+ render_target_clear_used(p_render_target);
+ }
+
+ void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override;
+ bool render_target_is_clear_requested(RID p_render_target) override;
+ Color render_target_get_clear_request_color(RID p_render_target) override;
+ void render_target_disable_clear_request(RID p_render_target) override;
+ void render_target_do_clear_request(RID p_render_target) override;
+
+ void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
+ Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
+ void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
+
+ void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
+ void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
+ void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region);
+ virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) override{};
+ virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) override{};
+
+ void bind_framebuffer(GLuint framebuffer) {
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
+ }
+
+ void bind_framebuffer_system() {
+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+ }
+
+ String get_framebuffer_error(GLenum p_status);
};
+inline String TextureStorage::get_framebuffer_error(GLenum p_status) {
+#if defined(DEBUG_ENABLED) && defined(GLES_OVER_GL)
+ if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
+ return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
+ } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
+ return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
+ } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) {
+ return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
+ } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) {
+ return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
+ }
+#endif
+ return itos(p_status);
+}
+
} // namespace GLES3
-#endif // !GLES3_ENABLED
+#endif // GLES3_ENABLED
-#endif // !TEXTURE_STORAGE_GLES3_H
+#endif // TEXTURE_STORAGE_GLES3_H
diff --git a/drivers/gles3/storage/utilities.cpp b/drivers/gles3/storage/utilities.cpp
new file mode 100644
index 0000000000..654104722b
--- /dev/null
+++ b/drivers/gles3/storage/utilities.cpp
@@ -0,0 +1,353 @@
+/*************************************************************************/
+/* utilities.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifdef GLES3_ENABLED
+
+#include "utilities.h"
+#include "config.h"
+#include "light_storage.h"
+#include "material_storage.h"
+#include "mesh_storage.h"
+#include "particles_storage.h"
+#include "texture_storage.h"
+
+using namespace GLES3;
+
+Utilities *Utilities::singleton = nullptr;
+
+Utilities::Utilities() {
+ singleton = this;
+}
+
+Utilities::~Utilities() {
+ singleton = nullptr;
+}
+
+Vector<uint8_t> Utilities::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
+ Vector<uint8_t> ret;
+ ret.resize(p_buffer_size);
+ glBindBuffer(p_target, p_buffer);
+
+#if defined(__EMSCRIPTEN__)
+ {
+ uint8_t *w = ret.ptrw();
+ glGetBufferSubData(p_target, 0, p_buffer_size, w);
+ }
+#else
+ void *data = glMapBufferRange(p_target, 0, p_buffer_size, GL_MAP_READ_BIT);
+ ERR_FAIL_NULL_V(data, Vector<uint8_t>());
+ {
+ uint8_t *w = ret.ptrw();
+ memcpy(w, data, p_buffer_size);
+ }
+ glUnmapBuffer(p_target);
+#endif
+ glBindBuffer(p_target, 0);
+ return ret;
+}
+
+/* INSTANCES */
+
+RS::InstanceType Utilities::get_base_type(RID p_rid) const {
+ if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
+ return RS::INSTANCE_MESH;
+ } else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
+ return RS::INSTANCE_MULTIMESH;
+ } else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
+ return RS::INSTANCE_LIGHT;
+ }
+ return RS::INSTANCE_NONE;
+}
+
+bool Utilities::free(RID p_rid) {
+ if (GLES3::TextureStorage::get_singleton()->owns_render_target(p_rid)) {
+ GLES3::TextureStorage::get_singleton()->render_target_free(p_rid);
+ return true;
+ } else if (GLES3::TextureStorage::get_singleton()->owns_texture(p_rid)) {
+ GLES3::TextureStorage::get_singleton()->texture_free(p_rid);
+ return true;
+ } else if (GLES3::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
+ GLES3::TextureStorage::get_singleton()->canvas_texture_free(p_rid);
+ return true;
+ } else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
+ GLES3::MaterialStorage::get_singleton()->shader_free(p_rid);
+ return true;
+ } else if (GLES3::MaterialStorage::get_singleton()->owns_material(p_rid)) {
+ GLES3::MaterialStorage::get_singleton()->material_free(p_rid);
+ return true;
+ } else if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
+ GLES3::MeshStorage::get_singleton()->mesh_free(p_rid);
+ return true;
+ } else if (GLES3::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
+ GLES3::MeshStorage::get_singleton()->multimesh_free(p_rid);
+ return true;
+ } else if (GLES3::MeshStorage::get_singleton()->owns_mesh_instance(p_rid)) {
+ GLES3::MeshStorage::get_singleton()->mesh_instance_free(p_rid);
+ return true;
+ } else if (GLES3::LightStorage::get_singleton()->owns_light(p_rid)) {
+ GLES3::LightStorage::get_singleton()->light_free(p_rid);
+ return true;
+ } else {
+ return false;
+ }
+ /*
+ else if (reflection_probe_owner.owns(p_rid)) {
+ // delete the texture
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
+ reflection_probe->instance_remove_deps();
+
+ reflection_probe_owner.free(p_rid);
+ memdelete(reflection_probe);
+
+ return true;
+ } else if (lightmap_capture_data_owner.owns(p_rid)) {
+ // delete the texture
+ LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get_or_null(p_rid);
+ lightmap_capture->instance_remove_deps();
+
+ lightmap_capture_data_owner.free(p_rid);
+ memdelete(lightmap_capture);
+ return true;
+
+ } else if (canvas_occluder_owner.owns(p_rid)) {
+ CanvasOccluder *co = canvas_occluder_owner.get_or_null(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);
+
+ return true;
+
+ } else if (canvas_light_shadow_owner.owns(p_rid)) {
+ CanvasLightShadow *cls = canvas_light_shadow_owner.get_or_null(p_rid);
+ glDeleteFramebuffers(1, &cls->fbo);
+ glDeleteRenderbuffers(1, &cls->depth);
+ glDeleteTextures(1, &cls->distance);
+ canvas_light_shadow_owner.free(p_rid);
+ memdelete(cls);
+
+ return true;
+ }
+ */
+}
+
+/* DEPENDENCIES */
+
+void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
+ if (MeshStorage::get_singleton()->owns_mesh(p_base)) {
+ Mesh *mesh = MeshStorage::get_singleton()->get_mesh(p_base);
+ p_instance->update_dependency(&mesh->dependency);
+ } else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) {
+ MultiMesh *multimesh = MeshStorage::get_singleton()->get_multimesh(p_base);
+ p_instance->update_dependency(&multimesh->dependency);
+ if (multimesh->mesh.is_valid()) {
+ base_update_dependency(multimesh->mesh, p_instance);
+ }
+ } else if (LightStorage::get_singleton()->owns_light(p_base)) {
+ Light *l = LightStorage::get_singleton()->get_light(p_base);
+ p_instance->update_dependency(&l->dependency);
+ }
+}
+
+/* VISIBILITY NOTIFIER */
+
+RID Utilities::visibility_notifier_allocate() {
+ return RID();
+}
+
+void Utilities::visibility_notifier_initialize(RID p_notifier) {
+}
+
+void Utilities::visibility_notifier_free(RID p_notifier) {
+}
+
+void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
+}
+
+void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
+}
+
+AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const {
+ return AABB();
+}
+
+void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
+}
+
+/* TIMING */
+
+//void Utilities::render_info_begin_capture() {
+// info.snap = info.render;
+//}
+
+//void Utilities::render_info_end_capture() {
+// info.snap.object_count = info.render.object_count - info.snap.object_count;
+// info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
+// info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
+// info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
+// info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
+// info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
+// info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count;
+// info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count;
+//}
+
+//int Utilities::get_captured_render_info(RS::RenderInfo p_info) {
+// switch (p_info) {
+// case RS::INFO_OBJECTS_IN_FRAME: {
+// return info.snap.object_count;
+// } break;
+// case RS::INFO_VERTICES_IN_FRAME: {
+// return info.snap.vertices_count;
+// } break;
+// case RS::INFO_MATERIAL_CHANGES_IN_FRAME: {
+// return info.snap.material_switch_count;
+// } break;
+// case RS::INFO_SHADER_CHANGES_IN_FRAME: {
+// return info.snap.shader_rebind_count;
+// } break;
+// case RS::INFO_SURFACE_CHANGES_IN_FRAME: {
+// return info.snap.surface_switch_count;
+// } break;
+// case RS::INFO_DRAW_CALLS_IN_FRAME: {
+// return info.snap.draw_call_count;
+// } break;
+// /*
+// case RS::INFO_2D_ITEMS_IN_FRAME: {
+// return info.snap._2d_item_count;
+// } break;
+// case RS::INFO_2D_DRAW_CALLS_IN_FRAME: {
+// return info.snap._2d_draw_call_count;
+// } break;
+// */
+// default: {
+// return get_render_info(p_info);
+// }
+// }
+//}
+
+//int Utilities::get_render_info(RS::RenderInfo p_info) {
+// switch (p_info) {
+// case RS::INFO_OBJECTS_IN_FRAME:
+// return info.render_final.object_count;
+// case RS::INFO_VERTICES_IN_FRAME:
+// return info.render_final.vertices_count;
+// case RS::INFO_MATERIAL_CHANGES_IN_FRAME:
+// return info.render_final.material_switch_count;
+// case RS::INFO_SHADER_CHANGES_IN_FRAME:
+// return info.render_final.shader_rebind_count;
+// case RS::INFO_SURFACE_CHANGES_IN_FRAME:
+// return info.render_final.surface_switch_count;
+// case RS::INFO_DRAW_CALLS_IN_FRAME:
+// return info.render_final.draw_call_count;
+// /*
+// case RS::INFO_2D_ITEMS_IN_FRAME:
+// return info.render_final._2d_item_count;
+// case RS::INFO_2D_DRAW_CALLS_IN_FRAME:
+// return info.render_final._2d_draw_call_count;
+//*/
+// case RS::INFO_USAGE_VIDEO_MEM_TOTAL:
+// return 0; //no idea
+// case RS::INFO_VIDEO_MEM_USED:
+// return info.vertex_mem + info.texture_mem;
+// case RS::INFO_TEXTURE_MEM_USED:
+// return info.texture_mem;
+// case RS::INFO_VERTEX_MEM_USED:
+// return info.vertex_mem;
+// default:
+// return 0; //no idea either
+// }
+//}
+
+/* MISC */
+
+void Utilities::update_dirty_resources() {
+ MaterialStorage::get_singleton()->_update_global_shader_uniforms();
+ MaterialStorage::get_singleton()->_update_queued_materials();
+ //MeshStorage::get_singleton()->_update_dirty_skeletons();
+ MeshStorage::get_singleton()->_update_dirty_multimeshes();
+}
+
+void Utilities::set_debug_generate_wireframes(bool p_generate) {
+}
+
+bool Utilities::has_os_feature(const String &p_feature) const {
+ Config *config = Config::get_singleton();
+ if (!config) {
+ return false;
+ }
+
+ if (p_feature == "rgtc") {
+ return config->rgtc_supported;
+ }
+
+ if (p_feature == "s3tc") {
+ return config->s3tc_supported;
+ }
+
+ if (p_feature == "bptc") {
+ return config->bptc_supported;
+ }
+
+ if (p_feature == "etc" || p_feature == "etc2") {
+ return config->etc2_supported;
+ }
+
+ return false;
+}
+
+void Utilities::update_memory_info() {
+}
+
+uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
+ return 0;
+}
+
+String Utilities::get_video_adapter_name() const {
+ return (const char *)glGetString(GL_RENDERER);
+}
+
+String Utilities::get_video_adapter_vendor() const {
+ return (const char *)glGetString(GL_VENDOR);
+}
+
+RenderingDevice::DeviceType Utilities::get_video_adapter_type() const {
+ return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER;
+}
+
+String Utilities::get_video_adapter_api_version() const {
+ return (const char *)glGetString(GL_VERSION);
+}
+
+#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/utilities.h b/drivers/gles3/storage/utilities.h
new file mode 100644
index 0000000000..e054f2f816
--- /dev/null
+++ b/drivers/gles3/storage/utilities.h
@@ -0,0 +1,159 @@
+/*************************************************************************/
+/* utilities.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef UTILITIES_GLES3_H
+#define UTILITIES_GLES3_H
+
+#ifdef GLES3_ENABLED
+
+#include "servers/rendering/storage/utilities.h"
+
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
+
+namespace GLES3 {
+
+class Utilities : public RendererUtilities {
+private:
+ static Utilities *singleton;
+
+public:
+ static Utilities *get_singleton() { return singleton; }
+
+ Utilities();
+ ~Utilities();
+
+ // Buffer size is specified in bytes
+ static Vector<uint8_t> buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size);
+
+ /* INSTANCES */
+
+ virtual RS::InstanceType get_base_type(RID p_rid) const override;
+ virtual bool free(RID p_rid) override;
+
+ /* DEPENDENCIES */
+
+ virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
+
+ /* VISIBILITY NOTIFIER */
+ virtual RID visibility_notifier_allocate() override;
+ virtual void visibility_notifier_initialize(RID p_notifier) override;
+ virtual void visibility_notifier_free(RID p_notifier) override;
+
+ virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) override;
+ virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) override;
+
+ virtual AABB visibility_notifier_get_aabb(RID p_notifier) const override;
+ virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override;
+
+ /* TIMING */
+
+ struct Info {
+ uint64_t texture_mem = 0;
+ uint64_t vertex_mem = 0;
+
+ struct Render {
+ uint32_t object_count;
+ uint32_t draw_call_count;
+ uint32_t material_switch_count;
+ uint32_t surface_switch_count;
+ uint32_t shader_rebind_count;
+ uint32_t vertices_count;
+ uint32_t _2d_item_count;
+ uint32_t _2d_draw_call_count;
+
+ void reset() {
+ object_count = 0;
+ draw_call_count = 0;
+ material_switch_count = 0;
+ surface_switch_count = 0;
+ shader_rebind_count = 0;
+ vertices_count = 0;
+ _2d_item_count = 0;
+ _2d_draw_call_count = 0;
+ }
+ } render, render_final, snap;
+
+ Info() {
+ render.reset();
+ render_final.reset();
+ }
+
+ } info;
+
+ virtual void capture_timestamps_begin() override {}
+ virtual void capture_timestamp(const String &p_name) override {}
+ virtual uint32_t get_captured_timestamps_count() const override {
+ return 0;
+ }
+ virtual uint64_t get_captured_timestamps_frame() const override {
+ return 0;
+ }
+ virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override {
+ return 0;
+ }
+ virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override {
+ return 0;
+ }
+ virtual String get_captured_timestamp_name(uint32_t p_index) const override {
+ return String();
+ }
+
+ // void render_info_begin_capture() override;
+ // void render_info_end_capture() override;
+ // int get_captured_render_info(RS::RenderInfo p_info) override;
+
+ // int get_render_info(RS::RenderInfo p_info) override;
+
+ /* MISC */
+
+ virtual void update_dirty_resources() override;
+ virtual void set_debug_generate_wireframes(bool p_generate) override;
+
+ virtual bool has_os_feature(const String &p_feature) const override;
+
+ virtual void update_memory_info() override;
+
+ virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) override;
+ virtual String get_video_adapter_name() const override;
+ virtual String get_video_adapter_vendor() const override;
+ virtual RenderingDevice::DeviceType get_video_adapter_type() const override;
+ virtual String get_video_adapter_api_version() const override;
+};
+
+} // namespace GLES3
+
+#endif // GLES3_ENABLED
+
+#endif // UTILITIES_GLES3_H