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-rw-r--r--drivers/alsa/audio_driver_alsa.cpp2
-rw-r--r--drivers/alsamidi/midi_driver_alsamidi.cpp2
-rw-r--r--drivers/coreaudio/audio_driver_coreaudio.cpp8
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp298
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h43
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp82
-rw-r--r--drivers/gles3/rasterizer_gles3.h41
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp632
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h329
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp2554
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h694
-rw-r--r--drivers/gles3/shader_gles3.cpp19
-rw-r--r--drivers/gles3/shader_gles3.h2
-rw-r--r--drivers/gles3/shaders/SCsub1
-rw-r--r--drivers/gles3/shaders/canvas.glsl6
-rw-r--r--drivers/gles3/shaders/sky.glsl179
-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.cpp70
-rw-r--r--drivers/gles3/storage/config.h11
-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.cpp316
-rw-r--r--drivers/gles3/storage/light_storage.h154
-rw-r--r--drivers/gles3/storage/material_storage.cpp2951
-rw-r--r--drivers/gles3/storage/material_storage.h386
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp1409
-rw-r--r--drivers/gles3/storage/mesh_storage.h505
-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.cpp1214
-rw-r--r--drivers/gles3/storage/texture_storage.h508
-rw-r--r--drivers/gles3/texture_loader_gles3.cpp2
-rw-r--r--drivers/png/image_loader_png.cpp4
-rw-r--r--drivers/png/image_loader_png.h2
-rw-r--r--drivers/png/resource_saver_png.cpp6
-rw-r--r--drivers/pulseaudio/audio_driver_pulseaudio.cpp14
-rw-r--r--drivers/unix/dir_access_unix.cpp4
-rw-r--r--drivers/unix/dir_access_unix.h6
-rw-r--r--drivers/unix/file_access_unix.cpp11
-rw-r--r--drivers/unix/file_access_unix.h4
-rw-r--r--drivers/vulkan/rendering_device_vulkan.cpp228
-rw-r--r--drivers/vulkan/rendering_device_vulkan.h2
-rw-r--r--drivers/vulkan/vulkan_context.cpp2
-rw-r--r--drivers/wasapi/audio_driver_wasapi.cpp2
-rw-r--r--drivers/windows/dir_access_windows.cpp2
-rw-r--r--drivers/windows/dir_access_windows.h2
-rw-r--r--drivers/windows/file_access_windows.cpp9
-rw-r--r--drivers/windows/file_access_windows.h3
-rw-r--r--drivers/xaudio2/audio_driver_xaudio2.cpp2
51 files changed, 8977 insertions, 4595 deletions
diff --git a/drivers/alsa/audio_driver_alsa.cpp b/drivers/alsa/audio_driver_alsa.cpp
index 7884269103..f86c4d82ef 100644
--- a/drivers/alsa/audio_driver_alsa.cpp
+++ b/drivers/alsa/audio_driver_alsa.cpp
@@ -181,7 +181,7 @@ Error AudioDriverALSA::init() {
}
void AudioDriverALSA::thread_func(void *p_udata) {
- AudioDriverALSA *ad = (AudioDriverALSA *)p_udata;
+ AudioDriverALSA *ad = static_cast<AudioDriverALSA *>(p_udata);
while (!ad->exit_thread) {
ad->lock();
diff --git a/drivers/alsamidi/midi_driver_alsamidi.cpp b/drivers/alsamidi/midi_driver_alsamidi.cpp
index 0674c90cd6..c334146dd2 100644
--- a/drivers/alsamidi/midi_driver_alsamidi.cpp
+++ b/drivers/alsamidi/midi_driver_alsamidi.cpp
@@ -73,7 +73,7 @@ static int get_message_size(uint8_t message) {
}
void MIDIDriverALSAMidi::thread_func(void *p_udata) {
- MIDIDriverALSAMidi *md = (MIDIDriverALSAMidi *)p_udata;
+ MIDIDriverALSAMidi *md = static_cast<MIDIDriverALSAMidi *>(p_udata);
uint64_t timestamp = 0;
uint8_t buffer[256];
int expected_size = 255;
diff --git a/drivers/coreaudio/audio_driver_coreaudio.cpp b/drivers/coreaudio/audio_driver_coreaudio.cpp
index e2b195350f..276e69e470 100644
--- a/drivers/coreaudio/audio_driver_coreaudio.cpp
+++ b/drivers/coreaudio/audio_driver_coreaudio.cpp
@@ -42,7 +42,7 @@
OSStatus AudioDriverCoreAudio::input_device_address_cb(AudioObjectID inObjectID,
UInt32 inNumberAddresses, const AudioObjectPropertyAddress *inAddresses,
void *inClientData) {
- AudioDriverCoreAudio *driver = (AudioDriverCoreAudio *)inClientData;
+ AudioDriverCoreAudio *driver = static_cast<AudioDriverCoreAudio *>(inClientData);
// If our selected device is the Default call set_device to update the
// kAudioOutputUnitProperty_CurrentDevice property
@@ -56,7 +56,7 @@ OSStatus AudioDriverCoreAudio::input_device_address_cb(AudioObjectID inObjectID,
OSStatus AudioDriverCoreAudio::output_device_address_cb(AudioObjectID inObjectID,
UInt32 inNumberAddresses, const AudioObjectPropertyAddress *inAddresses,
void *inClientData) {
- AudioDriverCoreAudio *driver = (AudioDriverCoreAudio *)inClientData;
+ AudioDriverCoreAudio *driver = static_cast<AudioDriverCoreAudio *>(inClientData);
// If our selected device is the Default call set_device to update the
// kAudioOutputUnitProperty_CurrentDevice property
@@ -168,7 +168,7 @@ OSStatus AudioDriverCoreAudio::output_callback(void *inRefCon,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber, UInt32 inNumberFrames,
AudioBufferList *ioData) {
- AudioDriverCoreAudio *ad = (AudioDriverCoreAudio *)inRefCon;
+ AudioDriverCoreAudio *ad = static_cast<AudioDriverCoreAudio *>(inRefCon);
if (!ad->active || !ad->try_lock()) {
for (unsigned int i = 0; i < ioData->mNumberBuffers; i++) {
@@ -209,7 +209,7 @@ OSStatus AudioDriverCoreAudio::input_callback(void *inRefCon,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber, UInt32 inNumberFrames,
AudioBufferList *ioData) {
- AudioDriverCoreAudio *ad = (AudioDriverCoreAudio *)inRefCon;
+ AudioDriverCoreAudio *ad = static_cast<AudioDriverCoreAudio *>(inRefCon);
if (!ad->active) {
return 0;
}
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index b47d2e08f1..e14018c562 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -38,8 +38,9 @@
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_server_default.h"
-#include "storage/canvas_texture_storage.h"
#include "storage/config.h"
+#include "storage/material_storage.h"
+#include "storage/texture_storage.h"
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
@@ -115,9 +116,12 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans
}
void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
- storage->frame.current_rt = nullptr;
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
- storage->_set_current_render_target(p_to_render_target);
+ texture_storage->frame.current_rt = nullptr;
+
+ texture_storage->_set_current_render_target(p_to_render_target);
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
@@ -129,7 +133,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
//update canvas state uniform buffer
StateBuffer state_buffer;
- Size2i ssize = storage->render_target_get_size(p_to_render_target);
+ Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
Transform3D screen_transform;
screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
@@ -148,11 +152,11 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.canvas_modulate[2] = p_modulate.b;
state_buffer.canvas_modulate[3] = p_modulate.a;
- Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
+ Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
- state_buffer.time = storage->frame.time;
+ state_buffer.time = state.time;
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
state_buffer.directional_light_count = 0; //directional_light_count;
@@ -165,7 +169,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
- Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
+ Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
@@ -175,8 +179,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
- glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_state_buffer);
+ glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_BUFFER_OBJECT, state.canvas_state_buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
+
+ GLuint global_buffer = material_storage->global_variables_get_uniform_buffer();
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_BUFFER_OBJECT, global_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
@@ -194,8 +202,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
r_sdf_used = false;
int item_count = 0;
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
Item *ci = p_item_list;
while (ci) {
// just add all items for now
@@ -212,6 +218,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
Item *current_clip = nullptr;
Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
@@ -224,88 +231,31 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
RID prev_material;
uint32_t index = 0;
+ state.current_shader_version = state.canvas_shader_default_version;
+
for (int i = 0; i < p_item_count; i++) {
Item *ci = items[i];
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
- RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.get_or_null(material);
if (material.is_null() && ci->canvas_group != nullptr) {
material = default_canvas_group_material;
}
if (material != prev_material) {
- RasterizerStorageGLES3::Shader *shader_ptr = nullptr;
-
- if (material_ptr) {
- shader_ptr = material_ptr->shader;
-
- if (shader_ptr && shader_ptr->mode != RS::SHADER_CANVAS_ITEM) {
- shader_ptr = nullptr; // not a canvas item shader, don't use.
- }
+ GLES3::CanvasMaterialData *material_data = nullptr;
+ if (material.is_valid()) {
+ material_data = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM));
}
-
- if (shader_ptr) {
- if (true) { //check that shader has changed
- if (shader_ptr->canvas_item.uses_time) {
- RenderingServerDefault::redraw_request();
- }
- //state.canvas_shader.version_bind_shader(shader_ptr->version, CanvasShaderGLES3::MODE_QUAD);
- state.current_shader_version = shader_ptr->version;
- }
-
- int tc = material_ptr->textures.size();
- Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
-
- ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_ptr->texture_uniforms.ptrw();
-
- for (int ti = 0; ti < tc; i++) {
- glActiveTexture(GL_TEXTURE0 + ti);
-
- GLES3::Texture *t = texture_storage->get_texture(textures[ti].second);
-
- if (!t) {
- switch (texture_uniforms[i].hint) {
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
- } break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
- } break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
- } break;
- default: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- } break;
- }
-
- continue;
- }
-
- //Set texture filter and repeat texture_uniforms[i].filter texture_uniforms[i].repeat
-
- if (t->redraw_if_visible) {
- RenderingServerDefault::redraw_request();
- }
-
- t = t->get_ptr();
-
-#ifdef TOOLS_ENABLED
- if (t->detect_normal && texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
- t->detect_normal(t->detect_normal_ud);
- }
-#endif
- if (t->render_target) {
- t->render_target->used_in_frame = true;
- }
-
- glBindTexture(t->target, t->tex_id);
+ if (material_data) {
+ if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
+ // Bind uniform buffer and textures
+ material_data->bind_uniforms();
+ state.current_shader_version = material_data->shader_data->version;
+ } else {
+ state.current_shader_version = state.canvas_shader_default_version;
}
-
} else {
- //state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
state.current_shader_version = state.canvas_shader_default_version;
}
prev_material = material;
@@ -360,7 +310,6 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].dst_rect[i] = 0.0;
state.instance_data_array[r_index].lights[i] = uint32_t(0);
}
- state.instance_data_array[r_index].flags = base_flags;
state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
@@ -385,7 +334,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.current_command = Item::Command::TYPE_RECT;
}
_bind_canvas_texture(rect->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
- state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD);
Rect2 src_rect;
Rect2 dst_rect;
@@ -548,7 +497,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.current_command = Item::Command::TYPE_POLYGON;
}
_bind_canvas_texture(polygon->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
- state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
state.current_primitive = polygon->primitive;
state.instance_data_array[r_index].modulation[0] = base_color.r;
@@ -562,16 +511,18 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.instance_data_array[r_index].ninepatch_margins[j] = 0;
}
- // If the previous operation is not done yet, allocated a new buffer
- GLint syncStatus;
- glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
- if (syncStatus == GL_UNSIGNALED) {
- _allocate_instance_data_buffer();
- } else {
- glDeleteSync(state.fences[state.current_buffer]);
+ // If the previous operation is not done yet, allocate a new buffer
+ if (state.fences[state.current_buffer] != GLsync()) {
+ GLint syncStatus;
+ glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
+ if (syncStatus == GL_UNSIGNALED) {
+ _allocate_instance_data_buffer();
+ } else {
+ glDeleteSync(state.fences[state.current_buffer]);
+ }
}
- glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]);
+ glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_BUFFER_OBJECT, state.canvas_instance_data_buffers[state.current_buffer]);
#ifdef JAVASCRIPT_ENABLED
//WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData), &state.instance_data_array[0], GL_DYNAMIC_DRAW);
@@ -605,7 +556,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.current_command = Item::Command::TYPE_PRIMITIVE;
}
_bind_canvas_texture(RID(), current_filter, current_repeat, r_index, last_texture, texpixel_size);
- state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE);
for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
@@ -767,15 +718,17 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) {
if (state.end_batch && r_index > 0) {
// If the previous operation is not done yet, allocate a new buffer
- GLint syncStatus;
- glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
- if (syncStatus == GL_UNSIGNALED) {
- _allocate_instance_data_buffer();
- } else {
- glDeleteSync(state.fences[state.current_buffer]);
+ if (state.fences[state.current_buffer] != GLsync()) {
+ GLint syncStatus;
+ glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
+ if (syncStatus == GL_UNSIGNALED) {
+ _allocate_instance_data_buffer();
+ } else {
+ glDeleteSync(state.fences[state.current_buffer]);
+ }
}
- glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]);
+ glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_BUFFER_OBJECT, state.canvas_instance_data_buffers[state.current_buffer]);
#ifdef JAVASCRIPT_ENABLED
//WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * r_index, state.instance_data_array, GL_DYNAMIC_DRAW);
@@ -819,24 +772,24 @@ void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) {
}
// TODO maybe dont use
-void RasterizerCanvasGLES3::_end_batch(uint32_t &r_index) {
+void RasterizerCanvasGLES3::_end_batch(const uint32_t p_index) {
for (int i = 0; i < 4; i++) {
- state.instance_data_array[r_index].modulation[i] = 0.0;
- state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
- state.instance_data_array[r_index].src_rect[i] = 0.0;
- state.instance_data_array[r_index].dst_rect[i] = 0.0;
+ state.instance_data_array[p_index].modulation[i] = 0.0;
+ state.instance_data_array[p_index].ninepatch_margins[i] = 0.0;
+ state.instance_data_array[p_index].src_rect[i] = 0.0;
+ state.instance_data_array[p_index].dst_rect[i] = 0.0;
}
- state.instance_data_array[r_index].flags = uint32_t(0);
- state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
+ state.instance_data_array[p_index].flags = uint32_t(0);
+ state.instance_data_array[p_index].color_texture_pixel_size[0] = 0.0;
+ state.instance_data_array[p_index].color_texture_pixel_size[1] = 0.0;
- state.instance_data_array[r_index].pad[0] = 0.0;
- state.instance_data_array[r_index].pad[1] = 0.0;
+ state.instance_data_array[p_index].pad[0] = 0.0;
+ state.instance_data_array[p_index].pad[1] = 0.0;
- state.instance_data_array[r_index].lights[0] = uint32_t(0);
- state.instance_data_array[r_index].lights[1] = uint32_t(0);
- state.instance_data_array[r_index].lights[2] = uint32_t(0);
- state.instance_data_array[r_index].lights[3] = uint32_t(0);
+ state.instance_data_array[p_index].lights[0] = uint32_t(0);
+ state.instance_data_array[p_index].lights[1] = uint32_t(0);
+ state.instance_data_array[p_index].lights[2] = uint32_t(0);
+ state.instance_data_array[p_index].lights[3] = uint32_t(0);
}
RID RasterizerCanvasGLES3::light_create() {
@@ -879,25 +832,28 @@ void RasterizerCanvasGLES3::update() {
}
void RasterizerCanvasGLES3::canvas_begin() {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
state.using_transparent_rt = false;
- if (storage->frame.current_rt) {
- storage->bind_framebuffer(storage->frame.current_rt->fbo);
- state.using_transparent_rt = storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT];
+ if (texture_storage->frame.current_rt) {
+ glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->frame.current_rt->fbo);
+ state.using_transparent_rt = texture_storage->frame.current_rt->flags[GLES3::TextureStorage::RENDER_TARGET_TRANSPARENT];
}
- if (storage->frame.current_rt && storage->frame.current_rt->clear_requested) {
- const Color &col = storage->frame.current_rt->clear_color;
+ if (texture_storage->frame.current_rt && texture_storage->frame.current_rt->clear_requested) {
+ const Color &col = texture_storage->frame.current_rt->clear_color;
glClearColor(col.r, col.g, col.b, col.a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- storage->frame.current_rt->clear_requested = false;
+ texture_storage->frame.current_rt->clear_requested = false;
}
reset_canvas();
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ glBindTexture(GL_TEXTURE_2D, tex->tex_id);
}
void RasterizerCanvasGLES3::canvas_end() {
@@ -906,6 +862,8 @@ void RasterizerCanvasGLES3::canvas_end() {
}
void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
if (p_texture == RID()) {
p_texture = default_canvas_texture;
}
@@ -930,7 +888,7 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
ct = t->canvas_texture;
} else {
- ct = GLES3::CanvasTextureStorage::get_singleton()->get_canvas_texture(p_texture);
+ ct = GLES3::TextureStorage::get_singleton()->get_canvas_texture(p_texture);
}
if (!ct) {
@@ -953,11 +911,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
ct->size_cache = Size2i(1, 1);
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
-
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ glBindTexture(GL_TEXTURE_2D, tex->tex_id);
} else {
- texture = texture->get_ptr();
-
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
@@ -965,8 +921,8 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
state.current_tex_ptr = texture;
ct->size_cache = Size2i(texture->width, texture->height);
- texture->GLSetFilter(GL_TEXTURE_2D, filter);
- texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
+ texture->gl_set_filter(filter);
+ texture->gl_set_repeat(repeat);
}
GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
@@ -975,17 +931,16 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
state.current_normal = RID();
ct->use_normal_cache = false;
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 6);
- glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL));
+ glBindTexture(GL_TEXTURE_2D, tex->tex_id);
} else {
- normal_map = normal_map->get_ptr();
-
glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
state.current_normal = ct->normal_map;
ct->use_normal_cache = true;
- texture->GLSetFilter(GL_TEXTURE_2D, filter);
- texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
+ texture->gl_set_filter(filter);
+ texture->gl_set_repeat(repeat);
}
GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
@@ -994,17 +949,15 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
state.current_specular = RID();
ct->use_specular_cache = false;
glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7);
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
-
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ glBindTexture(GL_TEXTURE_2D, tex->tex_id);
} else {
- specular_map = specular_map->get_ptr();
-
glActiveTexture(GL_TEXTURE0 + storage->config->max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
state.current_specular = ct->specular;
ct->use_specular_cache = true;
- texture->GLSetFilter(GL_TEXTURE_2D, filter);
- texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
+ texture->gl_set_filter(filter);
+ texture->gl_set_repeat(repeat);
}
if (ct->use_specular_cache) {
@@ -1037,6 +990,8 @@ void RasterizerCanvasGLES3::_set_uniforms() {
}
void RasterizerCanvasGLES3::reset_canvas() {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
@@ -1045,7 +1000,7 @@ void RasterizerCanvasGLES3::reset_canvas() {
// Default to Mix.
glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
+ if (texture_storage->frame.current_rt && texture_storage->frame.current_rt->flags[GLES3::TextureStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
@@ -1092,8 +1047,8 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
{
glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary
- const uint8_t *r = polygon_buffer.ptr();
- float *fptr = (float *)r;
+ uint8_t *r = polygon_buffer.ptrw();
+ float *fptr = reinterpret_cast<float *>(r);
uint32_t *uptr = (uint32_t *)r;
uint32_t base_offset = 0;
{
@@ -1250,10 +1205,21 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
-void RasterizerCanvasGLES3::initialize() {
- // !BAS! shouldn't we be obtaining storage here as well?
- canvas_texture_storage = GLES3::CanvasTextureStorage::get_singleton();
- texture_storage = GLES3::TextureStorage::get_singleton();
+void RasterizerCanvasGLES3::set_time(double p_time) {
+ state.time = p_time;
+}
+
+RasterizerCanvasGLES3 *RasterizerCanvasGLES3::singleton = nullptr;
+
+RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {
+ return singleton;
+}
+
+RasterizerCanvasGLES3::RasterizerCanvasGLES3(RasterizerStorageGLES3 *p_storage) {
+ singleton = this;
+ storage = p_storage;
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
// quad buffer
{
@@ -1377,9 +1343,7 @@ void RasterizerCanvasGLES3::initialize() {
}
//state.canvas_shadow_shader.init();
-
- int uniform_max_size;
- glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &uniform_max_size);
+ int uniform_max_size = storage->config->max_uniform_buffer_size;
if (uniform_max_size < 65536) {
state.max_lights_per_render = 64;
state.max_instances_per_batch = 128;
@@ -1393,6 +1357,7 @@ void RasterizerCanvasGLES3::initialize() {
state.fences.resize(64);
glGenBuffers(64, state.canvas_instance_data_buffers.ptr());
for (int i = 0; i < 64; i++) {
+ state.fences[i] = GLsync();
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[i]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
}
@@ -1410,9 +1375,9 @@ void RasterizerCanvasGLES3::initialize() {
global_defines += "#define MAX_LIGHTS " + itos(state.max_instances_per_batch) + "\n";
global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(state.max_instances_per_batch) + "\n";
- state.canvas_shader.initialize(global_defines);
- state.canvas_shader_default_version = state.canvas_shader.version_create();
- state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
+ state.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
//state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config->use_rgba_2d_shadows);
@@ -1423,10 +1388,10 @@ void RasterizerCanvasGLES3::initialize() {
//state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
{
- default_canvas_group_shader = storage->shader_allocate();
- storage->shader_initialize(default_canvas_group_shader);
+ default_canvas_group_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(default_canvas_group_shader);
- storage->shader_set_code(default_canvas_group_shader, R"(
+ material_storage->shader_set_code(default_canvas_group_shader, R"(
// Default CanvasGroup shader.
shader_type canvas_item;
@@ -1441,31 +1406,32 @@ void fragment() {
COLOR *= c;
}
)");
- default_canvas_group_material = storage->material_allocate();
- storage->material_initialize(default_canvas_group_material);
+ default_canvas_group_material = material_storage->material_allocate();
+ material_storage->material_initialize(default_canvas_group_material);
- storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
+ material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
}
- default_canvas_texture = canvas_texture_storage->canvas_texture_allocate();
- canvas_texture_storage->canvas_texture_initialize(default_canvas_texture);
+ default_canvas_texture = texture_storage->canvas_texture_allocate();
+ texture_storage->canvas_texture_initialize(default_canvas_texture);
state.using_light = nullptr;
state.using_transparent_rt = false;
state.using_skeleton = false;
state.current_shader_version = state.canvas_shader_default_version;
+ state.time = 0.0;
}
-RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
-}
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
- state.canvas_shader.version_free(state.canvas_shader_default_version);
- storage->free(default_canvas_group_material);
- storage->free(default_canvas_group_shader);
- canvas_texture_storage->canvas_texture_free(default_canvas_texture);
-}
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(state.canvas_shader_default_version);
+ material_storage->material_free(default_canvas_group_material);
+ material_storage->shader_free(default_canvas_group_shader);
+ texture_storage->canvas_texture_free(default_canvas_texture);
+ singleton = nullptr;
-void RasterizerCanvasGLES3::finalize() {
glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 1f57c2b5ea..b77b295de9 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -37,7 +37,7 @@
#include "rasterizer_storage_gles3.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_compositor.h"
-#include "storage/canvas_texture_storage.h"
+#include "storage/material_storage.h"
#include "storage/texture_storage.h"
#include "shaders/canvas.glsl.gen.h"
@@ -45,6 +45,8 @@
class RasterizerSceneGLES3;
class RasterizerCanvasGLES3 : public RendererCanvasRender {
+ static RasterizerCanvasGLES3 *singleton;
+
_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
@@ -52,13 +54,6 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
_FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
enum {
- BASE_UNIFORM_BUFFER_OBJECT = 0,
- MATERIAL_UNIFORM_BUFFER_OBJECT = 1,
- TRANSFORMS_UNIFORM_BUFFER_OBJECT = 2,
- CANVAS_TEXTURE_UNIFORM_BUFFER_OBJECT = 3,
- };
-
- enum {
FLAGS_INSTANCING_MASK = 0x7F,
FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
@@ -102,6 +97,15 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
};
public:
+ //TODO move to Material storage
+ enum {
+ BASE_UNIFORM_BUFFER_OBJECT = 0,
+ GLOBAL_UNIFORM_BUFFER_OBJECT = 1,
+ LIGHT_UNIFORM_BUFFER_OBJECT = 2,
+ INSTANCE_UNIFORM_BUFFER_OBJECT = 3,
+ MATERIAL_UNIFORM_BUFFER_OBJECT = 4,
+ };
+
struct StateBuffer {
float canvas_transform[16];
float screen_transform[16];
@@ -166,9 +170,9 @@ public:
LocalVector<GLsync> fences;
uint32_t current_buffer = 0;
- InstanceData *instance_data_array;
+ InstanceData *instance_data_array = nullptr;
bool canvas_texscreen_used;
- CanvasShaderGLES3 canvas_shader;
+ //CanvasShaderGLES3 canvas_shader;
RID canvas_shader_current_version;
RID canvas_shader_default_version;
//CanvasShadowShaderGLES3 canvas_shadow_shader;
@@ -195,12 +199,14 @@ public:
bool end_batch = false;
Transform3D vp;
- Light *using_light;
+ Light *using_light = nullptr;
bool using_shadow;
bool using_transparent_rt;
// FROM RD Renderer
+ double time = 0.0;
+
uint32_t max_lights_per_render;
uint32_t max_lights_per_item;
uint32_t max_instances_per_batch;
@@ -217,11 +223,7 @@ public:
typedef void Texture;
- RasterizerSceneGLES3 *scene_render;
-
- GLES3::CanvasTextureStorage *canvas_texture_storage;
- GLES3::TextureStorage *texture_storage;
- RasterizerStorageGLES3 *storage;
+ RasterizerStorageGLES3 *storage = nullptr;
void _set_uniforms();
@@ -272,12 +274,13 @@ public:
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false);
void _render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, uint32_t &r_index);
void _render_batch(uint32_t &p_max_index);
- void _end_batch(uint32_t &p_max_index);
+ void _end_batch(const uint32_t p_index);
void _allocate_instance_data_buffer();
- void initialize();
- void finalize();
- RasterizerCanvasGLES3();
+ void set_time(double p_time);
+
+ static RasterizerCanvasGLES3 *get_singleton();
+ RasterizerCanvasGLES3(RasterizerStorageGLES3 *p_storage);
~RasterizerCanvasGLES3();
};
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index faadb2a4ed..e09355e433 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -34,6 +34,7 @@
#include "core/config/project_settings.h"
#include "core/os/os.h"
+#include "storage/texture_storage.h"
#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
@@ -95,14 +96,11 @@ void RasterizerGLES3::begin_frame(double frame_step) {
double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
time_total = Math::fmod(time_total, time_roll_over);
- storage.frame.time = time_total;
- storage.frame.count++;
- storage.frame.delta = frame_step;
+ canvas->set_time(time_total);
+ scene->set_time(time_total, frame_step);
- storage.update_dirty_resources();
-
- storage.info.render_final = storage.info.render;
- storage.info.render.reset();
+ storage->info.render_final = storage->info.render;
+ storage->info.render.reset();
//scene->iteration();
}
@@ -193,10 +191,22 @@ typedef void (*DEBUGPROCARB)(GLenum source,
typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);
void RasterizerGLES3::initialize() {
- print_verbose("Using OpenGL video driver");
+ print_line("OpenGL Renderer: " + RS::get_singleton()->get_video_adapter_name());
+}
- texture_storage.set_main_thread_id(Thread::get_caller_id());
+void RasterizerGLES3::finalize() {
+ memdelete(scene);
+ memdelete(canvas);
+ memdelete(storage);
+ memdelete(light_storage);
+ memdelete(particles_storage);
+ memdelete(mesh_storage);
+ memdelete(material_storage);
+ memdelete(texture_storage);
+ memdelete(config);
+}
+RasterizerGLES3::RasterizerGLES3() {
#ifdef GLAD_ENABLED
if (!gladLoadGL()) {
ERR_PRINT("Error initializing GLAD");
@@ -248,30 +258,33 @@ void RasterizerGLES3::initialize() {
#endif // GLES_OVER_GL
#endif // CAN_DEBUG
- print_line("OpenGL Renderer: " + RS::get_singleton()->get_video_adapter_name());
- storage.initialize();
- canvas.initialize();
- // scene.initialize();
-
+ // OpenGL needs to be initialized before initializing the Rasterizers
+ config = memnew(GLES3::Config);
+ texture_storage = memnew(GLES3::TextureStorage);
+ material_storage = memnew(GLES3::MaterialStorage);
+ mesh_storage = memnew(GLES3::MeshStorage);
+ particles_storage = memnew(GLES3::ParticlesStorage);
+ light_storage = memnew(GLES3::LightStorage);
+ storage = memnew(RasterizerStorageGLES3);
+ canvas = memnew(RasterizerCanvasGLES3(storage));
+ scene = memnew(RasterizerSceneGLES3(storage));
+
+ texture_storage->set_main_thread_id(Thread::get_caller_id());
// make sure the OS knows to only access the renderer from the main thread
OS::get_singleton()->set_render_main_thread_mode(OS::RENDER_MAIN_THREAD_ONLY);
}
-RasterizerGLES3::RasterizerGLES3() {
- canvas.storage = &storage;
- canvas.scene_render = &scene;
- storage.canvas = &canvas;
- //scene.storage = &storage;
- storage.scene = &scene;
+RasterizerGLES3::~RasterizerGLES3() {
}
void RasterizerGLES3::prepare_for_blitting_render_targets() {
}
void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect) {
- ERR_FAIL_COND(storage.frame.current_rt);
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ ERR_FAIL_COND(texture_storage->frame.current_rt);
- GLES3::RenderTarget *rt = storage.render_target_owner.get_or_null(p_render_target);
+ GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
ERR_FAIL_COND(!rt);
// TODO: do we need a keep 3d linear option?
@@ -282,16 +295,17 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
- glBlitFramebuffer(0, 0, rt->width, rt->height, 0, p_screen_rect.size.y, p_screen_rect.size.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+ glBlitFramebuffer(0, 0, rt->size.x, rt->size.y, 0, p_screen_rect.size.y, p_screen_rect.size.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
// is this p_screen useless in a multi window environment?
void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
// do this once off for all blits
- storage.bind_framebuffer_system();
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
- storage.frame.current_rt = nullptr;
+ texture_storage->frame.current_rt = nullptr;
for (int i = 0; i < p_amount; i++) {
const BlitToScreen &blit = p_render_targets[i];
@@ -322,12 +336,10 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
}
glClear(GL_COLOR_BUFFER_BIT);
- canvas.canvas_begin();
+ canvas->canvas_begin();
- RID texture = texture_storage.texture_create();
- //texture_storage.texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0);
- texture_storage._texture_allocate_internal(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D);
- texture_storage.texture_set_data(texture, p_image);
+ RID texture = texture_storage->texture_allocate();
+ texture_storage->texture_2d_initialize(texture, p_image);
Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
Rect2 screenrect;
@@ -349,13 +361,13 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
}
- GLES3::Texture *t = texture_storage.get_texture(texture);
- glActiveTexture(GL_TEXTURE0 + config.max_texture_image_units - 1);
+ GLES3::Texture *t = texture_storage->get_texture(texture);
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, t->tex_id);
glBindTexture(GL_TEXTURE_2D, 0);
- canvas.canvas_end();
+ canvas->canvas_end();
- texture_storage.texture_free(texture);
+ texture_storage->texture_free(texture);
end_frame(true);
}
diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h
index 4aa94e5293..33bb97d105 100644
--- a/drivers/gles3/rasterizer_gles3.h
+++ b/drivers/gles3/rasterizer_gles3.h
@@ -37,10 +37,11 @@
#include "rasterizer_scene_gles3.h"
#include "rasterizer_storage_gles3.h"
#include "servers/rendering/renderer_compositor.h"
-#include "storage/canvas_texture_storage.h"
#include "storage/config.h"
-#include "storage/decal_atlas_storage.h"
-#include "storage/render_target_storage.h"
+#include "storage/light_storage.h"
+#include "storage/material_storage.h"
+#include "storage/mesh_storage.h"
+#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
class RasterizerGLES3 : public RendererCompositor {
@@ -51,23 +52,27 @@ private:
double time_total = 0.0;
protected:
- GLES3::Config config;
- GLES3::CanvasTextureStorage canvas_texture_storage;
- GLES3::TextureStorage texture_storage;
- GLES3::DecalAtlasStorage decal_atlas_storage;
- RasterizerStorageGLES3 storage;
- RasterizerCanvasGLES3 canvas;
- RasterizerSceneGLES3 scene;
+ GLES3::Config *config = nullptr;
+ GLES3::TextureStorage *texture_storage = nullptr;
+ GLES3::MaterialStorage *material_storage = nullptr;
+ GLES3::MeshStorage *mesh_storage = nullptr;
+ GLES3::ParticlesStorage *particles_storage = nullptr;
+ GLES3::LightStorage *light_storage = nullptr;
+ RasterizerStorageGLES3 *storage = nullptr;
+ RasterizerCanvasGLES3 *canvas = nullptr;
+ RasterizerSceneGLES3 *scene = nullptr;
void _blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect);
public:
- RendererCanvasTextureStorage *get_canvas_texture_storage() { return &canvas_texture_storage; }
- RendererTextureStorage *get_texture_storage() { return &texture_storage; }
- RendererDecalAtlasStorage *get_decal_atlas_storage() { return &decal_atlas_storage; }
- RendererStorage *get_storage() { return &storage; }
- RendererCanvasRender *get_canvas() { return &canvas; }
- RendererSceneRender *get_scene() { return &scene; }
+ RendererLightStorage *get_light_storage() { return light_storage; }
+ RendererMaterialStorage *get_material_storage() { return material_storage; }
+ RendererMeshStorage *get_mesh_storage() { return mesh_storage; }
+ RendererParticlesStorage *get_particles_storage() { return particles_storage; }
+ RendererTextureStorage *get_texture_storage() { return texture_storage; }
+ RendererStorage *get_storage() { return storage; }
+ RendererCanvasRender *get_canvas() { return canvas; }
+ RendererSceneRender *get_scene() { return scene; }
void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true);
@@ -79,7 +84,7 @@ public:
void end_frame(bool p_swap_buffers);
- void finalize() {}
+ void finalize();
static RendererCompositor *_create_current() {
return memnew(RasterizerGLES3);
@@ -94,7 +99,7 @@ public:
double get_frame_delta_time() const { return delta; }
RasterizerGLES3();
- ~RasterizerGLES3() {}
+ ~RasterizerGLES3();
};
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 1382573461..09a02b786c 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -29,10 +29,18 @@
/*************************************************************************/
#include "rasterizer_scene_gles3.h"
+#include "core/config/project_settings.h"
+#include "servers/rendering/rendering_server_default.h"
#ifdef GLES3_ENABLED
-// TODO: 3D support not implemented yet.
+uint64_t RasterizerSceneGLES3::auto_exposure_counter = 2;
+
+RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = nullptr;
+
+RasterizerSceneGLES3 *RasterizerSceneGLES3::get_singleton() {
+ return singleton;
+}
RasterizerSceneGLES3::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) {
return nullptr;
@@ -137,39 +145,130 @@ int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance)
void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) {
}
-/* SDFGI UPDATE */
+/* SKY API */
-void RasterizerSceneGLES3::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
+void RasterizerSceneGLES3::Sky::free() {
+ if (radiance != 0) {
+ glDeleteTextures(1, &radiance);
+ radiance = 0;
+ glDeleteFramebuffers(1, &radiance_framebuffer);
+ radiance_framebuffer = 0;
+ }
}
-int RasterizerSceneGLES3::sdfgi_get_pending_region_count(RID p_render_buffers) const {
- return 0;
+RID RasterizerSceneGLES3::sky_allocate() {
+ return sky_owner.allocate_rid();
}
-AABB RasterizerSceneGLES3::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
- return AABB();
+void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
+ sky_owner.initialize_rid(p_rid);
}
-uint32_t RasterizerSceneGLES3::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
- return 0;
+void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+ Sky *sky = sky_owner.get_or_null(p_sky);
+ ERR_FAIL_COND(!sky);
+ ERR_FAIL_COND_MSG(p_radiance_size < 32 || p_radiance_size > 2048, "Sky radiance size must be between 32 and 2048");
+
+ if (sky->radiance_size == p_radiance_size) {
+ return; // No need to update
+ }
+
+ sky->radiance_size = p_radiance_size;
+
+ sky->free();
}
-/* SKY API */
+void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
+ Sky *sky = sky_owner.get_or_null(p_sky);
+ ERR_FAIL_COND(!sky);
-RID RasterizerSceneGLES3::sky_allocate() {
- return RID();
+ if (sky->mode == p_mode) {
+ return;
+ }
+
+ sky->mode = p_mode;
+
+ if (sky->mode == RS::SKY_MODE_REALTIME) {
+ WARN_PRINT_ONCE("The OpenGL renderer does not support the Real Time Sky Update Mode yet. Please use High Quality Mode instead");
+ }
}
-void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
+void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
+ Sky *sky = sky_owner.get_or_null(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ if (sky->material == p_material) {
+ return;
+ }
+
+ sky->material = p_material;
}
-void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+void RasterizerSceneGLES3::_invalidate_sky(Sky *p_sky) {
+ if (!p_sky->dirty) {
+ p_sky->dirty = true;
+ p_sky->dirty_list = dirty_sky_list;
+ dirty_sky_list = p_sky;
+ }
}
-void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_samples) {
+void RasterizerSceneGLES3::_update_dirty_skys() {
+ Sky *sky = dirty_sky_list;
+
+ while (sky) {
+ if (sky->radiance == 0) {
+ //int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
+
+ //uint32_t w = sky->radiance_size, h = sky->radiance_size;
+ //int layers = sky_globals.roughness_layers;
+ glGenFramebuffers(1, &sky->radiance_framebuffer);
+
+ glGenTextures(1, &sky->radiance);
+ }
+
+ sky->reflection_dirty = true;
+ sky->processing_layer = 0;
+
+ Sky *next = sky->dirty_list;
+ sky->dirty_list = nullptr;
+ sky->dirty = false;
+ sky = next;
+ }
+
+ dirty_sky_list = nullptr;
}
-void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
+void RasterizerSceneGLES3::_draw_sky(Sky *p_sky, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) {
+ ERR_FAIL_COND(!p_sky);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1, 1, 1, 1);
+
+ //state.sky_shader.version_bind_shader(sky_globals.default_shader, SkyShaderGLES3::MODE_BACKGROUND);
+ //glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_instance_data_buffers[state.current_buffer]); // Canvas data updated here
+ //glBindBufferBase(GL_UNIFORM_BUFFER, 1, state.canvas_instance_data_buffers[state.current_buffer]); // Global data
+ //glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.canvas_instance_data_buffers[state.current_buffer]); // Directional light data
+ //glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]); // Material uniforms
+
+ // Camera
+ CameraMatrix camera;
+
+ if (p_custom_fov) {
+ float near_plane = p_projection.get_z_near();
+ float far_plane = p_projection.get_z_far();
+ float aspect = p_projection.get_aspect();
+
+ camera.set_perspective(p_custom_fov, aspect, near_plane, far_plane);
+
+ } else {
+ camera = p_projection;
+ }
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
}
Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
@@ -179,52 +278,107 @@ Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bo
/* ENVIRONMENT API */
RID RasterizerSceneGLES3::environment_allocate() {
- return RID();
+ return environment_owner.allocate_rid();
}
void RasterizerSceneGLES3::environment_initialize(RID p_rid) {
+ environment_owner.initialize_rid(p_rid);
}
void RasterizerSceneGLES3::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->background = p_bg;
}
void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky = p_sky;
}
void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky_custom_fov = p_scale;
}
void RasterizerSceneGLES3::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky_orientation = p_orientation;
}
void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_color = p_color;
}
void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env, float p_energy) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_energy = p_energy;
}
void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->canvas_max_layer = p_max_layer;
}
void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->ambient_light = p_color;
+ env->ambient_source = p_ambient;
+ env->ambient_light_energy = p_energy;
+ env->ambient_sky_contribution = p_sky_contribution;
+ env->reflection_source = p_reflection_source;
}
void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
+ env->glow_enabled = p_enable;
+ env->glow_levels = p_levels;
+ env->glow_intensity = p_intensity;
+ env->glow_strength = p_strength;
+ env->glow_mix = p_mix;
+ env->glow_bloom = p_bloom_threshold;
+ env->glow_blend_mode = p_blend_mode;
+ env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
+ env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
+ env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
+ env->glow_map_strength = p_glow_map_strength;
+ env->glow_map = p_glow_map;
}
void RasterizerSceneGLES3::environment_glow_set_use_bicubic_upscale(bool p_enable) {
+ glow_bicubic_upscale = p_enable;
}
void RasterizerSceneGLES3::environment_glow_set_use_high_quality(bool p_enable) {
+ glow_high_quality = p_enable;
}
void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->ssr_enabled = p_enable;
+ env->ssr_max_steps = p_max_steps;
+ env->ssr_fade_in = p_fade_int;
+ env->ssr_fade_out = p_fade_out;
+ env->ssr_depth_tolerance = p_depth_tolerance;
}
void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
}
void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
@@ -248,12 +402,43 @@ void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::Envi
}
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->exposure = p_exposure;
+ env->tone_mapper = p_tone_mapper;
+ if (!env->auto_exposure && p_auto_exposure) {
+ env->auto_exposure_version = ++auto_exposure_counter;
+ }
+ env->auto_exposure = p_auto_exposure;
+ env->white = p_white;
+ env->min_luminance = p_min_luminance;
+ env->max_luminance = p_max_luminance;
+ env->auto_exp_speed = p_auto_exp_speed;
+ env->auto_exp_scale = p_auto_exp_scale;
}
void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->adjustments_enabled = p_enable;
+ env->adjustments_brightness = p_brightness;
+ env->adjustments_contrast = p_contrast;
+ env->adjustments_saturation = p_saturation;
+ env->use_1d_color_correction = p_use_1d_color_correction;
+ env->color_correction = p_color_correction;
}
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->fog_enabled = p_enable;
+ env->fog_light_color = p_light_color;
+ env->fog_light_energy = p_light_energy;
+ env->fog_sun_scatter = p_sun_scatter;
+ env->fog_density = p_density;
+ env->fog_height = p_height;
+ env->fog_height_density = p_height_density;
+ env->fog_aerial_perspective = p_aerial_perspective;
}
void RasterizerSceneGLES3::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
@@ -266,19 +451,25 @@ void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_e
}
Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, Ref<Image>());
return Ref<Image>();
}
bool RasterizerSceneGLES3::is_environment(RID p_env) const {
- return false;
+ return environment_owner.owns(p_env);
}
RS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) const {
- return RS::ENV_BG_KEEP;
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
+ return env->background;
}
int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) const {
- return 0;
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->canvas_max_layer;
}
RID RasterizerSceneGLES3::camera_effects_allocate() {
@@ -409,28 +600,353 @@ void RasterizerSceneGLES3::voxel_gi_set_quality(RS::VoxelGIQuality) {
}
void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
-}
-
-void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ RENDER_TIMESTAMP("Setup 3D Scene");
+ // assign render data
+ // Use the format from rendererRD
+ RenderDataGLES3 render_data;
+ {
+ render_data.render_buffers = p_render_buffers;
+
+ // Our first camera is used by default
+ render_data.cam_transform = p_camera_data->main_transform;
+ render_data.cam_projection = p_camera_data->main_projection;
+ render_data.view_projection[0] = p_camera_data->main_projection;
+ render_data.cam_ortogonal = p_camera_data->is_orthogonal;
+
+ render_data.view_count = p_camera_data->view_count;
+ for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+ render_data.view_projection[v] = p_camera_data->view_projection[v];
+ }
+
+ render_data.z_near = p_camera_data->main_projection.get_z_near();
+ render_data.z_far = p_camera_data->main_projection.get_z_far();
+
+ render_data.instances = &p_instances;
+ render_data.lights = &p_lights;
+ render_data.reflection_probes = &p_reflection_probes;
+ //render_data.voxel_gi_instances = &p_voxel_gi_instances;
+ //render_data.decals = &p_decals;
+ //render_data.lightmaps = &p_lightmaps;
+ //render_data.fog_volumes = &p_fog_volumes;
+ render_data.environment = p_environment;
+ render_data.camera_effects = p_camera_effects;
+ render_data.shadow_atlas = p_shadow_atlas;
+ render_data.reflection_atlas = p_reflection_atlas;
+ render_data.reflection_probe = p_reflection_probe;
+ render_data.reflection_probe_pass = p_reflection_probe_pass;
+
+ // this should be the same for all cameras..
+ render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
+ render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ render_data.screen_mesh_lod_threshold = 0.0;
+ } else {
+ render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
+ }
+ render_data.render_info = r_render_info;
+ }
+
+ PagedArray<RID> empty;
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ render_data.lights = &empty;
+ render_data.reflection_probes = &empty;
+ }
+
+ RenderBuffers *rb = nullptr;
+ //RasterizerStorageGLES3::RenderTarget *rt = nullptr;
+ if (p_render_buffers.is_valid()) {
+ rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+ //rt = texture_storage->render_target_owner.get_or_null(rb->render_target);
+ //ERR_FAIL_COND(!rt);
+ }
+
+ Color clear_color;
+ if (p_render_buffers.is_valid()) {
+ clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
+ } else {
+ clear_color = storage->get_default_clear_color();
+ }
+
+ Environment *env = environment_owner.get_or_null(p_environment);
+
+ bool fb_cleared = false;
+
+ glDepthFunc(GL_LEQUAL);
+
+ /* Depth Prepass */
+
+ glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
+
+ if (!fb_cleared) {
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+
+ bool draw_sky = false;
+ bool keep_color = false;
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ clear_color = Color(0, 0, 0, 1);
+ }
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
+ } else if (is_environment(p_environment)) {
+ RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
+ float bg_energy = env->bg_energy; //environment_get_bg_energy(p_environment);
+ switch (bg_mode) {
+ case RS::ENV_BG_CLEAR_COLOR: {
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ } break;
+ case RS::ENV_BG_COLOR: {
+ clear_color = env->bg_color; //environment_get_bg_color(p_environment);
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ } break;
+ case RS::ENV_BG_SKY: {
+ draw_sky = true;
+ } break;
+ case RS::ENV_BG_CANVAS: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_KEEP: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_CAMERA_FEED: {
+ } break;
+ default: {
+ }
+ }
+ }
+
+ if (!keep_color) {
+ glClearBufferfv(GL_COLOR, 0, clear_color.components);
+ }
+
+ if (draw_sky) {
+ //_draw_sky(sky, render_data.cam_projection, render_data.cam_transform, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
+ }
+
+ if (p_render_buffers.is_valid()) {
+ /*
+ RENDER_TIMESTAMP("Tonemap");
+ _render_buffers_post_process_and_tonemap(&render_data);
+ */
+
+ _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
+ }
+ texture_storage->render_target_disable_clear_request(rb->render_target);
+}
+
+void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
}
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
}
-void RasterizerSceneGLES3::set_scene_pass(uint64_t p_pass) {
-}
-
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
+ time = p_time;
+ time_step = p_step;
}
void RasterizerSceneGLES3::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
+ debug_draw = p_debug_draw;
}
RID RasterizerSceneGLES3::render_buffers_create() {
- return RID();
+ RenderBuffers rb;
+ return render_buffers_owner.make_rid(rb);
+}
+
+/* BACK FBO */
+/* For MSAA */
+/*
+#ifndef JAVASCRIPT_ENABLED
+ if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_8X) {
+ rt->multisample_active = true;
+
+ static const int msaa_value[] = { 0, 2, 4, 8, 16 };
+ int msaa = msaa_value[rt->msaa];
+
+ int max_samples = 0;
+ glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
+ if (msaa > max_samples) {
+ WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
+ msaa = max_samples;
+ }
+
+ //regular fbo
+ glGenFramebuffers(1, &rt->multisample_fbo);
+ bind_framebuffer(rt->multisample_fbo);
+
+ glGenRenderbuffers(1, &rt->multisample_depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->size.x, rt->size.y);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
+
+ glGenRenderbuffers(1, &rt->multisample_color);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->size.x, rt->size.y);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ // Delete allocated resources and default to no MSAA
+ WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
+ printf("err status: %x\n", status);
+ rt->multisample_active = false;
+
+ glDeleteFramebuffers(1, &rt->multisample_fbo);
+ rt->multisample_fbo = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_depth);
+ rt->multisample_depth = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_color);
+ rt->multisample_color = 0;
+ }
+
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ bind_framebuffer(0);
+
+ } else
+#endif // JAVASCRIPT_ENABLED
+ {
+ rt->multisample_active = false;
+ }
+ */
+
+// copy texscreen buffers
+// if (!(rt->flags[RendererStorage::RENDER_TARGET_NO_SAMPLING])) {
+/*
+if (false) {
+glGenTextures(1, &rt->copy_screen_effect.color);
+glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
+
+if (rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->size.x, rt->size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+} else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->size.x, rt->size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
}
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+glGenFramebuffers(1, &rt->copy_screen_effect.fbo);
+bind_framebuffer(rt->copy_screen_effect.fbo);
+glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0);
+
+glClearColor(0, 0, 0, 0);
+glClear(GL_COLOR_BUFFER_BIT);
+
+GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _clear_render_target(rt);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+}
+}
+*/
+
void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ //rb->internal_width = p_internal_width; // ignore for now
+ //rb->internal_height = p_internal_height;
+ rb->width = p_width;
+ rb->height = p_height;
+ //rb->fsr_sharpness = p_fsr_sharpness;
+ rb->render_target = p_render_target;
+ //rb->msaa = p_msaa;
+ //rb->screen_space_aa = p_screen_space_aa;
+ //rb->use_debanding = p_use_debanding;
+ //rb->view_count = p_view_count;
+
+ _free_render_buffer_data(rb);
+
+ GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
+
+ // framebuffer
+ glGenFramebuffers(1, &rb->framebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
+
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+
+ glGenTextures(1, &rb->depth_texture);
+ glBindTexture(GL_TEXTURE_2D, rb->depth_texture);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rb->depth_texture, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _free_render_buffer_data(rb);
+ WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status));
+ return;
+ }
+}
+
+void RasterizerSceneGLES3::_free_render_buffer_data(RenderBuffers *rb) {
+ if (rb->depth_texture) {
+ glDeleteTextures(1, &rb->depth_texture);
+ rb->depth_texture = 0;
+ }
+ if (rb->framebuffer) {
+ glDeleteFramebuffers(1, &rb->framebuffer);
+ rb->framebuffer = 0;
+ }
+}
+
+//clear render buffers
+/*
+
+
+ if (rt->copy_screen_effect.color) {
+ glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
+ rt->copy_screen_effect.fbo = 0;
+
+ glDeleteTextures(1, &rt->copy_screen_effect.color);
+ rt->copy_screen_effect.color = 0;
+ }
+
+ if (rt->multisample_active) {
+ glDeleteFramebuffers(1, &rt->multisample_fbo);
+ rt->multisample_fbo = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_depth);
+ rt->multisample_depth = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_color);
+
+ rt->multisample_color = 0;
+ }
+*/
+
+void RasterizerSceneGLES3::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
}
void RasterizerSceneGLES3::gi_set_use_half_resolution(bool p_enable) {
@@ -454,10 +970,27 @@ TypedArray<Image> RasterizerSceneGLES3::bake_render_uv2(RID p_base, const Vector
}
bool RasterizerSceneGLES3::free(RID p_rid) {
- return false;
+ if (environment_owner.owns(p_rid)) {
+ environment_owner.free(p_rid);
+ } else if (sky_owner.owns(p_rid)) {
+ Sky *sky = sky_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!sky, false);
+ sky->free();
+ sky_owner.free(p_rid);
+ } else if (render_buffers_owner.owns(p_rid)) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!rb, false);
+ _free_render_buffer_data(rb);
+ render_buffers_owner.free(p_rid);
+
+ } else {
+ return false;
+ }
+ return true;
}
void RasterizerSceneGLES3::update() {
+ _update_dirty_skys();
}
void RasterizerSceneGLES3::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
@@ -469,7 +1002,48 @@ void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) {
void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
}
-RasterizerSceneGLES3::RasterizerSceneGLES3() {
+RasterizerSceneGLES3::RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage) {
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ storage = p_storage;
+
+ {
+ // Initialize Sky stuff
+ sky_globals.roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
+ sky_globals.ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
+
+ String global_defines;
+ global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
+ global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
+ state.sky_shader.initialize(global_defines);
+ sky_globals.shader_default_version = state.sky_shader.version_create();
+ state.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
+ }
+
+ {
+ sky_globals.default_shader = material_storage->shader_allocate();
+
+ material_storage->shader_initialize(sky_globals.default_shader);
+
+ material_storage->shader_set_code(sky_globals.default_shader, R"(
+// Default sky shader.
+
+shader_type sky;
+
+void sky() {
+ COLOR = vec3(0.0);
+}
+)");
+ sky_globals.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(sky_globals.default_material);
+
+ material_storage->material_set_shader(sky_globals.default_material, sky_globals.default_shader);
+ }
+}
+
+RasterizerSceneGLES3::~RasterizerSceneGLES3() {
+ state.sky_shader.version_free(sky_globals.shader_default_version);
+ storage->free(sky_globals.default_material);
+ storage->free(sky_globals.default_shader);
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 12bb21a5a0..ed529beb25 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -36,15 +36,314 @@
#include "core/math/camera_matrix.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
+#include "rasterizer_storage_gles3.h"
#include "scene/resources/mesh.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
+#include "shader_gles3.h"
+#include "shaders/sky.glsl.gen.h"
+
+// Copied from renderer_scene_render_rd
+struct RenderDataGLES3 {
+ RID render_buffers = RID();
+
+ Transform3D cam_transform = Transform3D();
+ CameraMatrix cam_projection = CameraMatrix();
+ bool cam_ortogonal = false;
+
+ // For stereo rendering
+ uint32_t view_count = 1;
+ CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
+
+ float z_near = 0.0;
+ float z_far = 0.0;
+
+ const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
+ const PagedArray<RID> *lights = nullptr;
+ const PagedArray<RID> *reflection_probes = nullptr;
+ //const PagedArray<RID> *voxel_gi_instances = nullptr;
+ //const PagedArray<RID> *decals = nullptr;
+ //const PagedArray<RID> *lightmaps = nullptr;
+ //const PagedArray<RID> *fog_volumes = nullptr;
+ RID environment = RID();
+ RID camera_effects = RID();
+ RID shadow_atlas = RID();
+ RID reflection_atlas = RID();
+ RID reflection_probe = RID();
+ int reflection_probe_pass = 0;
+
+ float lod_distance_multiplier = 0.0;
+ Plane lod_camera_plane = Plane();
+ float screen_mesh_lod_threshold = 0.0;
+
+ uint32_t directional_light_count = 0;
+
+ RendererScene::RenderInfo *render_info = nullptr;
+};
+
+class RasterizerStorageGLES3;
+class RasterizerCanvasGLES3;
class RasterizerSceneGLES3 : public RendererSceneRender {
+private:
+ static RasterizerSceneGLES3 *singleton;
+ RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
+ uint64_t scene_pass = 0;
+
+ /* Sky */
+ struct SkyGlobals {
+ RID shader_current_version;
+ RID shader_default_version;
+ RID default_material;
+ RID default_shader;
+ uint32_t max_directional_lights = 4;
+ uint32_t roughness_layers = 8;
+ uint32_t ggx_samples = 128;
+ } sky_globals;
+
+protected:
+ double time;
+ double time_step = 0;
+
+ struct RenderBuffers {
+ int internal_width = 0;
+ int internal_height = 0;
+ int width = 0;
+ int height = 0;
+ //float fsr_sharpness = 0.2f;
+ RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
+ //RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
+ //bool use_debanding = false;
+ //uint32_t view_count = 1;
+
+ RID render_target;
+ GLuint internal_texture = 0; // Used for rendering when post effects are enabled
+ GLuint depth_texture = 0; // Main depth texture
+ GLuint framebuffer = 0; // Main framebuffer, contains internal_texture and depth_texture or render_target->color and depth_texture
+
+ //built-in textures used for ping pong image processing and blurring
+ struct Blur {
+ RID texture;
+
+ struct Mipmap {
+ RID texture;
+ int width;
+ int height;
+ GLuint fbo;
+ };
+
+ Vector<Mipmap> mipmaps;
+ };
+
+ Blur blur[2]; //the second one starts from the first mipmap
+
+ /*
+ 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() {
+ }
+ };
+
+ Effect copy_screen_effect;
+
+ struct MipMaps {
+ struct Size {
+ GLuint fbo;
+ GLuint color;
+ int width;
+ int height;
+ };
+
+ Vector<Size> sizes;
+ GLuint color = 0;
+ int levels = 0;
+
+ MipMaps() {
+ }
+ };
+
+ MipMaps mip_maps[2];
+
+ */
+ };
+
+ bool screen_space_roughness_limiter = false;
+ float screen_space_roughness_limiter_amount = 0.25;
+ float screen_space_roughness_limiter_limit = 0.18;
+
+ mutable RID_Owner<RenderBuffers, true> render_buffers_owner;
+
+ void _free_render_buffer_data(RenderBuffers *rb);
+ void _allocate_blur_textures(RenderBuffers *rb);
+ void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
+
+ void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
+
+ /* Environment */
+
+ struct Environment {
+ // BG
+ RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
+ RID sky;
+ float sky_custom_fov = 0.0;
+ Basis sky_orientation;
+ Color bg_color;
+ float bg_energy = 1.0;
+ int canvas_max_layer = 0;
+ RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
+ Color ambient_light;
+ float ambient_light_energy = 1.0;
+ float ambient_sky_contribution = 1.0;
+ RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
+ Color ao_color;
+
+ /// Tonemap
+
+ RS::EnvironmentToneMapper tone_mapper;
+ float exposure = 1.0;
+ float white = 1.0;
+ bool auto_exposure = false;
+ float min_luminance = 0.2;
+ float max_luminance = 8.0;
+ float auto_exp_speed = 0.2;
+ float auto_exp_scale = 0.5;
+ uint64_t auto_exposure_version = 0;
+
+ // Fog
+ bool fog_enabled = false;
+ Color fog_light_color = Color(0.5, 0.6, 0.7);
+ float fog_light_energy = 1.0;
+ float fog_sun_scatter = 0.0;
+ float fog_density = 0.001;
+ float fog_height = 0.0;
+ float fog_height_density = 0.0; //can be negative to invert effect
+ float fog_aerial_perspective = 0.0;
+
+ /// Glow
+ bool glow_enabled = false;
+ Vector<float> glow_levels;
+ float glow_intensity = 0.8;
+ float glow_strength = 1.0;
+ float glow_bloom = 0.0;
+ float glow_mix = 0.01;
+ RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
+ float glow_hdr_bleed_threshold = 1.0;
+ float glow_hdr_luminance_cap = 12.0;
+ float glow_hdr_bleed_scale = 2.0;
+ float glow_map_strength = 1.0;
+ RID glow_map = RID();
+
+ /// SSAO
+ bool ssao_enabled = false;
+ float ssao_radius = 1.0;
+ float ssao_intensity = 2.0;
+ float ssao_power = 1.5;
+ float ssao_detail = 0.5;
+ float ssao_horizon = 0.06;
+ float ssao_sharpness = 0.98;
+ float ssao_direct_light_affect = 0.0;
+ float ssao_ao_channel_affect = 0.0;
+
+ /// SSR
+ bool ssr_enabled = false;
+ int ssr_max_steps = 64;
+ float ssr_fade_in = 0.15;
+ float ssr_fade_out = 2.0;
+ float ssr_depth_tolerance = 0.2;
+
+ /// Adjustments
+ bool adjustments_enabled = false;
+ float adjustments_brightness = 1.0f;
+ float adjustments_contrast = 1.0f;
+ float adjustments_saturation = 1.0f;
+ bool use_1d_color_correction = false;
+ RID color_correction = RID();
+ };
+
+ RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
+ bool ssao_half_size = false;
+ bool ssao_using_half_size = false;
+ float ssao_adaptive_target = 0.5;
+ int ssao_blur_passes = 2;
+ float ssao_fadeout_from = 50.0;
+ float ssao_fadeout_to = 300.0;
+
+ bool glow_bicubic_upscale = false;
+ bool glow_high_quality = false;
+ RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
+
+ static uint64_t auto_exposure_counter;
+
+ mutable RID_Owner<Environment, true> environment_owner;
+
+ /* Sky */
+
+ struct Sky {
+ // Screen Buffers
+ GLuint half_res_pass = 0;
+ GLuint half_res_framebuffer = 0;
+ GLuint quarter_res_pass = 0;
+ GLuint quarter_res_framebuffer = 0;
+ Size2i screen_size = Size2i(0, 0);
+
+ // Radiance Cubemap
+ GLuint radiance = 0;
+ GLuint radiance_framebuffer = 0;
+
+ RID material;
+ RID uniform_buffer;
+
+ int radiance_size = 256;
+
+ RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
+
+ //ReflectionData reflection;
+ bool reflection_dirty = false;
+ bool dirty = false;
+ int processing_layer = 0;
+ Sky *dirty_list = nullptr;
+
+ //State to track when radiance cubemap needs updating
+ //SkyMaterialData *prev_material;
+ Vector3 prev_position = Vector3(0.0, 0.0, 0.0);
+ float prev_time = 0.0f;
+
+ void free();
+ bool set_radiance_size(int p_radiance_size);
+ bool set_mode(RS::SkyMode p_mode);
+ bool set_material(RID p_material);
+ Ref<Image> bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size);
+ };
+
+ Sky *dirty_sky_list = nullptr;
+ mutable RID_Owner<Sky, true> sky_owner;
+
+ void _invalidate_sky(Sky *p_sky);
+ void _update_dirty_skys();
+ void _draw_sky(Sky *p_sky, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_custom_fov, float p_energy, const Basis &p_sky_orientation);
+
public:
+ RasterizerStorageGLES3 *storage;
+ RasterizerCanvasGLES3 *canvas;
+
+ // References to shaders are needed in public space so they can be accessed in RasterizerStorageGLES3
struct State {
- //SceneShaderGLES3 scene_shader;
+ SkyShaderGLES3 sky_shader;
} state;
GeometryInstance *geometry_instance_create(RID p_base) override;
@@ -88,17 +387,17 @@ public:
/* SDFGI UPDATE */
- void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
- int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
- AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
- uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
+ void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
+ int sdfgi_get_pending_region_count(RID p_render_buffers) const override { return 0; }
+ AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { return AABB(); }
+ uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { return 0; }
/* SKY API */
RID sky_allocate() override;
void sky_initialize(RID p_rid) override;
void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
- void sky_set_mode(RID p_sky, RS::SkyMode p_samples) override;
+ void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
void sky_set_material(RID p_sky, RID p_material) override;
Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
@@ -196,12 +495,22 @@ public:
void voxel_gi_set_quality(RS::VoxelGIQuality) override;
void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
- void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
- void set_scene_pass(uint64_t p_pass) override;
+ void set_scene_pass(uint64_t p_pass) override {
+ scene_pass = p_pass;
+ }
+
+ _FORCE_INLINE_ uint64_t get_scene_pass() {
+ return scene_pass;
+ }
+
void set_time(double p_time, double p_step) override;
void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
+ _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
+ return debug_draw;
+ }
RID render_buffers_create() override;
void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override;
@@ -222,7 +531,9 @@ public:
void decals_set_filter(RS::DecalFilter p_filter) override;
void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
- RasterizerSceneGLES3();
+ static RasterizerSceneGLES3 *get_singleton();
+ RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage);
+ ~RasterizerSceneGLES3();
};
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 5efbc715ab..0049e74a7c 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -34,1174 +34,13 @@
#include "core/config/project_settings.h"
#include "core/math/transform_3d.h"
-#include "rasterizer_canvas_gles3.h"
+// #include "rasterizer_canvas_gles3.h"
#include "rasterizer_scene_gles3.h"
#include "servers/rendering/shader_language.h"
-GLuint RasterizerStorageGLES3::system_fbo = 0;
-
-void RasterizerStorageGLES3::bind_quad_array() const {
- //glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
- //glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
- //glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
-
- //glEnableVertexAttribArray(RS::ARRAY_VERTEX);
- //glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
-}
-
-RID RasterizerStorageGLES3::sky_create() {
- Sky *sky = memnew(Sky);
- sky->radiance = 0;
- return sky_owner.make_rid(sky);
-}
-
-void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) {
-}
-
-/* SHADER API */
-
-RID RasterizerStorageGLES3::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;
-
- return rid;
-}
-
-void RasterizerStorageGLES3::shader_initialize(RID p_rid) {
- // noop
-}
-
-//RID RasterizerStorageGLES3::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;
-
-// return rid;
-//}
-
-void RasterizerStorageGLES3::_shader_make_dirty(Shader *p_shader) {
- if (p_shader->dirty_list.in_list()) {
- return;
- }
-
- _shader_dirty_list.add(&p_shader->dirty_list);
-}
-
-void RasterizerStorageGLES3::shader_set_code(RID p_shader, const String &p_code) {
- 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 mode;
-
- 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");
- }
-
- if (shader->version.is_valid() && mode != shader->mode) {
- shader->shader->version_free(shader->version);
- shader->version = RID();
- }
-
- shader->mode = mode;
-
- // TODO handle all shader types
- if (mode == RS::SHADER_CANVAS_ITEM) {
- shader->shader = &canvas->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;
- }
-
- if (shader->version.is_null() && shader->shader) {
- shader->version = shader->shader->version_create();
- }
-
- _shader_make_dirty(shader);
-}
-
-String RasterizerStorageGLES3::shader_get_code(RID p_shader) const {
- const Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND_V(!shader, "");
-
- return shader->code;
-}
-
-void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
- _shader_dirty_list.remove(&p_shader->dirty_list);
-
- p_shader->valid = false;
-
- p_shader->uniforms.clear();
-
- if (p_shader->code.is_empty()) {
- return; //just invalid, but no error
- }
-
- 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;
-
- default: {
- return;
- } break;
- }
-
- Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
- if (err != OK) {
- return;
- }
-
- 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);
- }
-
- 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);
-
- p_shader->texture_uniforms = gen_code.texture_uniforms;
-
- p_shader->uses_vertex_time = gen_code.uses_vertex_time;
- p_shader->uses_fragment_time = gen_code.uses_fragment_time;
-
- for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) {
- _material_make_dirty(E->self());
- }
-
- p_shader->valid = true;
-}
-
-void RasterizerStorageGLES3::update_dirty_shaders() {
- while (_shader_dirty_list.first()) {
- _update_shader(_shader_dirty_list.first()->self());
- }
-}
-
-void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND(!shader);
-
- if (shader->dirty_list.in_list()) {
- _update_shader(shader);
- }
-
- Map<int, StringName> order;
-
- 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;
- }
-
- p_param_list->push_back(pi);
- }
-}
-
-void RasterizerStorageGLES3::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() && !GLES3::TextureStorage::get_singleton()->owns_texture(p_texture));
-
- 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);
-
- if (shader->default_textures[p_name].is_empty()) {
- shader->default_textures.erase(p_name);
- }
- }
- } 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);
-}
-
-RID RasterizerStorageGLES3::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());
-
- if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) {
- return shader->default_textures[p_name][p_index];
- }
-
- return RID();
-}
-
-/* COMMON MATERIAL API */
-
-void RasterizerStorageGLES3::_material_make_dirty(Material *p_material) const {
- if (p_material->dirty_list.in_list()) {
- return;
- }
-
- _material_dirty_list.add(&p_material->dirty_list);
-}
-
-RID RasterizerStorageGLES3::material_allocate() {
- Material *material = memnew(Material);
- return material_owner.make_rid(material);
-}
-
-void RasterizerStorageGLES3::material_initialize(RID p_rid) {
-}
-
-//RID RasterizerStorageGLES3::material_create() {
-// Material *material = memnew(Material);
-
-// return material_owner.make_rid(material);
-//}
-
-void RasterizerStorageGLES3::material_set_shader(RID p_material, RID p_shader) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- Shader *shader = shader_owner.get_or_null(p_shader);
-
- if (material->shader) {
- // if a shader is present, remove the old shader
- material->shader->materials.remove(&material->list);
- }
-
- material->shader = shader;
-
- if (shader) {
- shader->materials.add(&material->list);
- }
-
- _material_make_dirty(material);
-}
-
-RID RasterizerStorageGLES3::material_get_shader(RID p_material) const {
- const Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, RID());
-
- if (material->shader) {
- return material->shader->self;
- }
-
- return RID();
-}
-
-void RasterizerStorageGLES3::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- if (p_value.get_type() == Variant::NIL) {
- material->params.erase(p_param);
- } else {
- material->params[p_param] = p_value;
- }
-
- _material_make_dirty(material);
-}
-
-Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringName &p_param) const {
- const Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, RID());
-
- if (material->params.has(p_param)) {
- return material->params[p_param];
- }
-
- return material_get_param_default(p_material, p_param);
-}
-
-Variant RasterizerStorageGLES3::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());
-
- 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);
- }
- }
- return Variant();
-}
-
-void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- material->line_width = p_width;
-}
-
-void RasterizerStorageGLES3::material_set_next_pass(RID p_material, RID p_next_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- material->next_pass = p_next_material;
-}
-
-bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
- if (material->dirty_list.in_list()) {
- _update_material(material);
- }
-
- bool animated = material->is_animated_cache;
- if (!animated && material->next_pass.is_valid()) {
- animated = material_is_animated(material->next_pass);
- }
- return animated;
-}
-
-bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
- if (material->dirty_list.in_list()) {
- _update_material(material);
- }
-
- bool casts_shadows = material->can_cast_shadow_cache;
-
- if (!casts_shadows && material->next_pass.is_valid()) {
- casts_shadows = material_casts_shadows(material->next_pass);
- }
-
- return casts_shadows;
-}
-
-bool RasterizerStorageGLES3::material_uses_tangents(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
-
- if (!material->shader) {
- return false;
- }
-
- if (material->shader->dirty_list.in_list()) {
- _update_shader(material->shader);
- }
-
- return material->shader->spatial.uses_tangent;
-}
-
-bool RasterizerStorageGLES3::material_uses_ensure_correct_normals(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
-
- if (!material->shader) {
- return false;
- }
-
- if (material->shader->dirty_list.in_list()) {
- _update_shader(material->shader);
- }
-
- return material->shader->spatial.uses_ensure_correct_normals;
-}
-
-void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, DependencyTracker *p_instance) {
- /*
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
- if (E) {
- E->get()++;
- } else {
- material->instance_owners[p_instance] = 1;
- }
-*/
-}
-
-void RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, DependencyTracker *p_instance) {
- /*
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
- ERR_FAIL_COND(!E);
-
- E->get()--;
-
- if (E->get() == 0) {
- material->instance_owners.erase(E);
- }
-*/
-}
-
-void RasterizerStorageGLES3::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);
- ERR_FAIL_COND(!material);
-
- material->render_priority = priority;
-}
-
-void RasterizerStorageGLES3::_update_material(Material *p_material) {
- if (p_material->dirty_list.in_list()) {
- _material_dirty_list.remove(&p_material->dirty_list);
- }
-
- if (p_material->shader && p_material->shader->dirty_list.in_list()) {
- _update_shader(p_material->shader);
- }
-
- if (p_material->shader && !p_material->shader->valid) {
- return;
- }
-
- {
- bool can_cast_shadow = false;
- bool is_animated = false;
-
- if (p_material->shader && p_material->shader->mode == RS::SHADER_SPATIAL) {
- 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;
- }
-
- if (p_material->shader->spatial.uses_discard && p_material->shader->uses_fragment_time) {
- is_animated = true;
- }
-
- if (p_material->shader->spatial.uses_vertex && p_material->shader->uses_vertex_time) {
- is_animated = true;
- }
-
- 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;
-
- /*
- for (Map<Geometry *, int>::Element *E = p_material->geometry_owners.front(); E; E = E->next()) {
- E->key()->material_changed_notify();
- }
-
- for (Map<InstanceBaseDependency *, int>::Element *E = p_material->instance_owners.front(); E; E = E->next()) {
- E->key()->base_changed(false, true);
- }
- */
- }
- }
- }
-
- // uniforms and other things will be set in the use_material method in ShaderGLES3
-
- if (p_material->shader && p_material->shader->texture_uniforms.size() > 0) {
- p_material->textures.resize(p_material->shader->texture_uniforms.size());
-
- 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
- }
-
- RID texture;
-
- Map<StringName, Variant>::Element *V = p_material->params.find(E->key());
-
- if (V) {
- texture = V->get();
- }
-
- if (!texture.is_valid()) {
- Map<StringName, Map<int, RID>>::Element *W = p_material->shader->default_textures.find(E->key());
-
- // TODO: make texture uniform array properly works with GLES3
- if (W && W->get().has(0)) {
- texture = W->get()[0];
- }
- }
-
- p_material->textures.write[E->get().texture_order] = Pair<StringName, RID>(E->key(), texture);
- }
- } else {
- p_material->textures.clear();
- }
-}
-/*
-void RasterizerStorageGLES3::_material_add_geometry(RID p_material, Geometry *p_geometry) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
-
- if (I) {
- I->get()++;
- } else {
- material->geometry_owners[p_geometry] = 1;
- }
-}
-
-void RasterizerStorageGLES3::_material_remove_geometry(RID p_material, Geometry *p_geometry) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
-
- Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
- ERR_FAIL_COND(!I);
-
- I->get()--;
-
- if (I->get() == 0) {
- material->geometry_owners.erase(I);
- }
-}
-*/
-void RasterizerStorageGLES3::update_dirty_materials() {
- while (_material_dirty_list.first()) {
- Material *material = _material_dirty_list.first()->self();
- _update_material(material);
- }
-}
-
-/* MESH API */
-
-RID RasterizerStorageGLES3::mesh_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::mesh_initialize(RID p_rid) {
-}
-
-void RasterizerStorageGLES3::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
-}
-
-bool RasterizerStorageGLES3::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
- return false;
-}
-
-RID RasterizerStorageGLES3::mesh_instance_create(RID p_base) {
- return RID();
-}
-
-void RasterizerStorageGLES3::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
-}
-
-void RasterizerStorageGLES3::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {
-}
-
-void RasterizerStorageGLES3::mesh_instance_check_for_update(RID p_mesh_instance) {
-}
-
-void RasterizerStorageGLES3::update_mesh_instances() {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) {
-}
-
-float RasterizerStorageGLES3::reflection_probe_get_mesh_lod_threshold(RID p_probe) const {
- return 0.0;
-}
-
-void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
-}
-
-int RasterizerStorageGLES3::mesh_get_blend_shape_count(RID p_mesh) const {
- return 0;
-}
-
-void RasterizerStorageGLES3::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
-}
-
-RS::BlendShapeMode RasterizerStorageGLES3::mesh_get_blend_shape_mode(RID p_mesh) const {
- return RS::BLEND_SHAPE_MODE_NORMALIZED;
-}
-
-void RasterizerStorageGLES3::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
-}
-
-void RasterizerStorageGLES3::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
-}
-
-void RasterizerStorageGLES3::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
-}
-
-void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
-}
-
-RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const {
- return RID();
-}
-
-RS::SurfaceData RasterizerStorageGLES3::mesh_get_surface(RID p_mesh, int p_surface) const {
- return RS::SurfaceData();
-}
-
-int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const {
- return 1;
-}
-
-void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
-}
-
-AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const {
- return AABB();
-}
-
-AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
- return AABB();
-}
-
-void RasterizerStorageGLES3::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
-}
-
-void RasterizerStorageGLES3::mesh_clear(RID p_mesh) {
-}
-
-/* MULTIMESH API */
-
-RID RasterizerStorageGLES3::multimesh_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::multimesh_initialize(RID p_rid) {
-}
-
-void RasterizerStorageGLES3::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
-}
-
-int RasterizerStorageGLES3::multimesh_get_instance_count(RID p_multimesh) const {
- return 0;
-}
-
-void RasterizerStorageGLES3::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
-}
-
-void RasterizerStorageGLES3::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {
-}
-
-void RasterizerStorageGLES3::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
-}
-
-void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
-}
-
-void RasterizerStorageGLES3::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {
-}
-
-RID RasterizerStorageGLES3::multimesh_get_mesh(RID p_multimesh) const {
- return RID();
-}
-
-AABB RasterizerStorageGLES3::multimesh_get_aabb(RID p_multimesh) const {
- return AABB();
-}
-
-Transform3D RasterizerStorageGLES3::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
- return Transform3D();
-}
-
-Transform2D RasterizerStorageGLES3::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
- return Transform2D();
-}
-
-Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
- return Color();
-}
-
-Color RasterizerStorageGLES3::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
- return Color();
-}
-
-void RasterizerStorageGLES3::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {
-}
-
-Vector<float> RasterizerStorageGLES3::multimesh_get_buffer(RID p_multimesh) const {
- return Vector<float>();
-}
-
-void RasterizerStorageGLES3::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
-}
-
-int RasterizerStorageGLES3::multimesh_get_visible_instances(RID p_multimesh) const {
- return 0;
-}
-
-/* SKELETON API */
-
-RID RasterizerStorageGLES3::skeleton_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::skeleton_initialize(RID p_rid) {
-}
-
-void RasterizerStorageGLES3::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
-}
-
-void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
-}
-
-int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const {
- return 0;
-}
-
-void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {
-}
-
-Transform3D RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
- return Transform3D();
-}
-
-void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
-}
-
-Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
- return Transform2D();
-}
-
-/* Light API */
-
-RID RasterizerStorageGLES3::directional_light_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::directional_light_initialize(RID p_rid) {
-}
-
-RID RasterizerStorageGLES3::omni_light_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::omni_light_initialize(RID p_rid) {
-}
-
-RID RasterizerStorageGLES3::spot_light_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::spot_light_initialize(RID p_rid) {
-}
-
-RID RasterizerStorageGLES3::reflection_probe_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::reflection_probe_initialize(RID p_rid) {
-}
-
-void RasterizerStorageGLES3::light_set_color(RID p_light, const Color &p_color) {
-}
-
-void RasterizerStorageGLES3::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
-}
-
-void RasterizerStorageGLES3::light_set_shadow(RID p_light, bool p_enabled) {
-}
-
-void RasterizerStorageGLES3::light_set_projector(RID p_light, RID p_texture) {
-}
-
-void RasterizerStorageGLES3::light_set_negative(RID p_light, bool p_enable) {
-}
-
-void RasterizerStorageGLES3::light_set_cull_mask(RID p_light, uint32_t p_mask) {
-}
-
-void RasterizerStorageGLES3::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) {
-}
-
-void RasterizerStorageGLES3::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
-}
-
-void RasterizerStorageGLES3::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
-}
-
-void RasterizerStorageGLES3::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
-}
-
-void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
-}
-
-void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
-}
-
-void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light, bool p_enable) {
-}
-
-bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const {
- return false;
-}
-
-void RasterizerStorageGLES3::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
-}
-
-RS::LightDirectionalSkyMode RasterizerStorageGLES3::light_directional_get_sky_mode(RID p_light) const {
- return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
-}
-
-RS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) {
- return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
-}
-
-RS::LightOmniShadowMode RasterizerStorageGLES3::light_omni_get_shadow_mode(RID p_light) {
- return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
-}
-
-bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const {
- return false;
-}
-
-bool RasterizerStorageGLES3::light_has_projector(RID p_light) const {
- return false;
-}
-
-RS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const {
- return RS::LIGHT_OMNI;
-}
-
-AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const {
- return AABB();
-}
-
-float RasterizerStorageGLES3::light_get_param(RID p_light, RS::LightParam p_param) {
- return 0.0;
-}
-
-Color RasterizerStorageGLES3::light_get_color(RID p_light) {
- return Color();
-}
-
-RS::LightBakeMode RasterizerStorageGLES3::light_get_bake_mode(RID p_light) {
- return RS::LIGHT_BAKE_DISABLED;
-}
-
-uint32_t RasterizerStorageGLES3::light_get_max_sdfgi_cascade(RID p_light) {
- return 0;
-}
-
-uint64_t RasterizerStorageGLES3::light_get_version(RID p_light) const {
- return 0;
-}
-
-/* PROBE API */
-
-void RasterizerStorageGLES3::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
-}
-
-void RasterizerStorageGLES3::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
-}
-
-AABB RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const {
- return AABB();
-}
-
-RS::ReflectionProbeUpdateMode RasterizerStorageGLES3::reflection_probe_get_update_mode(RID p_probe) const {
- return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE;
-}
-
-uint32_t RasterizerStorageGLES3::reflection_probe_get_cull_mask(RID p_probe) const {
- return 0;
-}
-
-Vector3 RasterizerStorageGLES3::reflection_probe_get_extents(RID p_probe) const {
- return Vector3();
-}
-
-Vector3 RasterizerStorageGLES3::reflection_probe_get_origin_offset(RID p_probe) const {
- return Vector3();
-}
-
-float RasterizerStorageGLES3::reflection_probe_get_origin_max_distance(RID p_probe) const {
- return 0.0;
-}
-
-bool RasterizerStorageGLES3::reflection_probe_renders_shadows(RID p_probe) const {
- return false;
-}
-
void RasterizerStorageGLES3::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
}
-void RasterizerStorageGLES3::skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) {
-}
-
/* VOXEL GI API */
RID RasterizerStorageGLES3::voxel_gi_allocate() {
@@ -1302,253 +141,12 @@ uint32_t RasterizerStorageGLES3::voxel_gi_get_version(RID p_voxel_gi) {
return 0;
}
-/* LIGHTMAP CAPTURE */
-RID RasterizerStorageGLES3::lightmap_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::lightmap_initialize(RID p_rid) {
-}
-
-void RasterizerStorageGLES3::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
-}
-
-void RasterizerStorageGLES3::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) {
-}
-
-void RasterizerStorageGLES3::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) {
-}
-
-void RasterizerStorageGLES3::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 RasterizerStorageGLES3::lightmap_get_probe_capture_points(RID p_lightmap) const {
- return PackedVector3Array();
-}
-
-PackedColorArray RasterizerStorageGLES3::lightmap_get_probe_capture_sh(RID p_lightmap) const {
- return PackedColorArray();
-}
-
-PackedInt32Array RasterizerStorageGLES3::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const {
- return PackedInt32Array();
-}
-
-PackedInt32Array RasterizerStorageGLES3::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const {
- return PackedInt32Array();
-}
-
-AABB RasterizerStorageGLES3::lightmap_get_aabb(RID p_lightmap) const {
- return AABB();
-}
-
-void RasterizerStorageGLES3::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
-}
-
-bool RasterizerStorageGLES3::lightmap_is_interior(RID p_lightmap) const {
- return false;
-}
-
-void RasterizerStorageGLES3::lightmap_set_probe_capture_update_speed(float p_speed) {
-}
-
-float RasterizerStorageGLES3::lightmap_get_probe_capture_update_speed() const {
- return 0;
-}
-
/* OCCLUDER */
void RasterizerStorageGLES3::occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {
}
-/* PARTICLES */
-
-RID RasterizerStorageGLES3::particles_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::particles_initialize(RID p_rid) {
-}
-
-void RasterizerStorageGLES3::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
-}
-
-void RasterizerStorageGLES3::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 RasterizerStorageGLES3::particles_set_emitting(RID p_particles, bool p_emitting) {
-}
-
-void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount) {
-}
-
-void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles, double p_lifetime) {
-}
-
-void RasterizerStorageGLES3::particles_set_one_shot(RID p_particles, bool p_one_shot) {
-}
-
-void RasterizerStorageGLES3::particles_set_pre_process_time(RID p_particles, double p_time) {
-}
-
-void RasterizerStorageGLES3::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
-}
-
-void RasterizerStorageGLES3::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
-}
-
-void RasterizerStorageGLES3::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
-}
-
-void RasterizerStorageGLES3::particles_set_speed_scale(RID p_particles, double p_scale) {
-}
-
-void RasterizerStorageGLES3::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
-}
-
-void RasterizerStorageGLES3::particles_set_process_material(RID p_particles, RID p_material) {
-}
-RID RasterizerStorageGLES3::particles_get_process_material(RID p_particles) const {
- return RID();
-}
-
-void RasterizerStorageGLES3::particles_set_fixed_fps(RID p_particles, int p_fps) {
-}
-
-void RasterizerStorageGLES3::particles_set_interpolate(RID p_particles, bool p_enable) {
-}
-
-void RasterizerStorageGLES3::particles_set_fractional_delta(RID p_particles, bool p_enable) {
-}
-
-void RasterizerStorageGLES3::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
-}
-
-void RasterizerStorageGLES3::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
-}
-
-void RasterizerStorageGLES3::particles_set_collision_base_size(RID p_particles, real_t p_size) {
-}
-
-void RasterizerStorageGLES3::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
-}
-
-void RasterizerStorageGLES3::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
-}
-
-void RasterizerStorageGLES3::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
-}
-
-void RasterizerStorageGLES3::particles_restart(RID p_particles) {
-}
-
-void RasterizerStorageGLES3::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
-}
-
-void RasterizerStorageGLES3::particles_set_draw_passes(RID p_particles, int p_count) {
-}
-
-void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
-}
-
-void RasterizerStorageGLES3::particles_request_process(RID p_particles) {
-}
-
-AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) {
- return AABB();
-}
-
-AABB RasterizerStorageGLES3::particles_get_aabb(RID p_particles) const {
- return AABB();
-}
-
-void RasterizerStorageGLES3::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
-}
-
-bool RasterizerStorageGLES3::particles_get_emitting(RID p_particles) {
- return false;
-}
-
-int RasterizerStorageGLES3::particles_get_draw_passes(RID p_particles) const {
- return 0;
-}
-
-RID RasterizerStorageGLES3::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
- return RID();
-}
-
-void RasterizerStorageGLES3::particles_add_collision(RID p_particles, RID p_instance) {
-}
-
-void RasterizerStorageGLES3::particles_remove_collision(RID p_particles, RID p_instance) {
-}
-
-void RasterizerStorageGLES3::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {
-}
-
-void RasterizerStorageGLES3::update_particles() {
-}
-
-/* PARTICLES COLLISION */
-
-RID RasterizerStorageGLES3::particles_collision_allocate() {
- return RID();
-}
-
-void RasterizerStorageGLES3::particles_collision_initialize(RID p_rid) {
-}
-
-void RasterizerStorageGLES3::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
-}
-
-void RasterizerStorageGLES3::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
-}
-
-void RasterizerStorageGLES3::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
-}
-
-void RasterizerStorageGLES3::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
-}
-
-void RasterizerStorageGLES3::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
-}
-
-void RasterizerStorageGLES3::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
-}
-
-void RasterizerStorageGLES3::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
-}
-
-void RasterizerStorageGLES3::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
-}
-
-void RasterizerStorageGLES3::particles_collision_height_field_update(RID p_particles_collision) {
-}
-
-void RasterizerStorageGLES3::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
-}
-
-AABB RasterizerStorageGLES3::particles_collision_get_aabb(RID p_particles_collision) const {
- return AABB();
-}
-
-bool RasterizerStorageGLES3::particles_collision_is_heightfield(RID p_particles_collision) const {
- return false;
-}
-
-RID RasterizerStorageGLES3::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
- return RID();
-}
-
-RID RasterizerStorageGLES3::particles_collision_instance_create(RID p_collision) {
- return RID();
-}
-
-void RasterizerStorageGLES3::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
-}
-
-void RasterizerStorageGLES3::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
-}
+/* FOG */
RID RasterizerStorageGLES3::fog_volume_allocate() {
return RID();
@@ -1595,804 +193,6 @@ AABB RasterizerStorageGLES3::visibility_notifier_get_aabb(RID p_notifier) const
void RasterizerStorageGLES3::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
}
-/* GLOBAL VARIABLES */
-
-void RasterizerStorageGLES3::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) {
-}
-
-void RasterizerStorageGLES3::global_variable_remove(const StringName &p_name) {
-}
-
-Vector<StringName> RasterizerStorageGLES3::global_variable_get_list() const {
- return Vector<StringName>();
-}
-
-void RasterizerStorageGLES3::global_variable_set(const StringName &p_name, const Variant &p_value) {
-}
-
-void RasterizerStorageGLES3::global_variable_set_override(const StringName &p_name, const Variant &p_value) {
-}
-
-Variant RasterizerStorageGLES3::global_variable_get(const StringName &p_name) const {
- return Variant();
-}
-
-RS::GlobalVariableType RasterizerStorageGLES3::global_variable_get_type(const StringName &p_name) const {
- return RS::GLOBAL_VAR_TYPE_MAX;
-}
-
-void RasterizerStorageGLES3::global_variables_load_settings(bool p_load_textures) {
-}
-
-void RasterizerStorageGLES3::global_variables_clear() {
-}
-
-int32_t RasterizerStorageGLES3::global_variables_instance_allocate(RID p_instance) {
- return 0;
-}
-
-void RasterizerStorageGLES3::global_variables_instance_free(RID p_instance) {
-}
-
-void RasterizerStorageGLES3::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) {
-}
-
-bool RasterizerStorageGLES3::particles_is_inactive(RID p_particles) const {
- return false;
-}
-
-/* RENDER TARGET */
-
-void RasterizerStorageGLES3::_set_current_render_target(RID p_render_target) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
-
- if (rt) {
- if (rt->allocate_is_dirty) {
- rt->allocate_is_dirty = false;
- _render_target_allocate(rt);
- }
-
- frame.current_rt = rt;
- ERR_FAIL_COND(!rt);
- frame.clear_request = false;
-
- glViewport(0, 0, rt->width, rt->height);
-
- _dims.rt_width = rt->width;
- _dims.rt_height = rt->height;
- _dims.win_width = rt->width;
- _dims.win_height = rt->height;
-
- } else {
- frame.current_rt = nullptr;
- frame.clear_request = false;
- bind_framebuffer_system();
- }
-}
-
-void RasterizerStorageGLES3::_render_target_allocate(GLES3::RenderTarget *rt) {
- // do not allocate a render target with no size
- if (rt->width <= 0 || rt->height <= 0) {
- return;
- }
-
- // do not allocate a render target that is attached to the screen
- if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
- rt->fbo = RasterizerStorageGLES3::system_fbo;
- return;
- }
-
- GLuint color_internal_format;
- GLuint color_format;
- GLuint color_type = GL_UNSIGNED_BYTE;
- Image::Format image_format;
-
- if (rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
-#ifdef GLES_OVER_GL
- color_internal_format = GL_RGBA8;
-#else
- color_internal_format = GL_RGBA;
-#endif
- color_format = GL_RGBA;
- image_format = Image::FORMAT_RGBA8;
- } else {
-#ifdef GLES_OVER_GL
- color_internal_format = GL_RGB8;
-#else
- color_internal_format = GL_RGB;
-#endif
- color_format = GL_RGB;
- image_format = Image::FORMAT_RGB8;
- }
-
- rt->used_dof_blur_near = false;
- rt->mip_maps_allocated = false;
-
- {
- /* Front FBO */
-
- GLES3::Texture *texture = GLES3::TextureStorage::get_singleton()->get_texture(rt->texture);
- ERR_FAIL_COND(!texture);
-
- // framebuffer
- glGenFramebuffers(1, &rt->fbo);
- bind_framebuffer(rt->fbo);
-
- // color
- glGenTextures(1, &rt->color);
- glBindTexture(GL_TEXTURE_2D, rt->color);
-
- glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, nullptr);
-
- if (texture->flags & GLES3::TEXTURE_FLAG_FILTER) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- } else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- }
-
- 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, rt->color, 0);
-
- // depth
-
- if (config->support_depth_texture) {
- glGenTextures(1, &rt->depth);
- glBindTexture(GL_TEXTURE_2D, rt->depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config->depth_type, nullptr);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
- } else {
- glGenRenderbuffers(1, &rt->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
-
- glRenderbufferStorage(GL_RENDERBUFFER, config->depth_buffer_internalformat, rt->width, rt->height);
-
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
- }
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- glDeleteFramebuffers(1, &rt->fbo);
- if (config->support_depth_texture) {
- glDeleteTextures(1, &rt->depth);
- } else {
- glDeleteRenderbuffers(1, &rt->depth);
- }
-
- glDeleteTextures(1, &rt->color);
- rt->fbo = 0;
- rt->width = 0;
- rt->height = 0;
- rt->color = 0;
- rt->depth = 0;
- texture->tex_id = 0;
- texture->active = false;
- WARN_PRINT("Could not create framebuffer!!");
- return;
- }
-
- texture->format = image_format;
- texture->gl_format_cache = color_format;
- texture->gl_type_cache = GL_UNSIGNED_BYTE;
- texture->gl_internal_format_cache = color_internal_format;
- texture->tex_id = rt->color;
- texture->width = rt->width;
- texture->alloc_width = rt->width;
- texture->height = rt->height;
- texture->alloc_height = rt->height;
- texture->active = true;
-
- GLES3::TextureStorage::get_singleton()->texture_set_flags(rt->texture, texture->flags);
- }
-
- /* BACK FBO */
- /* For MSAA */
-
-#ifndef JAVASCRIPT_ENABLED
- if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_8X) {
- rt->multisample_active = true;
-
- static const int msaa_value[] = { 0, 2, 4, 8, 16 };
- int msaa = msaa_value[rt->msaa];
-
- int max_samples = 0;
- glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
- if (msaa > max_samples) {
- WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
- msaa = max_samples;
- }
-
- //regular fbo
- glGenFramebuffers(1, &rt->multisample_fbo);
- bind_framebuffer(rt->multisample_fbo);
-
- glGenRenderbuffers(1, &rt->multisample_depth);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config->depth_buffer_internalformat, rt->width, rt->height);
-
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
-
- glGenRenderbuffers(1, &rt->multisample_color);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
-
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- // Delete allocated resources and default to no MSAA
- WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
- printf("err status: %x\n", status);
- rt->multisample_active = false;
-
- glDeleteFramebuffers(1, &rt->multisample_fbo);
- rt->multisample_fbo = 0;
-
- glDeleteRenderbuffers(1, &rt->multisample_depth);
- rt->multisample_depth = 0;
-
- glDeleteRenderbuffers(1, &rt->multisample_color);
- rt->multisample_color = 0;
- }
-
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- bind_framebuffer(0);
-
- } else
-#endif // JAVASCRIPT_ENABLED
- {
- rt->multisample_active = false;
- }
-
- glClearColor(0, 0, 0, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- // copy texscreen buffers
- // if (!(rt->flags[RendererStorage::RENDER_TARGET_NO_SAMPLING])) {
- if (true) {
- glGenTextures(1, &rt->copy_screen_effect.color);
- glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
-
- if (rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- } else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glGenFramebuffers(1, &rt->copy_screen_effect.fbo);
- bind_framebuffer(rt->copy_screen_effect.fbo);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0);
-
- glClearColor(0, 0, 0, 0);
- glClear(GL_COLOR_BUFFER_BIT);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- _render_target_clear(rt);
- ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
- }
- }
-
- // Allocate mipmap chains for post_process effects
- // if (!rt->flags[RendererStorage::RENDER_TARGET_NO_3D] && rt->width >= 2 && rt->height >= 2) {
- if (rt->width >= 2 && rt->height >= 2) {
- for (int i = 0; i < 2; i++) {
- ERR_FAIL_COND(rt->mip_maps[i].sizes.size());
- int w = rt->width;
- int h = rt->height;
-
- if (i > 0) {
- w >>= 1;
- h >>= 1;
- }
-
- int level = 0;
- int fb_w = w;
- int fb_h = h;
-
- while (true) {
- GLES3::RenderTarget::MipMaps::Size mm;
- mm.width = w;
- mm.height = h;
- rt->mip_maps[i].sizes.push_back(mm);
-
- w >>= 1;
- h >>= 1;
-
- if (w < 2 || h < 2) {
- break;
- }
-
- level++;
- }
-
- GLsizei width = fb_w;
- GLsizei height = fb_h;
-
- if (config->render_to_mipmap_supported) {
- glGenTextures(1, &rt->mip_maps[i].color);
- glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color);
-
- for (int l = 0; l < level + 1; l++) {
- glTexImage2D(GL_TEXTURE_2D, l, color_internal_format, width, height, 0, color_format, color_type, nullptr);
- width = MAX(1, (width / 2));
- height = MAX(1, (height / 2));
- }
-#ifdef GLES_OVER_GL
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
-#endif
- } else {
- // Can't render to specific levels of a mipmap in ES 2.0 or Webgl so create a texture for each level
- for (int l = 0; l < level + 1; l++) {
- glGenTextures(1, &rt->mip_maps[i].sizes.write[l].color);
- glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[l].color);
- glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, width, height, 0, color_format, color_type, nullptr);
- width = MAX(1, (width / 2));
- height = MAX(1, (height / 2));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
- }
-
- glDisable(GL_SCISSOR_TEST);
- glColorMask(1, 1, 1, 1);
- glDepthMask(GL_TRUE);
-
- for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
- GLES3::RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j];
-
- glGenFramebuffers(1, &mm.fbo);
- bind_framebuffer(mm.fbo);
-
- if (config->render_to_mipmap_supported) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j);
- } else {
- glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color, 0);
- }
-
- bool used_depth = false;
- if (j == 0 && i == 0) { //use always
- if (config->support_depth_texture) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
- } else {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
- }
- used_depth = true;
- }
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- WARN_PRINT_ONCE("Cannot allocate mipmaps for 3D post processing effects");
- bind_framebuffer_system();
- return;
- }
-
- glClearColor(1.0, 0.0, 1.0, 0.0);
- glClear(GL_COLOR_BUFFER_BIT);
- if (used_depth) {
- glClearDepth(1.0);
- glClear(GL_DEPTH_BUFFER_BIT);
- }
- }
-
- rt->mip_maps[i].levels = level;
-
- if (config->render_to_mipmap_supported) {
- 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);
- }
- }
- rt->mip_maps_allocated = true;
- }
-
- bind_framebuffer_system();
-}
-
-void RasterizerStorageGLES3::_render_target_clear(GLES3::RenderTarget *rt) {
- // there is nothing to clear when DIRECT_TO_SCREEN is used
- if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
- return;
- }
-
- if (rt->fbo) {
- glDeleteFramebuffers(1, &rt->fbo);
- glDeleteTextures(1, &rt->color);
- rt->fbo = 0;
- }
-
- if (rt->external.fbo != 0) {
- // free this
- glDeleteFramebuffers(1, &rt->external.fbo);
-
- // clean up our texture
- GLES3::Texture *t = GLES3::TextureStorage::get_singleton()->get_texture(rt->external.texture);
- t->alloc_height = 0;
- t->alloc_width = 0;
- t->width = 0;
- t->height = 0;
- t->active = false;
- GLES3::TextureStorage::get_singleton()->texture_free(rt->external.texture);
- memdelete(t);
-
- rt->external.fbo = 0;
- }
-
- if (rt->depth) {
- if (config->support_depth_texture) {
- glDeleteTextures(1, &rt->depth);
- } else {
- glDeleteRenderbuffers(1, &rt->depth);
- }
-
- rt->depth = 0;
- }
-
- GLES3::Texture *tex = GLES3::TextureStorage::get_singleton()->get_texture(rt->texture);
- tex->alloc_height = 0;
- tex->alloc_width = 0;
- tex->width = 0;
- tex->height = 0;
- tex->active = false;
-
- if (rt->copy_screen_effect.color) {
- glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
- rt->copy_screen_effect.fbo = 0;
-
- glDeleteTextures(1, &rt->copy_screen_effect.color);
- rt->copy_screen_effect.color = 0;
- }
-
- for (int i = 0; i < 2; i++) {
- if (rt->mip_maps[i].sizes.size()) {
- for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
- glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo);
- glDeleteTextures(1, &rt->mip_maps[i].sizes[j].color);
- }
-
- glDeleteTextures(1, &rt->mip_maps[i].color);
- rt->mip_maps[i].sizes.clear();
- rt->mip_maps[i].levels = 0;
- rt->mip_maps[i].color = 0;
- }
- }
-
- if (rt->multisample_active) {
- glDeleteFramebuffers(1, &rt->multisample_fbo);
- rt->multisample_fbo = 0;
-
- glDeleteRenderbuffers(1, &rt->multisample_depth);
- rt->multisample_depth = 0;
-
- glDeleteRenderbuffers(1, &rt->multisample_color);
-
- rt->multisample_color = 0;
- }
-}
-
-RID RasterizerStorageGLES3::render_target_create() {
- GLES3::RenderTarget *rt = memnew(GLES3::RenderTarget);
- GLES3::Texture *t = memnew(GLES3::Texture);
-
- t->type = RenderingDevice::TEXTURE_TYPE_2D;
- t->flags = 0;
- t->width = 0;
- t->height = 0;
- t->alloc_height = 0;
- t->alloc_width = 0;
- t->format = Image::FORMAT_R8;
- t->target = GL_TEXTURE_2D;
- t->gl_format_cache = 0;
- t->gl_internal_format_cache = 0;
- t->gl_type_cache = 0;
- t->data_size = 0;
- t->total_data_size = 0;
- t->ignore_mipmaps = false;
- t->compressed = false;
- t->mipmaps = 1;
- t->active = true;
- t->tex_id = 0;
- t->render_target = rt;
-
- rt->texture = GLES3::TextureStorage::get_singleton()->make_rid(t);
- return render_target_owner.make_rid(rt);
-}
-
-void RasterizerStorageGLES3::render_target_set_position(RID p_render_target, int p_x, int p_y) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
-
- rt->x = p_x;
- rt->y = p_y;
-}
-
-void RasterizerStorageGLES3::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
-
- if (p_width == rt->width && p_height == rt->height) {
- return;
- }
-
- _render_target_clear(rt);
-
- rt->width = p_width;
- rt->height = p_height;
-
- // print_line("render_target_set_size " + itos(p_render_target.get_id()) + ", w " + itos(p_width) + " h " + itos(p_height));
-
- rt->allocate_is_dirty = true;
- //_render_target_allocate(rt);
-}
-
-// TODO: convert to Size2i internally
-Size2i RasterizerStorageGLES3::render_target_get_size(RID p_render_target) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND_V(!rt, Size2());
-
- return Size2i(rt->width, rt->height);
-}
-
-RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) {
- GLES3::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;
- }
-}
-
-void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
-
- if (p_texture_id == 0) {
- if (rt->external.fbo != 0) {
- // free this
- glDeleteFramebuffers(1, &rt->external.fbo);
-
- // and this
- if (rt->external.depth != 0) {
- glDeleteRenderbuffers(1, &rt->external.depth);
- }
-
- // clean up our texture
- GLES3::Texture *t = GLES3::TextureStorage::get_singleton()->get_texture(rt->external.texture);
- t->alloc_height = 0;
- t->alloc_width = 0;
- t->width = 0;
- t->height = 0;
- t->active = false;
- GLES3::TextureStorage::get_singleton()->texture_free(rt->external.texture);
- memdelete(t);
-
- rt->external.fbo = 0;
- rt->external.color = 0;
- rt->external.depth = 0;
- }
- } else {
- GLES3::Texture *t;
-
- if (rt->external.fbo == 0) {
- // create our fbo
- glGenFramebuffers(1, &rt->external.fbo);
- bind_framebuffer(rt->external.fbo);
-
- // allocate a texture
- t = memnew(GLES3::Texture);
-
- t->type = RenderingDevice::TEXTURE_TYPE_2D;
- t->flags = 0;
- 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->data_size = 0;
- t->compressed = false;
- t->srgb = false;
- t->total_data_size = 0;
- t->ignore_mipmaps = false;
- t->mipmaps = 1;
- t->active = true;
- t->tex_id = 0;
- t->render_target = rt;
-
- rt->external.texture = GLES3::TextureStorage::get_singleton()->make_rid(t);
-
- } else {
- // bind our frame buffer
- bind_framebuffer(rt->external.fbo);
-
- // find our texture
- t = GLES3::TextureStorage::get_singleton()->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->width;
- t->height = rt->height;
- t->alloc_height = rt->width;
- t->alloc_width = rt->height;
-
- // 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);
-
- // seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
- if (config->support_depth_texture) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
- } else {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
- }
- }
-
- // check status and unbind
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- bind_framebuffer_system();
-
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- printf("framebuffer fail, status: %x\n", status);
- }
-
- ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
- }
-}
-
-void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
-
- // 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
- if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
- _render_target_clear(rt);
- rt->flags[p_flag] = p_value;
- _render_target_allocate(rt);
- }
-
- rt->flags[p_flag] = p_value;
-
- switch (p_flag) {
- case RENDER_TARGET_TRANSPARENT:
- /*
- case RENDER_TARGET_HDR:
- case RENDER_TARGET_NO_3D:
- case RENDER_TARGET_NO_SAMPLING:
- case RENDER_TARGET_NO_3D_EFFECTS: */
- {
- //must reset for these formats
- _render_target_clear(rt);
- _render_target_allocate(rt);
- }
- break;
- default: {
- }
- }
-}
-
-bool RasterizerStorageGLES3::render_target_was_used(RID p_render_target) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND_V(!rt, false);
-
- return rt->used_in_frame;
-}
-
-void RasterizerStorageGLES3::render_target_clear_used(RID p_render_target) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
-
- rt->used_in_frame = false;
-}
-
-void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
-
- if (rt->msaa == p_msaa) {
- return;
- }
-
- _render_target_clear(rt);
- rt->msaa = p_msaa;
- _render_target_allocate(rt);
-}
-
-//RasterizerStorageGLES3::GLES3::RenderTarget * RasterizerStorageGLES3::render_target_get(RID p_render_target)
-//{
-// return render_target_owner.get_or_null(p_render_target);
-//}
-
-void RasterizerStorageGLES3::render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
-
- rt->use_fxaa = p_fxaa;
-}
-
-void RasterizerStorageGLES3::render_target_set_use_debanding(RID p_render_target, bool p_debanding) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
-
- if (p_debanding) {
- WARN_PRINT_ONCE("Debanding is not supported in the OpenGL backend. Switch to the Vulkan backend and make sure HDR is enabled.");
- }
-
- rt->use_debanding = p_debanding;
-}
-
-void RasterizerStorageGLES3::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
- GLES3::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;
-
- // ERR_FAIL_COND(!frame.current_rt);
- // frame.clear_request = true;
- // frame.clear_request_color = p_color;
-}
-
-bool RasterizerStorageGLES3::render_target_is_clear_requested(RID p_render_target) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND_V(!rt, false);
- return rt->clear_requested;
-}
-Color RasterizerStorageGLES3::render_target_get_clear_request_color(RID p_render_target) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND_V(!rt, Color());
- return rt->clear_color;
-}
-
-void RasterizerStorageGLES3::render_target_disable_clear_request(RID p_render_target) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
- rt->clear_requested = false;
-}
-
-void RasterizerStorageGLES3::render_target_do_clear_request(RID p_render_target) {
-}
-
-void RasterizerStorageGLES3::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
-}
-
-Rect2i RasterizerStorageGLES3::render_target_get_sdf_rect(RID p_render_target) const {
- return Rect2i();
-}
-
-void RasterizerStorageGLES3::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
-}
-
/* CANVAS SHADOW */
RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
@@ -2408,7 +208,7 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &cls->fbo);
- bind_framebuffer(cls->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
glGenRenderbuffers(1, &cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
@@ -2418,13 +218,9 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
glGenTextures(1, &cls->distance);
glBindTexture(GL_TEXTURE_2D, cls->distance);
if (config->use_rgba_2d_shadows) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
} else {
-#ifdef GLES_OVER_GL
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, _RED_OES, GL_FLOAT, nullptr);
-#else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_FLOAT, cls->size, cls->height, 0, _RED_OES, GL_FLOAT, NULL);
-#endif
+ 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);
@@ -2435,7 +231,7 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
//printf("errnum: %x\n",status);
- bind_framebuffer_system();
+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
memdelete(cls);
@@ -2568,89 +364,21 @@ RS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
}
bool RasterizerStorageGLES3::free(RID p_rid) {
- if (render_target_owner.owns(p_rid)) {
- GLES3::RenderTarget *rt = render_target_owner.get_or_null(p_rid);
- _render_target_clear(rt);
-
- GLES3::Texture *t = GLES3::TextureStorage::get_singleton()->get_texture(rt->texture);
- if (t) {
- GLES3::TextureStorage::get_singleton()->texture_free(rt->texture);
- memdelete(t);
- }
- render_target_owner.free(p_rid);
- memdelete(rt);
-
+ 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::CanvasTextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
- GLES3::CanvasTextureStorage::get_singleton()->canvas_texture_free(p_rid);
+ } else if (GLES3::TextureStorage::get_singleton()->owns_canvas_texture(p_rid)) {
+ GLES3::TextureStorage::get_singleton()->canvas_texture_free(p_rid);
return true;
- } else if (sky_owner.owns(p_rid)) {
- Sky *sky = sky_owner.get_or_null(p_rid);
- sky_set_texture(p_rid, RID(), 256);
- sky_owner.free(p_rid);
- memdelete(sky);
-
+ } else if (GLES3::MaterialStorage::get_singleton()->owns_shader(p_rid)) {
+ GLES3::MaterialStorage::get_singleton()->shader_free(p_rid);
return true;
- } else if (shader_owner.owns(p_rid)) {
- Shader *shader = shader_owner.get_or_null(p_rid);
-
- if (shader->shader && shader->version.is_valid()) {
- shader->shader->version_free(shader->version);
- }
-
- if (shader->dirty_list.in_list()) {
- _shader_dirty_list.remove(&shader->dirty_list);
- }
-
- while (shader->materials.first()) {
- Material *m = shader->materials.first()->self();
-
- m->shader = nullptr;
- _material_make_dirty(m);
-
- shader->materials.remove(shader->materials.first());
- }
-
- shader_owner.free(p_rid);
- memdelete(shader);
-
- return true;
- } else if (material_owner.owns(p_rid)) {
- Material *m = material_owner.get_or_null(p_rid);
-
- if (m->shader) {
- m->shader->materials.remove(&m->list);
- }
-
- /*
- for (Map<Geometry *, int>::Element *E = m->geometry_owners.front(); E; E = E->next()) {
- Geometry *g = E->key();
- g->material = RID();
- }
-
- for (Map<InstanceBaseDependency *, int>::Element *E = m->instance_owners.front(); E; E = E->next()) {
- InstanceBaseDependency *ins = E->key();
-
- if (ins->material_override == p_rid) {
- ins->material_override = RID();
- }
-
- for (int i = 0; i < ins->materials.size(); i++) {
- if (ins->materials[i] == p_rid) {
- ins->materials.write[i] = RID();
- }
- }
- }
-*/
-
- material_owner.free(p_rid);
- memdelete(m);
-
+ } else if (GLES3::MaterialStorage::get_singleton()->owns_material(p_rid)) {
+ GLES3::MaterialStorage::get_singleton()->material_free(p_rid);
return true;
-
} else {
return false;
}
@@ -2711,7 +439,7 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
multimesh_allocate(p_rid, 0, RS::MULTIMESH_TRANSFORM_3D, RS::MULTIMESH_COLOR_NONE);
- update_dirty_multimeshes();
+ _update_dirty_multimeshes();
multimesh_owner.free(p_rid);
memdelete(multimesh);
@@ -2778,16 +506,23 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
}
bool RasterizerStorageGLES3::has_os_feature(const String &p_feature) const {
+ 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") {
return config->etc_supported;
}
- if (p_feature == "skinning_fallback") {
- return config->use_skeleton_software;
+ if (p_feature == "etc2") {
+ return config->etc2_supported;
}
return false;
@@ -2893,181 +628,7 @@ RenderingDevice::DeviceType RasterizerStorageGLES3::get_video_adapter_type() con
}
void RasterizerStorageGLES3::initialize() {
- RasterizerStorageGLES3::system_fbo = 0;
config = GLES3::Config::get_singleton();
- config->initialize();
-
- //determine formats for depth textures (or renderbuffers)
- if (config->support_depth_texture) {
- // Will use texture for depth
- // have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT,
- // as there is no extension to test for this.
- GLuint fbo;
- glGenFramebuffers(1, &fbo);
- bind_framebuffer(fbo);
- GLuint depth;
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config->depth_type, nullptr);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
- bind_framebuffer_system();
- glDeleteFramebuffers(1, &fbo);
- glBindTexture(GL_TEXTURE_2D, 0);
- glDeleteTextures(1, &depth);
-
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- // If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT
- // This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT
-#ifdef GLES_OVER_GL
- config->depth_internalformat = GL_DEPTH_COMPONENT16;
-#else
- // OES_depth_texture extension only specifies GL_DEPTH_COMPONENT.
- config->depth_internalformat = GL_DEPTH_COMPONENT;
-#endif
- config->depth_type = GL_UNSIGNED_SHORT;
-
- glGenFramebuffers(1, &fbo);
- bind_framebuffer(fbo);
-
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, nullptr);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
-
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- //if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth
- config->support_depth_texture = false;
- config->use_rgba_3d_shadows = true;
- }
-
- bind_framebuffer_system();
- glDeleteFramebuffers(1, &fbo);
- glBindTexture(GL_TEXTURE_2D, 0);
- glDeleteTextures(1, &depth);
- }
- }
-
- //picky requirements for these
- config->support_shadow_cubemaps = config->support_depth_texture && config->support_write_depth && config->support_depth_cubemaps;
-
- frame.count = 0;
- frame.delta = 0;
- frame.current_rt = nullptr;
- frame.clear_request = false;
-
- // the use skeleton software path should be used if either float texture is not supported,
- // OR max_vertex_texture_image_units is zero
- config->use_skeleton_software = (config->float_texture_supported == false) || (config->max_vertex_texture_image_units == 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);
-
- {
- // quad for copying stuff
-
- glGenBuffers(1, &resources.quadie);
- glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
- {
- const float qv[16] = {
- -1,
- -1,
- 0,
- 0,
- -1,
- 1,
- 0,
- 1,
- 1,
- 1,
- 1,
- 1,
- 1,
- -1,
- 1,
- 0,
- };
-
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
- }
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
-
- {
- //default textures
-
- glGenTextures(1, &resources.white_tex);
- unsigned char whitetexdata[8 * 8 * 3];
- for (int i = 0; i < 8 * 8 * 3; i++) {
- whitetexdata[i] = 255;
- }
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, resources.white_tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
- glGenerateMipmap(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glGenTextures(1, &resources.black_tex);
- unsigned char blacktexdata[8 * 8 * 3];
- for (int i = 0; i < 8 * 8 * 3; i++) {
- blacktexdata[i] = 0;
- }
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, resources.black_tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, blacktexdata);
- glGenerateMipmap(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glGenTextures(1, &resources.normal_tex);
- unsigned char normaltexdata[8 * 8 * 3];
- for (int i = 0; i < 8 * 8 * 3; i += 3) {
- normaltexdata[i + 0] = 128;
- normaltexdata[i + 1] = 128;
- normaltexdata[i + 2] = 255;
- }
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, resources.normal_tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, normaltexdata);
- glGenerateMipmap(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glGenTextures(1, &resources.aniso_tex);
- unsigned char anisotexdata[8 * 8 * 3];
- for (int i = 0; i < 8 * 8 * 3; i += 3) {
- anisotexdata[i + 0] = 255;
- anisotexdata[i + 1] = 128;
- anisotexdata[i + 2] = 0;
- }
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, resources.aniso_tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata);
- glGenerateMipmap(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
// skeleton buffer
{
@@ -3077,49 +638,41 @@ void RasterizerStorageGLES3::initialize() {
// radical inverse vdc cache texture
// used for cubemap filtering
- if (true /*||config->float_texture_supported*/) { //uint8 is similar and works everywhere
- glGenTextures(1, &resources.radical_inverse_vdc_cache_tex);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
-
- uint8_t radical_inverse[512];
+ glGenTextures(1, &resources.radical_inverse_vdc_cache_tex);
- for (uint32_t i = 0; i < 512; i++) {
- uint32_t bits = i;
-
- bits = (bits << 16) | (bits >> 16);
- bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
- bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
- bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
- bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
+ /*
+ uint8_t radical_inverse[512];
- float value = float(bits) * 2.3283064365386963e-10;
- radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255));
- }
+ for (uint32_t i = 0; i < 512; i++) {
+ uint32_t bits = i;
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling
+ bits = (bits << 16) | (bits >> 16);
+ bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
+ bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
+ bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
+ bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
- glBindTexture(GL_TEXTURE_2D, 0);
+ float value = float(bits) * 2.3283064365386963e-10;
+ radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255));
}
+ //glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling
+ */
+ glBindTexture(GL_TEXTURE_2D, 0);
+
{
glGenFramebuffers(1, &resources.mipmap_blur_fbo);
glGenTextures(1, &resources.mipmap_blur_color);
}
#ifdef GLES_OVER_GL
- //this needs to be enabled manually in OpenGL 2.1
-
- if (config->extensions.has("GL_ARB_seamless_cube_map")) {
- glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
- }
- glEnable(GL_POINT_SPRITE);
- glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
+ glEnable(GL_PROGRAM_POINT_SIZE);
#endif
}
@@ -3127,10 +680,8 @@ void RasterizerStorageGLES3::finalize() {
}
void RasterizerStorageGLES3::_copy_screen() {
- bind_quad_array();
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
-
void RasterizerStorageGLES3::update_memory_info() {
}
@@ -3139,18 +690,17 @@ uint64_t RasterizerStorageGLES3::get_rendering_info(RS::RenderingInfo p_info) {
}
void RasterizerStorageGLES3::update_dirty_resources() {
- update_dirty_shaders();
- update_dirty_materials();
- // update_dirty_skeletons();
- // update_dirty_multimeshes();
+ GLES3::MaterialStorage::get_singleton()->_update_global_variables();
+ GLES3::MaterialStorage::get_singleton()->_update_queued_materials();
+ //GLES3::MeshStorage::get_singleton()->_update_dirty_skeletons();
+ GLES3::MeshStorage::get_singleton()->_update_dirty_multimeshes();
}
RasterizerStorageGLES3::RasterizerStorageGLES3() {
- RasterizerStorageGLES3::system_fbo = 0;
+ initialize();
}
RasterizerStorageGLES3::~RasterizerStorageGLES3() {
- shaders.copy.version_free(shaders.copy_version);
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 4e04b918c2..0aa486cbb5 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -40,58 +40,34 @@
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/shader_language.h"
-#include "storage/canvas_texture_storage.h"
#include "storage/config.h"
-#include "storage/render_target_storage.h"
+#include "storage/material_storage.h"
+#include "storage/mesh_storage.h"
#include "storage/texture_storage.h"
-#include "shaders/copy.glsl.gen.h"
-
-class RasterizerCanvasGLES3;
-class RasterizerSceneGLES3;
+// class RasterizerCanvasGLES3;
+// class RasterizerSceneGLES3;
class RasterizerStorageGLES3 : public RendererStorage {
public:
- RasterizerCanvasGLES3 *canvas;
- RasterizerSceneGLES3 *scene;
-
- static GLuint system_fbo;
+ // RasterizerCanvasGLES3 *canvas;
+ // RasterizerSceneGLES3 *scene;
GLES3::Config *config;
struct Resources {
- GLuint white_tex;
- GLuint black_tex;
- GLuint normal_tex;
- GLuint aniso_tex;
-
GLuint mipmap_blur_fbo;
GLuint mipmap_blur_color;
GLuint radical_inverse_vdc_cache_tex;
bool use_rgba_2d_shadows;
- GLuint quadie;
-
size_t skeleton_transform_buffer_size;
GLuint skeleton_transform_buffer;
LocalVector<float> skeleton_transform_cpu_buffer;
} resources;
- mutable struct Shaders {
- ShaderCompiler compiler;
-
- CopyShaderGLES3 copy;
- RID copy_version;
- //CubemapFilterShaderGLES3 cubemap_filter;
-
- ShaderCompiler::IdentifierActions actions_canvas;
- ShaderCompiler::IdentifierActions actions_scene;
- ShaderCompiler::IdentifierActions actions_particles;
-
- } shaders;
-
struct Info {
uint64_t texture_mem = 0;
uint64_t vertex_mem = 0;
@@ -125,459 +101,12 @@ public:
} info;
- void bind_quad_array() const;
-
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////API////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
public:
- /* SKY API */
- // not sure if used in godot 4?
- struct Sky {
- RID self;
- RID panorama;
- GLuint radiance;
- int radiance_size;
- };
-
- mutable RID_PtrOwner<Sky> sky_owner;
-
- RID sky_create();
- void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
-
- // SHADER API
-
- struct Material;
-
- struct Shader {
- RID self;
-
- RS::ShaderMode mode;
- ShaderGLES3 *shader;
- String code;
- SelfList<Material>::List materials;
-
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
-
- RID version;
-
- SelfList<Shader> dirty_list;
-
- Map<StringName, Map<int, RID>> default_textures;
-
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
-
- bool valid;
-
- String path;
-
- 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;
- }
- };
-
- mutable RID_PtrOwner<Shader> shader_owner;
- mutable SelfList<Shader>::List _shader_dirty_list;
-
- void _shader_make_dirty(Shader *p_shader);
-
- RID shader_allocate() override;
- void shader_initialize(RID p_rid) override;
-
- //RID shader_create() override;
-
- void shader_set_code(RID p_shader, const String &p_code) override;
- String shader_get_code(RID p_shader) const override;
- void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
-
- void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
- RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
-
- 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(); }
-
- // COMMON MATERIAL API
-
- struct Material {
- RID self;
- Shader *shader;
- Map<StringName, Variant> params;
- SelfList<Material> list;
- SelfList<Material> dirty_list;
- Vector<Pair<StringName, RID>> textures;
- float line_width;
- int render_priority;
-
- RID next_pass;
-
- uint32_t index;
- uint64_t last_pass;
-
- // Map<Geometry *, int> geometry_owners;
- // Map<InstanceBaseDependency *, int> instance_owners;
-
- bool can_cast_shadow_cache;
- bool is_animated_cache;
-
- Material() :
- list(this),
- dirty_list(this) {
- can_cast_shadow_cache = false;
- is_animated_cache = false;
- shader = nullptr;
- line_width = 1.0;
- last_pass = 0;
- render_priority = 0;
- }
- };
-
- mutable SelfList<Material>::List _material_dirty_list;
- void _material_make_dirty(Material *p_material) const;
-
- // void _material_add_geometry(RID p_material, Geometry *p_geometry);
- // void _material_remove_geometry(RID p_material, Geometry *p_geometry);
-
- void _update_material(Material *p_material);
-
- mutable RID_PtrOwner<Material> material_owner;
-
- // new
- void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
- void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {}
-
- // old
- RID material_allocate() override;
- void material_initialize(RID p_rid) override;
-
- //RID material_create() override;
-
- void material_set_shader(RID p_material, RID p_shader) override;
- RID material_get_shader(RID p_material) const;
-
- void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
- Variant material_get_param(RID p_material, const StringName &p_param) const override;
- Variant material_get_param_default(RID p_material, const StringName &p_param) const;
-
- void material_set_line_width(RID p_material, float p_width);
- void material_set_next_pass(RID p_material, RID p_next_material) override;
-
- bool material_is_animated(RID p_material) override;
- 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, DependencyTracker *p_instance);
- void material_remove_instance_owner(RID p_material, DependencyTracker *p_instance);
-
- void material_set_render_priority(RID p_material, int priority) override;
-
- void update_dirty_materials();
-
- /* MESH API */
-
- RID mesh_allocate() override;
- void mesh_initialize(RID p_rid) override;
- void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override;
- bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override;
- RID mesh_instance_create(RID p_base) override;
- void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;
- void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;
- void mesh_instance_check_for_update(RID p_mesh_instance) override;
- void update_mesh_instances() override;
- void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
- float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
-
- void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override;
-
- int mesh_get_blend_shape_count(RID p_mesh) const override;
-
- void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override;
- RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override;
-
- void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
- void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
- void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
-
- void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override;
- RID mesh_surface_get_material(RID p_mesh, int p_surface) const override;
-
- RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override;
- int mesh_get_surface_count(RID p_mesh) const override;
-
- void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override;
- AABB mesh_get_custom_aabb(RID p_mesh) const override;
-
- AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override;
- void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;
- void mesh_clear(RID p_mesh) override;
-
- /* MULTIMESH API */
-
- 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;
-
- RID buffer; //storage buffer
- RID uniform_set_3d;
- RID uniform_set_2d;
-
- bool dirty = false;
- MultiMesh *dirty_list = nullptr;
-
- Dependency dependency;
- };
-
- 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);
- void _update_dirty_multimeshes();
-
- RID multimesh_allocate() override;
- void multimesh_initialize(RID p_rid) override;
- void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override;
- int multimesh_get_instance_count(RID p_multimesh) const override;
-
- void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override;
- void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override;
- void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override;
- void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override;
- void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override;
-
- RID multimesh_get_mesh(RID p_multimesh) const override;
- AABB multimesh_get_aabb(RID p_multimesh) const override;
-
- Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override;
- Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override;
- Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override;
- Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;
- void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;
- Vector<float> multimesh_get_buffer(RID p_multimesh) const override;
-
- void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
- int multimesh_get_visible_instances(RID p_multimesh) const override;
-
- _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;
- }
-
- _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- return multimesh->uses_colors;
- }
-
- _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- return multimesh->uses_custom_data;
- }
-
- _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- if (multimesh->visible_instances >= 0) {
- return multimesh->visible_instances;
- }
- return multimesh->instances;
- }
-
- /* SKELETON API */
-
- RID skeleton_allocate() override;
- void skeleton_initialize(RID p_rid) override;
- void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override;
- void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override;
- int skeleton_get_bone_count(RID p_skeleton) const override;
- void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override;
- Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override;
- void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;
- Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;
-
- /* Light API */
-
- RID directional_light_allocate() override;
- void directional_light_initialize(RID p_rid) override;
- RID omni_light_allocate() override;
- void omni_light_initialize(RID p_rid) override;
- RID spot_light_allocate() override;
- void spot_light_initialize(RID p_rid) override;
- RID reflection_probe_allocate() override;
- void reflection_probe_initialize(RID p_rid) override;
-
- void light_set_color(RID p_light, const Color &p_color) override;
- void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override;
- void light_set_shadow(RID p_light, bool p_enabled) override;
- void light_set_projector(RID p_light, RID p_texture) override;
- void light_set_negative(RID p_light, bool p_enable) override;
- void light_set_cull_mask(RID p_light, uint32_t p_mask) override;
- void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override;
- void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override;
- void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override;
- void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override;
-
- void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override;
-
- void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
- void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
- bool light_directional_get_blend_splits(RID p_light) const override;
- void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override;
- RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override;
-
- RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
- RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;
-
- bool light_has_shadow(RID p_light) const override;
- bool light_has_projector(RID p_light) const override;
-
- RS::LightType light_get_type(RID p_light) const override;
- AABB light_get_aabb(RID p_light) const override;
- float light_get_param(RID p_light, RS::LightParam p_param) override;
- Color light_get_color(RID p_light) override;
- RS::LightBakeMode light_get_bake_mode(RID p_light) override;
- uint32_t light_get_max_sdfgi_cascade(RID p_light) override;
- uint64_t light_get_version(RID p_light) const override;
-
- /* PROBE API */
-
- void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override;
- void reflection_probe_set_intensity(RID p_probe, float p_intensity) override;
- void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override;
- void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override;
- void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override;
- void reflection_probe_set_max_distance(RID p_probe, float p_distance) override;
- void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override;
- void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override;
- void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override;
- void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override;
- void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override;
- void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override;
- void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
-
- AABB reflection_probe_get_aabb(RID p_probe) const override;
- RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
- uint32_t reflection_probe_get_cull_mask(RID p_probe) const override;
- Vector3 reflection_probe_get_extents(RID p_probe) const override;
- Vector3 reflection_probe_get_origin_offset(RID p_probe) const override;
- float reflection_probe_get_origin_max_distance(RID p_probe) const override;
- bool reflection_probe_renders_shadows(RID p_probe) const override;
-
- void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
- void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override;
+ virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
/* VOXEL GI API */
@@ -620,103 +149,10 @@ public:
uint32_t voxel_gi_get_version(RID p_voxel_gi) override;
- /* LIGHTMAP CAPTURE */
- RID lightmap_allocate() override;
- void lightmap_initialize(RID p_rid) override;
- void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override;
- void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override;
- void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override;
- 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;
- PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override;
- PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override;
- PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override;
- PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override;
- AABB lightmap_get_aabb(RID p_lightmap) const override;
- void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override;
- bool lightmap_is_interior(RID p_lightmap) const override;
- void lightmap_set_probe_capture_update_speed(float p_speed) override;
- float lightmap_get_probe_capture_update_speed() const override;
-
/* OCCLUDER */
void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
- /* PARTICLES */
-
- RID particles_allocate() override;
- void particles_initialize(RID p_rid) override;
- void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
- 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;
- void particles_set_emitting(RID p_particles, bool p_emitting) override;
- void particles_set_amount(RID p_particles, int p_amount) override;
- void particles_set_lifetime(RID p_particles, double p_lifetime) override;
- void particles_set_one_shot(RID p_particles, bool p_one_shot) override;
- void particles_set_pre_process_time(RID p_particles, double p_time) override;
- void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;
- void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;
- void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;
- void particles_set_speed_scale(RID p_particles, double p_scale) override;
- void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;
- void particles_set_process_material(RID p_particles, RID p_material) override;
- RID particles_get_process_material(RID p_particles) const override;
- void particles_set_fixed_fps(RID p_particles, int p_fps) override;
- void particles_set_interpolate(RID p_particles, bool p_enable) override;
- void particles_set_fractional_delta(RID p_particles, bool p_enable) override;
- void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;
- void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
- void particles_set_collision_base_size(RID p_particles, real_t p_size) override;
-
- void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;
-
- void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;
- void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;
-
- void particles_restart(RID p_particles) override;
-
- void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;
-
- void particles_set_draw_passes(RID p_particles, int p_count) override;
- void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;
-
- void particles_request_process(RID p_particles) override;
- AABB particles_get_current_aabb(RID p_particles) override;
- AABB particles_get_aabb(RID p_particles) const override;
-
- void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
-
- bool particles_get_emitting(RID p_particles) override;
- int particles_get_draw_passes(RID p_particles) const override;
- RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
-
- void particles_add_collision(RID p_particles, RID p_instance) override;
- void particles_remove_collision(RID p_particles, RID p_instance) override;
-
- 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;
-
- void update_particles() override;
-
- /* PARTICLES COLLISION */
-
- RID particles_collision_allocate() override;
- void particles_collision_initialize(RID p_rid) override;
- void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
- void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
- void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override;
- void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override;
- void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
- void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
- void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
- void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override;
- void particles_collision_height_field_update(RID p_particles_collision) override;
- void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
- AABB particles_collision_get_aabb(RID p_particles_collision) const override;
- bool particles_collision_is_heightfield(RID p_particles_collision) const override;
- RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
-
- RID particles_collision_instance_create(RID p_collision) override;
- void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
- void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
-
/* FOG VOLUMES */
RID fog_volume_allocate() override;
@@ -737,63 +173,6 @@ public:
AABB visibility_notifier_get_aabb(RID p_notifier) const override;
void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override;
- /* GLOBAL VARIABLES */
-
- void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override;
- void global_variable_remove(const StringName &p_name) override;
- Vector<StringName> global_variable_get_list() const override;
-
- void global_variable_set(const StringName &p_name, const Variant &p_value) override;
- void global_variable_set_override(const StringName &p_name, const Variant &p_value) override;
- Variant global_variable_get(const StringName &p_name) const override;
- RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override;
-
- void global_variables_load_settings(bool p_load_textures = true) override;
- void global_variables_clear() override;
-
- int32_t global_variables_instance_allocate(RID p_instance) override;
- void global_variables_instance_free(RID p_instance) override;
- void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
-
- bool particles_is_inactive(RID p_particles) const override;
-
- // RENDER TARGET
-
- mutable RID_PtrOwner<GLES3::RenderTarget> render_target_owner;
-
- void _render_target_clear(GLES3::RenderTarget *rt);
- void _render_target_allocate(GLES3::RenderTarget *rt);
- void _set_current_render_target(RID p_render_target);
-
- RID render_target_create() override;
- void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
- 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);
- RID render_target_get_texture(RID p_render_target) override;
- void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override;
-
- void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override;
- bool render_target_was_used(RID p_render_target) override;
- void render_target_clear_used(RID p_render_target);
- void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa);
- void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
- void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
-
- // 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;
-
// access from canvas
// GLES3::RenderTarget * render_target_get(RID p_render_target);
@@ -833,24 +212,6 @@ public:
bool free(RID p_rid) override;
- struct Frame {
- GLES3::RenderTarget *current_rt;
-
- // these 2 may have been superseded by the equivalents in the render target.
- // these may be able to be removed.
- bool clear_request;
- Color clear_request_color;
-
- float time;
- float delta;
- uint64_t count;
-
- Frame() {
- // current_rt = nullptr;
- // clear_request = false;
- }
- } frame;
-
void initialize();
void finalize();
@@ -892,33 +253,11 @@ public:
return String();
}
- // make access easier to these
- struct Dimensions {
- // render target
- int rt_width;
- int rt_height;
-
- // window
- int win_width;
- int win_height;
- Dimensions() {
- rt_width = 0;
- rt_height = 0;
- win_width = 0;
- win_height = 0;
- }
- } _dims;
-
void buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false) const;
bool safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const;
- void bind_framebuffer(GLuint framebuffer) {
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
- }
-
- void bind_framebuffer_system() {
- glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
- }
+ //bool validate_framebuffer(); // Validate currently bound framebuffer, does not touch global state
+ String get_framebuffer_error(GLenum p_status);
RasterizerStorageGLES3();
~RasterizerStorageGLES3();
@@ -961,6 +300,21 @@ inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buff
glBufferSubData(p_target, p_offset, p_data_size, p_data);
}
+inline String RasterizerStorageGLES3::get_framebuffer_error(GLenum p_status) {
+#ifdef DEBUG_ENABLED
+ 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);
+}
+
#endif // GLES3_ENABLED
#endif // RASTERIZER_STORAGE_OPENGL_H
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 9349722625..e356fa8c1f 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -165,6 +165,7 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant]);
+ builder.append("\n");
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
@@ -327,7 +328,7 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
glDeleteProgram(spec.id);
spec.id = 0;
- ERR_PRINT("No OpenGL program link log. What the frick?");
+ ERR_PRINT("No OpenGL program link log. Something is wrong.");
ERR_FAIL();
}
@@ -464,8 +465,8 @@ bool ShaderGLES3::_load_from_cache(Version *p_version) {
String sha1 = _version_get_sha1(p_version);
String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
- FileAccessRef f = FileAccess::open(path, FileAccess::READ);
- if (!f) {
+ Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
+ if (f.is_null()) {
return false;
}
@@ -530,8 +531,8 @@ void ShaderGLES3::_save_to_cache(Version *p_version) {
String sha1 = _version_get_sha1(p_version);
String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
- FileAccessRef f = FileAccess::open(path, FileAccess::WRITE);
- ERR_FAIL_COND(!f);
+ Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
+ ERR_FAIL_COND(f.is_null());
f->store_buffer((const uint8_t *)shader_file_header, 4);
f->store_32(cache_file_version); //file version
uint32_t variant_count = variant_count;
@@ -541,8 +542,6 @@ void ShaderGLES3::_save_to_cache(Version *p_version) {
f->store_32(p_version->variant_data[i].size()); //stage count
f->store_buffer(p_version->variant_data[i].ptr(), p_version->variant_data[i].size());
}
-
- f->close();
#endif
}
@@ -554,7 +553,7 @@ void ShaderGLES3::_clear_version(Version *p_version) {
for (int i = 0; i < variant_count; i++) {
for (OAHashMap<uint64_t, Version::Specialization>::Iterator it = p_version->variants[i].iter(); it.valid; it = p_version->variants[i].next_iter(it)) {
- if (it.valid) {
+ if (it.value->id != 0) {
glDeleteShader(it.value->vert_id);
glDeleteShader(it.value->frag_id);
glDeleteProgram(it.value->id);
@@ -644,8 +643,8 @@ void ShaderGLES3::initialize(const String &p_general_defines, int p_base_texture
base_sha256 = hash_build.as_string().sha256_text();
- DirAccessRef d = DirAccess::open(shader_cache_dir);
- ERR_FAIL_COND(!d);
+ Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
+ ERR_FAIL_COND(d.is_null());
if (d->change_dir(name) != OK) {
Error err = d->make_dir(name);
ERR_FAIL_COND(err != OK);
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index f344ea047f..14579e6535 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -111,7 +111,7 @@ private:
void _clear_version(Version *p_version);
void _initialize_version(Version *p_version);
- RID_Owner<Version> version_owner;
+ RID_Owner<Version, true> version_owner;
struct StageTemplate {
struct Chunk {
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index 2f56b77bdc..8443b5df85 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -5,3 +5,4 @@ Import("env")
if "GLES3_GLSL" in env["BUILDERS"]:
env.GLES3_GLSL("canvas.glsl")
env.GLES3_GLSL("copy.glsl")
+ env.GLES3_GLSL("sky.glsl")
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 8812447f6e..41d308b776 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -286,7 +286,7 @@ in vec2 pixel_size_interp;
layout(location = 0) out vec4 frag_color;
#ifdef MATERIAL_UNIFORMS_USED
-uniform MaterialUniforms{
+layout(std140) uniform MaterialUniforms{
//ubo:4
#MATERIAL_UNIFORMS
@@ -478,10 +478,6 @@ float msdf_median(float r, float g, float b, float a) {
return min(max(min(r, g), min(max(r, g), b)), a);
}
-vec2 msdf_map(vec2 value, vec2 in_min, vec2 in_max, vec2 out_min, vec2 out_max) {
- return out_min + (out_max - out_min) * (value - in_min) / (in_max - in_min);
-}
-
void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl
new file mode 100644
index 0000000000..0faa3eb70c
--- /dev/null
+++ b/drivers/gles3/shaders/sky.glsl
@@ -0,0 +1,179 @@
+/* clang-format off */
+#[modes]
+
+mode_background =
+mode_half_res = #define USE_HALF_RES_PASS
+mode_quarter_res = #define USE_QUARTER_RES_PASS
+mode_cubemap = #define USE_CUBEMAP_PASS
+mode_cubemap_half_res = #define USE_CUBEMAP_PASS \n#define USE_HALF_RES_PASS
+mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PASS
+
+#[specializations]
+
+#[vertex]
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+precision highp float;
+precision highp int;
+#endif
+
+out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ // One big triangle to cover the whole screen
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -2.0), vec2(-1.0, 2.0), vec2(2.0, 2.0));
+ uv_interp = base_arr[gl_VertexID];
+ gl_Position = vec4(uv_interp, 1.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#define M_PI 3.14159265359
+
+#ifdef USE_GLES_OVER_GL
+#define lowp
+#define mediump
+#define highp
+#else
+#if defined(USE_HIGHP_PRECISION)
+precision highp float;
+precision highp int;
+#else
+precision mediump float;
+precision mediump int;
+#endif
+#endif
+
+in vec2 uv_interp;
+
+/* clang-format on */
+
+uniform samplerCube radiance; //texunit:-1
+#ifdef USE_CUBEMAP_PASS
+uniform samplerCube half_res; //texunit:-2
+uniform samplerCube quarter_res; //texunit:-3
+#else
+uniform sampler2D half_res; //texunit:-2
+uniform sampler2D quarter_res; //texunit:-3
+#endif
+
+layout(std140) uniform CanvasData { //ubo:0
+ mat3 orientation;
+ vec4 projection;
+ vec4 position_multiplier;
+ float time;
+ float luminance_multiplier;
+ float pad1;
+ float pad2;
+};
+
+layout(std140) uniform GlobalVariableData { //ubo:1
+ vec4 global_variables[MAX_GLOBAL_VARIABLES];
+};
+
+struct DirectionalLightData {
+ vec4 direction_energy;
+ vec4 color_size;
+ bool enabled;
+};
+
+layout(std140) uniform DirectionalLights { //ubo:2
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(std140) uniform MaterialUniforms{
+//ubo:3
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#GLOBALS
+
+#ifdef USE_CUBEMAP_PASS
+#define AT_CUBEMAP_PASS true
+#else
+#define AT_CUBEMAP_PASS false
+#endif
+
+#ifdef USE_HALF_RES_PASS
+#define AT_HALF_RES_PASS true
+#else
+#define AT_HALF_RES_PASS false
+#endif
+
+#ifdef USE_QUARTER_RES_PASS
+#define AT_QUARTER_RES_PASS true
+#else
+#define AT_QUARTER_RES_PASS false
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+ vec3 cube_normal;
+ cube_normal.z = -1.0;
+ cube_normal.x = (uv_interp.x + projection.x) / projection.y;
+ cube_normal.y = (-uv_interp.y - projection.z) / projection.w;
+ cube_normal = mat3(orientation) * cube_normal;
+ cube_normal.z = -cube_normal.z;
+ cube_normal = normalize(cube_normal);
+
+ vec2 uv = uv_interp * 0.5 + 0.5;
+
+ vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y));
+
+ if (panorama_coords.x < 0.0) {
+ panorama_coords.x += M_PI * 2.0;
+ }
+
+ panorama_coords /= vec2(M_PI * 2.0, M_PI);
+
+ vec3 color = vec3(0.0, 0.0, 0.0);
+ float alpha = 1.0; // Only available to subpasses
+ vec4 half_res_color = vec4(1.0);
+ vec4 quarter_res_color = vec4(1.0);
+ vec4 custom_fog = vec4(0.0);
+
+#ifdef USE_CUBEMAP_PASS
+ vec3 inverted_cube_normal = cube_normal;
+ inverted_cube_normal.z *= -1.0;
+#ifdef USES_HALF_RES_COLOR
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * luminance_multiplier;
+#endif
+#ifdef USES_QUARTER_RES_COLOR
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * luminance_multiplier;
+#endif
+#else
+#ifdef USES_HALF_RES_COLOR
+ half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
+#endif
+#ifdef USES_QUARTER_RES_COLOR
+ quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * luminance_multiplier;
+#endif
+#endif
+
+ {
+
+#CODE : SKY
+
+ }
+
+ frag_color.rgb = color * position_multiplier.w / luminance_multiplier;
+ frag_color.a = alpha;
+
+ // Blending is disabled for Sky, so alpha doesn't blend
+ // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
+ if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
+ frag_color.a = 0.0;
+ }
+}
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..369e523cc4 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -31,47 +31,50 @@
#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]);
+ int 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;
+ srgb_decode_supported = extensions.has("GL_EXT_texture_sRGB_decode");
+ etc2_supported = true;
#ifdef GLES_OVER_GL
float_texture_supported = true;
s3tc_supported = true;
- etc_supported = false;
+ etc_supported = false; // extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
+ bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_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");
support_npot_repeat_mipmap = true;
depth_buffer_internalformat = GL_DEPTH_COMPONENT24;
#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");
+ bptc_supported = false;
+ rgtc_supported = false;
support_npot_repeat_mipmap = extensions.has("GL_OES_texture_npot");
#ifdef JAVASCRIPT_ENABLED
@@ -94,22 +97,12 @@ void Config::initialize() {
#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");
-#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;
+ use_rgba_3d_shadows = false;
support_depth_cubemaps = extensions.has("GL_OES_depth_texture_cube_map");
#endif
@@ -137,20 +130,29 @@ void Config::initialize() {
support_half_float_vertices = false;
}
- 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");
+ //picky requirements for these
+ support_shadow_cubemaps = support_write_depth && support_depth_cubemaps;
+ // 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);
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);
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
+
+ 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);
+ }
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");
+ use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
+}
+
+Config::~Config() {
+ singleton = nullptr;
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h
index 25bd3fd9a1..bb4352ce9a 100644
--- a/drivers/gles3/storage/config.h
+++ b/drivers/gles3/storage/config.h
@@ -51,13 +51,13 @@ private:
static Config *singleton;
public:
- bool shrink_textures_x2;
- bool use_fast_texture_filter;
+ bool use_nearest_mip_filter;
bool use_skeleton_software;
int max_vertex_texture_image_units;
int max_texture_image_units;
int max_texture_size;
+ int max_uniform_buffer_size;
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
@@ -84,12 +84,10 @@ public:
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;
-
- bool render_to_mipmap_supported;
+ bool support_anisotropic_filter;
+ float anisotropic_level;
GLuint depth_internalformat;
GLuint depth_type;
@@ -103,7 +101,6 @@ public:
Config();
~Config();
- void initialize();
};
} // namespace GLES3
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..7395611d71
--- /dev/null
+++ b/drivers/gles3/storage/light_storage.cpp
@@ -0,0 +1,316 @@
+/*************************************************************************/
+/* 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"
+
+using namespace GLES3;
+
+LightStorage *LightStorage::singleton = nullptr;
+
+LightStorage *LightStorage::get_singleton() {
+ return singleton;
+}
+
+LightStorage::LightStorage() {
+ singleton = this;
+}
+
+LightStorage::~LightStorage() {
+ singleton = nullptr;
+}
+
+/* Light API */
+
+RID LightStorage::directional_light_allocate() {
+ return RID();
+}
+
+void LightStorage::directional_light_initialize(RID p_rid) {
+}
+
+RID LightStorage::omni_light_allocate() {
+ return RID();
+}
+
+void LightStorage::omni_light_initialize(RID p_rid) {
+}
+
+RID LightStorage::spot_light_allocate() {
+ return RID();
+}
+
+void LightStorage::spot_light_initialize(RID p_rid) {
+}
+
+void LightStorage::light_free(RID p_rid) {
+}
+
+void LightStorage::light_set_color(RID p_light, const Color &p_color) {
+}
+
+void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
+}
+
+void LightStorage::light_set_shadow(RID p_light, bool p_enabled) {
+}
+
+void LightStorage::light_set_projector(RID p_light, RID p_texture) {
+}
+
+void LightStorage::light_set_negative(RID p_light, bool p_enable) {
+}
+
+void LightStorage::light_set_cull_mask(RID p_light, uint32_t p_mask) {
+}
+
+void LightStorage::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) {
+}
+
+void LightStorage::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
+}
+
+void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
+}
+
+void LightStorage::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
+}
+
+void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
+}
+
+void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
+}
+
+void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) {
+}
+
+bool LightStorage::light_directional_get_blend_splits(RID p_light) const {
+ return false;
+}
+
+void LightStorage::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
+}
+
+RS::LightDirectionalSkyMode LightStorage::light_directional_get_sky_mode(RID p_light) const {
+ return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
+}
+
+RS::LightDirectionalShadowMode LightStorage::light_directional_get_shadow_mode(RID p_light) {
+ return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
+}
+
+RS::LightOmniShadowMode LightStorage::light_omni_get_shadow_mode(RID p_light) {
+ return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
+}
+
+bool LightStorage::light_has_shadow(RID p_light) const {
+ return false;
+}
+
+bool LightStorage::light_has_projector(RID p_light) const {
+ return false;
+}
+
+RS::LightType LightStorage::light_get_type(RID p_light) const {
+ return RS::LIGHT_OMNI;
+}
+
+AABB LightStorage::light_get_aabb(RID p_light) const {
+ return AABB();
+}
+
+float LightStorage::light_get_param(RID p_light, RS::LightParam p_param) {
+ return 0.0;
+}
+
+Color LightStorage::light_get_color(RID p_light) {
+ return Color();
+}
+
+RS::LightBakeMode LightStorage::light_get_bake_mode(RID p_light) {
+ return RS::LIGHT_BAKE_DISABLED;
+}
+
+uint32_t LightStorage::light_get_max_sdfgi_cascade(RID p_light) {
+ return 0;
+}
+
+uint64_t LightStorage::light_get_version(RID p_light) const {
+ return 0;
+}
+
+/* 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;
+}
+
+#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..6f24e467bc
--- /dev/null
+++ b/drivers/gles3/storage/light_storage.h
@@ -0,0 +1,154 @@
+/*************************************************************************/
+/* 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/renderer_storage.h"
+#include "servers/rendering/storage/light_storage.h"
+
+namespace GLES3 {
+
+class LightStorage : public RendererLightStorage {
+private:
+ static LightStorage *singleton;
+
+public:
+ static LightStorage *get_singleton();
+
+ LightStorage();
+ virtual ~LightStorage();
+
+ /* Light API */
+
+ 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 bool light_has_shadow(RID p_light) const override;
+ virtual bool light_has_projector(RID p_light) const override;
+
+ virtual RS::LightType light_get_type(RID p_light) const override;
+ virtual AABB light_get_aabb(RID p_light) const override;
+ virtual float light_get_param(RID p_light, RS::LightParam p_param) override;
+ virtual Color light_get_color(RID p_light) override;
+ virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override;
+ virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override;
+ 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;
+};
+
+} // 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
new file mode 100644
index 0000000000..fae23980b6
--- /dev/null
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -0,0 +1,2951 @@
+/*************************************************************************/
+/* material_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 "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;
+
+///////////////////////////////////////////////////////////////////////////
+// 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, bool p_linear_color) {
+ 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: {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int32_t *gui = (int32_t *)data;
+
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ 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
+ }
+ } break;
+ case ShaderLanguage::TYPE_IVEC3: {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int32_t *gui = (int32_t *)data;
+
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ 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
+ }
+ } break;
+ case ShaderLanguage::TYPE_IVEC4: {
+ Vector<int> iv = value;
+ int s = iv.size();
+ int32_t *gui = (int32_t *)data;
+
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ 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;
+ }
+ }
+ } 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: {
+ Vector<int> iv = value;
+ int s = iv.size();
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ 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
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC3: {
+ Vector<int> iv = value;
+ int s = iv.size();
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ 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
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC4: {
+ Vector<int> iv = value;
+ int s = iv.size();
+ uint32_t *gui = (uint32_t *)data;
+
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ 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;
+ }
+ }
+ } 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) {
+ 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 {
+ 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];
+ if (p_linear_color) {
+ color = color.srgb_to_linear();
+ }
+ 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;
+
+ if (p_linear_color) {
+ v = v.srgb_to_linear();
+ }
+
+ gui[0] = v.r;
+ gui[1] = v.g;
+ gui[2] = v.b;
+ gui[3] = v.a;
+ } else if (value.get_type() == Variant::RECT2) {
+ Rect2 v = value;
+
+ gui[0] = v.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 {
+ 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.elements[0][0];
+ gui[1] = v.elements[0][1];
+ gui[2] = 0; // ignored
+ gui[3] = 0; // ignored
+
+ gui[4] = v.elements[1][0];
+ gui[5] = v.elements[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.elements[0][0];
+ gui[1] = v.elements[1][0];
+ gui[2] = v.elements[2][0];
+ gui[3] = 0; // ignored
+
+ gui[4] = v.elements[0][1];
+ gui[5] = v.elements[1][1];
+ gui[6] = v.elements[2][1];
+ gui[7] = 0; // ignored
+
+ gui[8] = v.elements[0][2];
+ gui[9] = v.elements[1][2];
+ gui[10] = v.elements[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 {
+ Transform3D v = value;
+ gui[0] = v.basis.elements[0][0];
+ gui[1] = v.basis.elements[1][0];
+ gui[2] = v.basis.elements[2][0];
+ gui[3] = 0;
+
+ gui[4] = v.basis.elements[0][1];
+ gui[5] = v.basis.elements[1][1];
+ gui[6] = v.basis.elements[2][1];
+ gui[7] = 0;
+
+ gui[8] = v.basis.elements[0][2];
+ gui[9] = v.basis.elements[1][2];
+ gui[10] = v.basis.elements[2][2];
+ gui[11] = 0;
+
+ gui[12] = v.origin.x;
+ gui[13] = v.origin.y;
+ gui[14] = v.origin.z;
+ gui[15] = 1;
+ }
+ } break;
+ default: {
+ }
+ }
+}
+
+_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
+ switch (type) {
+ case ShaderLanguage::TYPE_BOOL: {
+ 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;
+
+ } 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;
+
+ } 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;
+
+ } break;
+ case ShaderLanguage::TYPE_INT: {
+ int32_t *gui = (int32_t *)data;
+ gui[0] = value[0].sint;
+
+ } break;
+ case ShaderLanguage::TYPE_IVEC2: {
+ int32_t *gui = (int32_t *)data;
+
+ for (int i = 0; i < 2; i++) {
+ gui[i] = value[i].sint;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_IVEC3: {
+ int32_t *gui = (int32_t *)data;
+
+ for (int i = 0; i < 3; i++) {
+ gui[i] = value[i].sint;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_IVEC4: {
+ int32_t *gui = (int32_t *)data;
+
+ for (int i = 0; i < 4; i++) {
+ gui[i] = value[i].sint;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_UINT: {
+ uint32_t *gui = (uint32_t *)data;
+ gui[0] = value[0].uint;
+
+ } break;
+ case ShaderLanguage::TYPE_UVEC2: {
+ int32_t *gui = (int32_t *)data;
+
+ for (int i = 0; i < 2; i++) {
+ gui[i] = value[i].uint;
+ }
+ } break;
+ case ShaderLanguage::TYPE_UVEC3: {
+ int32_t *gui = (int32_t *)data;
+
+ for (int i = 0; i < 3; i++) {
+ gui[i] = value[i].uint;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_UVEC4: {
+ int32_t *gui = (int32_t *)data;
+
+ 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;
+
+ } break;
+ case ShaderLanguage::TYPE_VEC2: {
+ float *gui = (float *)data;
+
+ for (int i = 0; i < 2; i++) {
+ gui[i] = value[i].real;
+ }
+
+ } break;
+ case ShaderLanguage::TYPE_VEC3: {
+ float *gui = (float *)data;
+
+ for (int i = 0; i < 3; i++) {
+ gui[i] = value[i].real;
+ }
+
+ } 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;
+
+ for (int i = 0; i < 16; i++) {
+ gui[i] = value[i].real;
+ }
+ } break;
+ default: {
+ }
+ }
+}
+
+_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, 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: {
+ }
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////
+// MaterialData
+
+void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<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
+ }
+
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue; //instance uniforms don't appear in the buffer
+ }
+
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
+ //this is a global variable, get the index to it
+ GlobalVariables::Variable *gv = material_storage->global_variables.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;
+ }
+
+ //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];
+ const Map<StringName, Variant>::Element *V = p_parameters.find(E.key);
+
+ if (V) {
+ //user provided
+ _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->get(), data, p_use_linear_color);
+
+ } 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_VEC4 && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_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, p_use_linear_color);
+ } else {
+ //else just zero it out
+ _fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
+ }
+ }
+ }
+
+ if (uses_global_buffer != (global_buffer_E != nullptr)) {
+ if (uses_global_buffer) {
+ global_buffer_E = material_storage->global_variables.materials_using_buffer.push_back(self);
+ } else {
+ material_storage->global_variables.materials_using_buffer.erase(global_buffer_E);
+ global_buffer_E = nullptr;
+ }
+ }
+}
+
+MaterialData::~MaterialData() {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+
+ if (global_buffer_E) {
+ //unregister global buffers
+ material_storage->global_variables.materials_using_buffer.erase(global_buffer_E);
+ }
+
+ if (global_texture_E) {
+ //unregister global textures
+
+ for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
+ GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(E.key);
+ if (v) {
+ v->texture_materials.erase(self);
+ }
+ }
+ //unregister material from those using global textures
+ material_storage->global_variables.materials_using_texture.erase(global_texture_E);
+ }
+
+ if (uniform_buffer) {
+ glDeleteBuffers(1, &uniform_buffer);
+ }
+}
+
+void MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<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();
+
+#ifdef TOOLS_ENABLED
+ Texture *roughness_detect_texture = nullptr;
+ RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
+ Texture *normal_detect_texture = nullptr;
+#endif
+
+ bool uses_global_textures = false;
+ global_textures_pass++;
+
+ 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;
+
+ GlobalVariables::Variable *v = material_storage->global_variables.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 {
+ Map<StringName, uint64_t>::Element *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->get() = 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 {
+ const Map<StringName, Variant>::Element *V = p_parameters.find(uniform_name);
+ if (V) {
+ if (V->get().is_array()) {
+ Array array = (Array)V->get();
+ 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->get());
+ }
+ }
+
+ if (uniform_array_size > 0) {
+ if (textures.size() < uniform_array_size) {
+ const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name);
+ for (int j = textures.size(); j < uniform_array_size; j++) {
+ if (W && W->get().has(j)) {
+ textures.push_back(W->get()[j]);
+ } else {
+ textures.push_back(RID());
+ }
+ }
+ }
+ } else if (textures.is_empty()) {
+ const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name);
+ if (W && W->get().has(0)) {
+ textures.push_back(W->get()[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_BLACK:
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK);
+ } 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_BLACK:
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+ 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_BLACK:
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+ 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 {
+ //bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO);
+
+ 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<Map<StringName, uint64_t>::Element *> to_delete;
+ for (Map<StringName, uint64_t>::Element *E = used_global_textures.front(); E; E = E->next()) {
+ if (E->get() != global_textures_pass) {
+ to_delete.push_back(E);
+
+ GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(E->key());
+ if (v) {
+ v->texture_materials.erase(self);
+ }
+ }
+ }
+
+ 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_variables.materials_using_texture.push_back(self);
+ } else {
+ material_storage->global_variables.materials_using_texture.erase(global_texture_E);
+ global_texture_E = nullptr;
+ }
+ }
+ }
+}
+
+void MaterialData::update_parameters_internal(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<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);
+ }
+
+ 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 ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
+ }
+}
+
+///////////////////////////////////////////////////////////////////////////
+// Material Storage
+
+MaterialStorage *MaterialStorage::singleton = nullptr;
+
+MaterialStorage *MaterialStorage::get_singleton() {
+ return singleton;
+}
+
+MaterialStorage::MaterialStorage() {
+ singleton = this;
+
+ shader_data_request_func[RS::SHADER_SPATIAL] = nullptr;
+ 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] = nullptr;
+ shader_data_request_func[RS::SHADER_FOG] = nullptr;
+
+ material_data_request_func[RS::SHADER_SPATIAL] = nullptr;
+ 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] = nullptr;
+ material_data_request_func[RS::SHADER_FOG] = nullptr;
+
+ static_assert(sizeof(GlobalVariables::Value) == 16);
+
+ global_variables.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
+ if (global_variables.buffer_size > uint32_t(Config::get_singleton()->max_uniform_buffer_size)) {
+ global_variables.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));
+ }
+
+ global_variables.buffer_values = memnew_arr(GlobalVariables::Value, global_variables.buffer_size);
+ memset(global_variables.buffer_values, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size);
+ global_variables.buffer_usage = memnew_arr(GlobalVariables::ValueUsage, global_variables.buffer_size);
+ global_variables.buffer_dirty_regions = memnew_arr(bool, global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
+ memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
+ glGenBuffers(1, &global_variables.buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, global_variables.buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalVariables::Value) * global_variables.buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ {
+ // 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.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";
+
+ actions.base_texture_binding_index = 1;
+ actions.base_uniform_string = "";
+ actions.global_buffer_array_variable = "";
+
+ 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"] = "custom_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["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";
+ }
+
+ 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.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
+ actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
+ actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
+
+ 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.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET;
+ 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_variables.data";
+ actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
+
+ compiler.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_variables.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"] = "params.position_multiplier.xyz";
+ actions.renames["SKY_COORDS"] = "panorama_coords";
+ actions.renames["SCREEN_UV"] = "uv";
+ actions.renames["TIME"] = "params.time";
+ 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.custom_samplers["RADIANCE"] = "material_samplers[3]";
+ 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.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = 1;
+ 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_variables";
+
+ shaders.compiler_sky.initialize(actions);
+ }
+
+ //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);
+}
+
+MaterialStorage::~MaterialStorage() {
+ //shaders.copy.version_free(shaders.copy_version);
+
+ memdelete_arr(global_variables.buffer_values);
+ memdelete_arr(global_variables.buffer_usage);
+ memdelete_arr(global_variables.buffer_dirty_regions);
+ glDeleteBuffers(1, &global_variables.buffer);
+
+ singleton = nullptr;
+}
+
+/* GLOBAL VARIABLE API */
+
+int32_t MaterialStorage::_global_variable_allocate(uint32_t p_elements) {
+ int32_t idx = 0;
+ while (idx + p_elements <= global_variables.buffer_size) {
+ if (global_variables.buffer_usage[idx].elements == 0) {
+ bool valid = true;
+ for (uint32_t i = 1; i < p_elements; i++) {
+ if (global_variables.buffer_usage[idx + i].elements > 0) {
+ valid = false;
+ idx += i + global_variables.buffer_usage[idx + i].elements;
+ break;
+ }
+ }
+
+ if (!valid) {
+ continue; //if not valid, idx is in new position
+ }
+
+ return idx;
+ } else {
+ idx += global_variables.buffer_usage[idx].elements;
+ }
+ }
+
+ return -1;
+}
+
+void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value) {
+ switch (p_type) {
+ case RS::GLOBAL_VAR_TYPE_BOOL: {
+ GlobalVariables::Value &bv = global_variables.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;
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_BVEC2: {
+ GlobalVariables::Value &bv = global_variables.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: {
+ GlobalVariables::Value &bv = global_variables.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: {
+ GlobalVariables::Value &bv = global_variables.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: {
+ GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.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: {
+ GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.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: {
+ GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.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: {
+ GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.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: {
+ GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.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: {
+ GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.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: {
+ GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.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: {
+ GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.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: {
+ GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.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: {
+ GlobalVariables::Value &bv = global_variables.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: {
+ GlobalVariables::Value &bv = global_variables.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: {
+ GlobalVariables::Value &bv = global_variables.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: {
+ GlobalVariables::Value &bv = global_variables.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: {
+ GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
+ Color v = p_value;
+ bv.x = v.r;
+ bv.y = v.g;
+ bv.z = v.b;
+ bv.w = v.a;
+
+ GlobalVariables::Value &bv_linear = global_variables.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;
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_RECT2: {
+ GlobalVariables::Value &bv = global_variables.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: {
+ GlobalVariables::Value *bv = &global_variables.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;
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_MAT3: {
+ GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
+ Basis v = p_value;
+ bv[0].x = v.elements[0][0];
+ bv[0].y = v.elements[1][0];
+ bv[0].z = v.elements[2][0];
+ bv[0].w = 0;
+
+ bv[1].x = v.elements[0][1];
+ bv[1].y = v.elements[1][1];
+ bv[1].z = v.elements[2][1];
+ bv[1].w = 0;
+
+ bv[2].x = v.elements[0][2];
+ bv[2].y = v.elements[1][2];
+ bv[2].z = v.elements[2][2];
+ bv[2].w = 0;
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_MAT4: {
+ GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
+
+ Vector<float> m2 = p_value;
+ if (m2.size() < 16) {
+ m2.resize(16);
+ }
+
+ 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];
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
+ GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
+ Transform2D v = p_value;
+ bv[0].x = v.elements[0][0];
+ bv[0].y = v.elements[0][1];
+ bv[0].z = 0;
+ bv[0].w = 0;
+
+ bv[1].x = v.elements[1][0];
+ bv[1].y = v.elements[1][1];
+ bv[1].z = 0;
+ bv[1].w = 0;
+
+ bv[2].x = v.elements[2][0];
+ bv[2].y = v.elements[2][1];
+ bv[2].z = 1;
+ bv[2].w = 0;
+
+ } break;
+ case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
+ GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
+ Transform3D v = p_value;
+ bv[0].x = v.basis.elements[0][0];
+ bv[0].y = v.basis.elements[1][0];
+ bv[0].z = v.basis.elements[2][0];
+ bv[0].w = 0;
+
+ bv[1].x = v.basis.elements[0][1];
+ bv[1].y = v.basis.elements[1][1];
+ bv[1].z = v.basis.elements[2][1];
+ bv[1].w = 0;
+
+ bv[2].x = v.basis.elements[0][2];
+ bv[2].y = v.basis.elements[1][2];
+ bv[2].z = v.basis.elements[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;
+
+ } break;
+ default: {
+ ERR_FAIL();
+ }
+ }
+}
+
+void MaterialStorage::_global_variable_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) / GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
+ if (chunk != prev_chunk) {
+ if (!global_variables.buffer_dirty_regions[chunk]) {
+ global_variables.buffer_dirty_regions[chunk] = true;
+ global_variables.buffer_dirty_region_count++;
+ }
+ }
+
+ prev_chunk = chunk;
+ }
+}
+
+void MaterialStorage::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) {
+ ERR_FAIL_COND(global_variables.variables.has(p_name));
+ GlobalVariables::Variable gv;
+ gv.type = p_type;
+ gv.value = p_value;
+ gv.buffer_index = -1;
+
+ if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
+ //is texture
+ global_variables.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;
+ }
+
+ //is vector, allocate in buffer and update index
+ gv.buffer_index = _global_variable_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_variables.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
+ _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
+ _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
+
+ global_variables.must_update_buffer_materials = true; //normally there are none
+ }
+
+ global_variables.variables[p_name] = gv;
+}
+
+void MaterialStorage::global_variable_remove(const StringName &p_name) {
+ if (!global_variables.variables.has(p_name)) {
+ return;
+ }
+ GlobalVariables::Variable &gv = global_variables.variables[p_name];
+
+ if (gv.buffer_index >= 0) {
+ global_variables.buffer_usage[gv.buffer_index].elements = 0;
+ global_variables.must_update_buffer_materials = true;
+ } else {
+ global_variables.must_update_texture_materials = true;
+ }
+
+ global_variables.variables.erase(p_name);
+}
+
+Vector<StringName> MaterialStorage::global_variable_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.");
+ }
+
+ const StringName *K = nullptr;
+ Vector<StringName> names;
+ while ((K = global_variables.variables.next(K))) {
+ names.push_back(*K);
+ }
+ names.sort_custom<StringName::AlphCompare>();
+ return names;
+}
+
+void MaterialStorage::global_variable_set(const StringName &p_name, const Variant &p_value) {
+ ERR_FAIL_COND(!global_variables.variables.has(p_name));
+ GlobalVariables::Variable &gv = global_variables.variables[p_name];
+ gv.value = p_value;
+ if (gv.override.get_type() == Variant::NIL) {
+ if (gv.buffer_index >= 0) {
+ //buffer
+ _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
+ _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
+ } else {
+ //texture
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
+ Material *material = material_storage->get_material(E->get());
+ ERR_CONTINUE(!material);
+ material_storage->_material_queue_update(material, false, true);
+ }
+ }
+ }
+}
+
+void MaterialStorage::global_variable_set_override(const StringName &p_name, const Variant &p_value) {
+ if (!global_variables.variables.has(p_name)) {
+ return; //variable may not exist
+ }
+
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
+
+ GlobalVariables::Variable &gv = global_variables.variables[p_name];
+
+ gv.override = p_value;
+
+ if (gv.buffer_index >= 0) {
+ //buffer
+ if (gv.override.get_type() == Variant::NIL) {
+ _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
+ } else {
+ _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.override);
+ }
+
+ _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
+ } else {
+ //texture
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
+ Material *material = material_storage->get_material(E->get());
+ ERR_CONTINUE(!material);
+ material_storage->_material_queue_update(material, false, true);
+ }
+ }
+}
+
+Variant MaterialStorage::global_variable_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 (!global_variables.variables.has(p_name)) {
+ return Variant();
+ }
+
+ return global_variables.variables[p_name].value;
+}
+
+RS::GlobalVariableType MaterialStorage::global_variable_get_type_internal(const StringName &p_name) const {
+ if (!global_variables.variables.has(p_name)) {
+ return RS::GLOBAL_VAR_TYPE_MAX;
+ }
+
+ return global_variables.variables[p_name].type;
+}
+
+RS::GlobalVariableType MaterialStorage::global_variable_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.");
+ }
+
+ return global_variable_get_type_internal(p_name);
+}
+
+void MaterialStorage::global_variables_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::GlobalVariableType 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::GlobalVariableType(i);
+ break;
+ }
+ }
+
+ 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;
+ RES resource = ResourceLoader::load(path);
+ ERR_CONTINUE(resource.is_null());
+ value = resource;
+ }
+
+ if (global_variables.variables.has(name)) {
+ //has it, update it
+ global_variable_set(name, value);
+ } else {
+ global_variable_add(name, gvtype, value);
+ }
+ }
+ }
+}
+
+void MaterialStorage::global_variables_clear() {
+ global_variables.variables.clear();
+}
+
+GLuint MaterialStorage::global_variables_get_uniform_buffer() const {
+ return global_variables.buffer;
+}
+
+int32_t MaterialStorage::global_variables_instance_allocate(RID p_instance) {
+ ERR_FAIL_COND_V(global_variables.instance_buffer_pos.has(p_instance), -1);
+ int32_t pos = _global_variable_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
+ global_variables.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_variables.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
+ return pos;
+}
+
+void MaterialStorage::global_variables_instance_free(RID p_instance) {
+ ERR_FAIL_COND(!global_variables.instance_buffer_pos.has(p_instance));
+ int32_t pos = global_variables.instance_buffer_pos[p_instance];
+ if (pos >= 0) {
+ global_variables.buffer_usage[pos].elements = 0;
+ }
+ global_variables.instance_buffer_pos.erase(p_instance);
+}
+
+void MaterialStorage::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) {
+ if (!global_variables.instance_buffer_pos.has(p_instance)) {
+ return; //just not allocated, ignore
+ }
+ int32_t pos = global_variables.instance_buffer_pos[p_instance];
+
+ 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, //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_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_variables.buffer_values[pos], true); //instances always use linear color in this renderer
+ _global_variable_mark_buffer_dirty(pos, 1);
+}
+
+void MaterialStorage::_update_global_variables() {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ if (global_variables.buffer_dirty_region_count > 0) {
+ uint32_t total_regions = global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
+ if (total_regions / global_variables.buffer_dirty_region_count <= 4) {
+ // 25% of regions dirty, just update all buffer
+ glBindBuffer(GL_UNIFORM_BUFFER, global_variables.buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalVariables::Value) * global_variables.buffer_size, global_variables.buffer_values, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
+ } else {
+ uint32_t region_byte_size = sizeof(GlobalVariables::Value) * GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
+ glBindBuffer(GL_UNIFORM_BUFFER, global_variables.buffer);
+ for (uint32_t i = 0; i < total_regions; i++) {
+ if (global_variables.buffer_dirty_regions[i]) {
+ glBufferSubData(GL_UNIFORM_BUFFER, i * region_byte_size, region_byte_size, &global_variables.buffer_values[i * GlobalVariables::BUFFER_DIRTY_REGION_SIZE]);
+ global_variables.buffer_dirty_regions[i] = false;
+ }
+ }
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
+
+ global_variables.buffer_dirty_region_count = 0;
+ }
+
+ if (global_variables.must_update_buffer_materials) {
+ // only happens in the case of a buffer variable added or removed,
+ // so not often.
+ for (const RID &E : global_variables.materials_using_buffer) {
+ Material *material = material_storage->get_material(E);
+ ERR_CONTINUE(!material); //wtf
+
+ material_storage->_material_queue_update(material, true, false);
+ }
+
+ global_variables.must_update_buffer_materials = false;
+ }
+
+ if (global_variables.must_update_texture_materials) {
+ // only happens in the case of a buffer variable added or removed,
+ // so not often.
+ for (const RID &E : global_variables.materials_using_texture) {
+ Material *material = material_storage->get_material(E);
+ ERR_CONTINUE(!material); //wtf
+
+ material_storage->_material_queue_update(material, false, true);
+ }
+
+ global_variables.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.front()->get()->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 (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
+ Material *material = E->get();
+ 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
+ }
+
+ for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
+ Material *material = E->get();
+ 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;
+ }
+
+ if (shader->data) {
+ for (const KeyValue<StringName, Map<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 (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
+ Material *material = E->get();
+ material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
+ _material_queue_update(material, true, true);
+ }
+}
+
+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_param_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_param_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] = Map<int, RID>();
+ }
+ shader->default_texture_parameter[p_name][p_index] = p_texture;
+ } else {
+ 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 (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
+ Material *material = E->get();
+ _material_queue_update(material, false, true);
+ }
+}
+
+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();
+}
+
+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();
+}
+
+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();
+}
+
+/* MATERIAL API */
+
+void MaterialStorage::_material_queue_update(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 (material->update_element.in_list()) {
+ return;
+ }
+
+ material_update_list.add(&material->update_element);
+}
+
+void MaterialStorage::_update_queued_materials() {
+ while (material_update_list.first()) {
+ Material *material = material_update_list.first()->self();
+
+ if (material->data) {
+ material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
+ }
+ material->texture_dirty = false;
+ material->uniform_dirty = false;
+
+ 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);
+}
+
+void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
+ GLES3::Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+
+ if (material->data) {
+ memdelete(material->data);
+ material->data = nullptr;
+ }
+
+ if (material->shader) {
+ material->shader->owners.erase(material);
+ material->shader = nullptr;
+ material->shader_mode = RS::SHADER_MAX;
+ }
+
+ if (p_shader.is_null()) {
+ material->dependency.changed_notify(RendererStorage::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->mode == RS::SHADER_MAX) {
+ return;
+ }
+
+ 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(RendererStorage::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) {
+ 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;
+ }
+
+ 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 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();
+ }
+}
+
+void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_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(RendererStorage::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);
+
+ GLES3::Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND(!material);
+ material->priority = priority;
+ if (material->data) {
+ material->data->set_render_priority(priority);
+ }
+}
+
+bool MaterialStorage::material_is_animated(RID p_material) {
+ GLES3::Material *material = material_owner.get_or_null(p_material);
+ ERR_FAIL_COND_V(!material, false);
+ 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 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 true; //by default everything casts shadows
+}
+
+void MaterialStorage::material_get_instance_shader_parameters(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_parameters(material->next_pass, r_parameters);
+ }
+ }
+}
+
+void MaterialStorage::material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) {
+ Material *material = material_owner.get_or_null(p_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_mode = 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_mode, BLEND_MODE_ADD);
+ actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
+ actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
+ actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
+ actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
+ actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, 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();
+ }
+
+#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.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;
+}
+
+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 (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] = Map<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+void CanvasShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ Map<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;
+ }
+ }
+
+ for (const KeyValue<int, StringName> &E : order) {
+ 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();
+}
+
+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);
+ }
+}
+
+GLES3::ShaderData *GLES3::_create_canvas_shader_func() {
+ CanvasShaderData *shader_data = memnew(CanvasShaderData);
+ return shader_data;
+}
+
+void CanvasMaterialData::update_parameters(const Map<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);
+}
+
+// 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 CanvasMaterialData::bind_uniforms() {
+ // Bind Material Uniforms
+ glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_BUFFER_OBJECT, 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);
+ 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);
+ }
+}
+
+CanvasMaterialData::~CanvasMaterialData() {
+}
+
+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;
+}
+
+#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h
new file mode 100644
index 0000000000..cc6cbdc152
--- /dev/null
+++ b/drivers/gles3/storage/material_storage.h
@@ -0,0 +1,386 @@
+/*************************************************************************/
+/* material_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 MATERIAL_STORAGE_GLES3_H
+#define MATERIAL_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/renderer_storage.h"
+#include "servers/rendering/shader_compiler.h"
+#include "servers/rendering/shader_language.h"
+#include "servers/rendering/storage/material_storage.h"
+
+#include "drivers/gles3/shaders/copy.glsl.gen.h"
+
+#include "../shaders/canvas.glsl.gen.h"
+#include "../shaders/sky.glsl.gen.h"
+
+namespace GLES3 {
+
+/* SHADER Structs */
+
+struct Shaders {
+ CanvasShaderGLES3 canvas_shader;
+ SkyShaderGLES3 sky_shader;
+
+ ShaderCompiler compiler_canvas;
+ ShaderCompiler compiler_scene;
+ ShaderCompiler compiler_particles;
+ ShaderCompiler compiler_sky;
+};
+
+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_param_list(List<PropertyInfo> *p_param_list) const = 0;
+
+ 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(); }
+
+ virtual ~ShaderData() {}
+};
+
+typedef ShaderData *(*ShaderDataRequestFunction)();
+
+struct Material;
+
+struct Shader {
+ ShaderData *data = nullptr;
+ String code;
+ RS::ShaderMode mode;
+ Map<StringName, Map<int, RID>> default_texture_parameter;
+ Set<Material *> owners;
+};
+
+/* Material structs */
+
+struct MaterialData {
+ void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
+ void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<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 Map<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 Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<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;
+ Map<StringName, uint64_t> used_global_textures;
+
+ //internally by update_parameters_internal
+};
+
+typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
+
+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;
+ Map<StringName, Variant> params;
+ int32_t priority = 0;
+ RID next_pass;
+ SelfList<Material> update_element;
+
+ RendererStorage::Dependency dependency;
+
+ Material() :
+ update_element(this) {}
+};
+
+// CanvasItem Materials
+
+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;
+ //PipelineVariants pipeline_variants;
+ String path;
+
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String code;
+ Map<StringName, Map<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_param_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 Map<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);
+
+/* Global variable structs */
+struct GlobalVariables {
+ enum {
+ BUFFER_DIRTY_REGION_SIZE = 1024
+ };
+ struct Variable {
+ Set<RID> texture_materials; // materials using this
+
+ RS::GlobalVariableType 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;
+
+ /* GLOBAL VARIABLE API */
+
+ GlobalVariables global_variables;
+
+ int32_t _global_variable_allocate(uint32_t p_elements);
+ void _global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value);
+ void _global_variable_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;
+
+ SelfList<Material>::List material_update_list;
+
+ //static void _material_uniform_set_erased(void *p_material);
+
+public:
+ static MaterialStorage *get_singleton();
+
+ MaterialStorage();
+ virtual ~MaterialStorage();
+
+ Shaders shaders;
+
+ /* GLOBAL VARIABLE API */
+
+ void _update_global_variables();
+
+ 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_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;
+ RS::GlobalVariableType global_variable_get_type_internal(const StringName &p_name) const;
+
+ virtual void global_variables_load_settings(bool p_load_textures = true) override;
+ virtual void global_variables_clear() 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_variables_get_uniform_buffer() const;
+
+ /* SHADER API */
+
+ Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); };
+ bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); };
+
+ void _shader_make_dirty(Shader *p_shader);
+
+ virtual RID shader_allocate() override;
+ virtual void shader_initialize(RID p_rid) override;
+ virtual void shader_free(RID p_rid) override;
+
+ virtual void shader_set_code(RID p_shader, const String &p_code) 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_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;
+
+ /* 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_queue_update(Material *material, bool p_uniform, bool p_texture);
+ void _update_queued_materials();
+
+ virtual RID material_allocate() override;
+ virtual void material_initialize(RID p_rid) override;
+ virtual void material_free(RID p_rid) override;
+
+ virtual void material_set_shader(RID p_material, RID p_shader) override;
+
+ 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 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;
+
+ 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;
+
+ _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
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
new file mode 100644
index 0000000000..934f746423
--- /dev/null
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -0,0 +1,1409 @@
+/*************************************************************************/
+/* mesh_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 "mesh_storage.h"
+#include "material_storage.h"
+
+using namespace GLES3;
+
+MeshStorage *MeshStorage::singleton = nullptr;
+
+MeshStorage *MeshStorage::get_singleton() {
+ return singleton;
+}
+
+MeshStorage::MeshStorage() {
+ singleton = this;
+}
+
+MeshStorage::~MeshStorage() {
+ singleton = nullptr;
+}
+
+/* MESH API */
+
+RID MeshStorage::mesh_allocate() {
+ 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);
+ mesh->dependency.deleted_notify(p_rid);
+ if (mesh->instances.size()) {
+ ERR_PRINT("deleting mesh with active instances");
+ }
+ if (mesh->shadow_owners.size()) {
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(RendererStorage::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) {
+ 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
+ }
+ 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;
+
+ 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->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(RendererStorage::DEPENDENCY_CHANGED_MESH);
+
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+ }
+
+ mesh->material_cache.clear();
+}
+
+int MeshStorage::mesh_get_blend_shape_count(RID p_mesh) const {
+ 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 {
+ 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) {
+}
+
+void MeshStorage::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+}
+
+void MeshStorage::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+}
+
+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(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
+ mesh->material_cache.clear();
+}
+
+RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const {
+ 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();
+}
+
+int MeshStorage::mesh_get_surface_count(RID p_mesh) const {
+ 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 {
+ 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) {
+ 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.elements[0].x = dataptr[0];
+ mtx.basis.elements[1].x = dataptr[1];
+ mtx.origin.x = dataptr[3];
+
+ mtx.basis.elements[0].y = dataptr[4];
+ mtx.basis.elements[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.elements[0][0] = dataptr[0];
+ mtx.basis.elements[0][1] = dataptr[1];
+ mtx.basis.elements[0][2] = dataptr[2];
+ mtx.origin.x = dataptr[3];
+ mtx.basis.elements[1][0] = dataptr[4];
+ mtx.basis.elements[1][1] = dataptr[5];
+ mtx.basis.elements[1][2] = dataptr[6];
+ mtx.origin.y = dataptr[7];
+ mtx.basis.elements[2][0] = dataptr[8];
+ mtx.basis.elements[2][1] = dataptr[9];
+ mtx.basis.elements[2][2] = dataptr[10];
+ mtx.origin.z = dataptr[11];
+
+ AABB baabb = mtx.xform(skbones[j]);
+ if (first) {
+ laabb = baabb;
+ first = false;
+ } else {
+ laabb.merge_with(baabb);
+ }
+ }
+ }
+
+ 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(RendererStorage::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);
+ }
+
+ if (s.version_count != 0) {
+ for (uint32_t j = 0; j < s.version_count; j++) {
+ glDeleteVertexArrays(1, &s.versions[j].vertex_array);
+ }
+ }
+
+ if (s.attribute_buffer != 0) {
+ glDeleteBuffers(1, &s.attribute_buffer);
+ }
+
+ if (s.skin_buffer != 0) {
+ glDeleteBuffers(1, &s.skin_buffer);
+ }
+
+ if (s.index_buffer != 0) {
+ glDeleteBuffers(1, &s.index_buffer);
+ glDeleteVertexArrays(1, &s.index_array);
+ }
+ 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(RendererStorage::DEPENDENCY_CHANGED_MESH);
+
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(RendererStorage::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 = 1;
+ 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 = 1;
+ 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) {
+ continue;
+ }
+ if (i <= RS::ARRAY_TANGENT) {
+ if (mis) {
+ glBindBuffer(GL_ARRAY_BUFFER, mis->vertex_buffer);
+ } else {
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
+ }
+ } else if (i <= RS::ARRAY_CUSTOM3) {
+ glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer);
+ } else {
+ 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(attribs[i].index);
+ }
+
+ // 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) {
+ 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);
+ }
+ memfree(mi->surfaces[i].versions);
+ }
+ if (mi->surfaces[i].vertex_buffer != 0) {
+ glDeleteBuffers(1, &mi->surfaces[i].vertex_buffer);
+ }
+ }
+ mi->surfaces.clear();
+
+ if (mi->blend_weights_buffer != 0) {
+ glDeleteBuffers(1, &mi->blend_weights_buffer);
+ }
+ 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 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 ? 4 : 0);
+ multimesh->stride_cache = multimesh->custom_data_offset_cache + (p_use_custom_data ? 4 : 0);
+ multimesh->buffer_set = false;
+
+ //print_line("allocate, elements: " + itos(p_instances) + " 2D: " + itos(p_transform_format == RS::MULTIMESH_TRANSFORM_2D) + " colors " + itos(multimesh->uses_colors) + " data " + itos(multimesh->uses_custom_data) + " stride " + itos(multimesh->stride_cache) + " total size " + itos(multimesh->stride_cache * multimesh->instances));
+ 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(RendererStorage::DEPENDENCY_CHANGED_MULTIMESH);
+}
+
+int MeshStorage::multimesh_get_instance_count(RID p_multimesh) const {
+ 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) {
+ 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) {
+ // TODO add a function to RasterizerStorage to get data from a buffer
+ //Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
+ //const uint8_t *r = buffer.ptr();
+ //const float *data = (const float *)r;
+ //_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
+ }
+ }
+
+ multimesh->dependency.changed_notify(RendererStorage::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 = RD::get_singleton()->buffer_get_data(multimesh->buffer);
+ {
+ // 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.elements[0][0] = data[0];
+ t.basis.elements[0][1] = data[1];
+ t.basis.elements[0][2] = data[2];
+ t.origin.x = data[3];
+ t.basis.elements[1][0] = data[4];
+ t.basis.elements[1][1] = data[5];
+ t.basis.elements[1][2] = data[6];
+ t.origin.y = data[7];
+ t.basis.elements[2][0] = data[8];
+ t.basis.elements[2][1] = data[9];
+ t.basis.elements[2][2] = data[10];
+ t.origin.z = data[11];
+
+ } else {
+ t.basis.elements[0].x = data[0];
+ t.basis.elements[1].x = data[1];
+ t.origin.x = data[3];
+
+ t.basis.elements[0].y = data[4];
+ t.basis.elements[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.elements[0][0];
+ dataptr[1] = p_transform.basis.elements[0][1];
+ dataptr[2] = p_transform.basis.elements[0][2];
+ dataptr[3] = p_transform.origin.x;
+ dataptr[4] = p_transform.basis.elements[1][0];
+ dataptr[5] = p_transform.basis.elements[1][1];
+ dataptr[6] = p_transform.basis.elements[1][2];
+ dataptr[7] = p_transform.origin.y;
+ dataptr[8] = p_transform.basis.elements[2][0];
+ dataptr[9] = p_transform.basis.elements[2][1];
+ dataptr[10] = p_transform.basis.elements[2][2];
+ dataptr[11] = p_transform.origin.z;
+ }
+
+ _multimesh_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.elements[0][0];
+ dataptr[1] = p_transform.elements[1][0];
+ dataptr[2] = 0;
+ dataptr[3] = p_transform.elements[2][0];
+ dataptr[4] = p_transform.elements[0][1];
+ dataptr[5] = p_transform.elements[1][1];
+ dataptr[6] = 0;
+ dataptr[7] = p_transform.elements[2][1];
+ }
+
+ _multimesh_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);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
+
+ dataptr[0] = p_color.r;
+ dataptr[1] = p_color.g;
+ dataptr[2] = p_color.b;
+ dataptr[3] = p_color.a;
+ }
+
+ _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;
+
+ dataptr[0] = p_color.r;
+ dataptr[1] = p_color.g;
+ dataptr[2] = p_color.b;
+ dataptr[3] = p_color.a;
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, false);
+}
+
+RID MeshStorage::multimesh_get_mesh(RID p_multimesh) const {
+ 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 {
+ 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 {
+ 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.elements[0][0] = dataptr[0];
+ t.basis.elements[0][1] = dataptr[1];
+ t.basis.elements[0][2] = dataptr[2];
+ t.origin.x = dataptr[3];
+ t.basis.elements[1][0] = dataptr[4];
+ t.basis.elements[1][1] = dataptr[5];
+ t.basis.elements[1][2] = dataptr[6];
+ t.origin.y = dataptr[7];
+ t.basis.elements[2][0] = dataptr[8];
+ t.basis.elements[2][1] = dataptr[9];
+ t.basis.elements[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 {
+ 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.elements[0][0] = dataptr[0];
+ t.elements[1][0] = dataptr[1];
+ t.elements[2][0] = dataptr[3];
+ t.elements[0][1] = dataptr[4];
+ t.elements[1][1] = dataptr[5];
+ t.elements[2][1] = dataptr[7];
+ }
+
+ return t;
+}
+
+Color MeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
+ 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;
+
+ c.r = dataptr[0];
+ c.g = dataptr[1];
+ c.b = dataptr[2];
+ c.a = dataptr[3];
+ }
+
+ return c;
+}
+
+Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
+ 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;
+
+ c.r = dataptr[0];
+ c.g = dataptr[1];
+ c.b = dataptr[2];
+ c.a = dataptr[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);
+ 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()) {
+ //if we have a data cache, just update it
+ multimesh->data_cache = p_buffer;
+ {
+ //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(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ }
+}
+
+Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Vector<float>());
+ if (multimesh->buffer == 0) {
+ return Vector<float>();
+ } else if (multimesh->data_cache.size()) {
+ return multimesh->data_cache;
+ } else {
+ //get from memory
+
+ //Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
+ Vector<float> ret;
+ ret.resize(multimesh->instances * multimesh->stride_cache);
+ //{
+ // float *w = ret.ptrw();
+ // const uint8_t *r = buffer.ptr();
+ // memcpy(w, r, buffer.size());
+ //}
+
+ 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(RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
+}
+
+int MeshStorage::multimesh_get_visible_instances(RID p_multimesh) const {
+ 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 * (uint32_t)multimesh->stride_cache * (uint32_t)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) {
+ //aabb is dirty..
+ _multimesh_re_create_aabb(multimesh, data, visible_instances);
+ multimesh->aabb_dirty = false;
+ multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ }
+ }
+
+ multimesh_dirty_list = multimesh->dirty_list;
+
+ multimesh->dirty_list = nullptr;
+ multimesh->dirty = false;
+ }
+
+ multimesh_dirty_list = nullptr;
+}
+
+/* SKELETON API */
+
+RID MeshStorage::skeleton_allocate() {
+ return RID();
+}
+
+void MeshStorage::skeleton_initialize(RID p_rid) {
+}
+
+void MeshStorage::skeleton_free(RID p_rid) {
+}
+
+void MeshStorage::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
+}
+
+void MeshStorage::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
+}
+
+int MeshStorage::skeleton_get_bone_count(RID p_skeleton) const {
+ return 0;
+}
+
+void MeshStorage::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {
+}
+
+Transform3D MeshStorage::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
+ return Transform3D();
+}
+
+void MeshStorage::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
+}
+
+Transform2D MeshStorage::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
+ return Transform2D();
+}
+
+void MeshStorage::skeleton_update_dependency(RID p_base, RendererStorage::DependencyTracker *p_instance) {
+}
+
+#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h
new file mode 100644
index 0000000000..f51ec6edbe
--- /dev/null
+++ b/drivers/gles3/storage/mesh_storage.h
@@ -0,0 +1,505 @@
+/*************************************************************************/
+/* mesh_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 MESH_STORAGE_GLES3_H
+#define MESH_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/mesh_storage.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;
+ GLuint index;
+ 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 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;
+ GLuint index_array = 0;
+ uint32_t index_count = 0;
+
+ struct LOD {
+ float edge_length = 0.0;
+ uint32_t index_count = 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;
+ Set<Mesh *> shadow_owners;
+
+ RendererStorage::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;
+
+ RendererStorage::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;
+
+ RendererStorage::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();
+
+ MeshStorage();
+ virtual ~MeshStorage();
+
+ /* 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;
+
+ virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override;
+ virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override;
+
+ virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override;
+
+ virtual int mesh_get_blend_shape_count(RID p_mesh) const override;
+
+ virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override;
+ virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override;
+
+ virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
+ virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
+ virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
+
+ virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override;
+ virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const override;
+
+ virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override;
+ virtual int mesh_get_surface_count(RID p_mesh) const override;
+
+ virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override;
+ virtual AABB mesh_get_custom_aabb(RID p_mesh) const override;
+
+ virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override;
+ 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;
+ }
+ }
+
+ // 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 */
+
+ 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;
+ virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;
+ virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
+ virtual void update_mesh_instances() override;
+
+ _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);
+
+ MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ 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 < 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;
+ }
+
+ uint32_t version = mis->version_count;
+ mis->version_count++;
+ mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
+
+ _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
+
+ r_vertex_array_gl = mis->versions[version].vertex_array;
+
+ s->version_lock.unlock();
+ }
+
+ /* MULTIMESH API */
+
+ virtual RID multimesh_allocate() override;
+ virtual void multimesh_initialize(RID p_rid) override;
+ virtual void multimesh_free(RID p_rid) override;
+ virtual void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override;
+ virtual int multimesh_get_instance_count(RID p_multimesh) const override;
+
+ virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override;
+ virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override;
+ virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override;
+ virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override;
+ virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override;
+
+ virtual RID multimesh_get_mesh(RID p_multimesh) const override;
+ virtual AABB multimesh_get_aabb(RID p_multimesh) const override;
+
+ virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override;
+ virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override;
+ virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override;
+ virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;
+ virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;
+ virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const override;
+
+ 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;
+ }
+
+ _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->uses_colors;
+ }
+
+ _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ return multimesh->uses_custom_data;
+ }
+
+ _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ if (multimesh->visible_instances >= 0) {
+ return multimesh->visible_instances;
+ }
+ return multimesh->instances;
+ }
+
+ /* SKELETON API */
+
+ virtual RID skeleton_allocate() override;
+ virtual void skeleton_initialize(RID p_rid) override;
+ virtual void skeleton_free(RID p_rid) override;
+
+ virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override;
+ virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override;
+ virtual int skeleton_get_bone_count(RID p_skeleton) const override;
+ virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override;
+ virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override;
+ 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;
+};
+
+} // namespace GLES3
+
+#endif // GLES3_ENABLED
+
+#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..cf47ada5d5
--- /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..6f2dc391d8 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -41,12 +41,152 @@ 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;
+
+ frame.current_rt = nullptr;
+
+ { //create default textures
+ { // White Textures
+
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 1, 1, 1));
+
+ 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, false, Image::FORMAT_RGBA8);
+ image->fill(Color(0, 0, 0, 1));
+
+ 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);
+ }
+
+ {
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(0.5, 0.5, 1, 1));
+
+ 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, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1.0, 0.5, 1, 1));
+
+ 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);
+ }
+ }
}
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) {
@@ -65,14 +205,54 @@ bool TextureStorage::can_create_resources_async() const {
return false;
}
-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,
-};
+/* Canvas Texture API */
+
+RID TextureStorage::canvas_texture_allocate() {
+ return canvas_texture_owner.allocate_rid();
+}
+
+void TextureStorage::canvas_texture_initialize(RID p_rid) {
+ canvas_texture_owner.initialize_rid(p_rid);
+}
+
+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;
+}
+
+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;
+}
+
+/* Texture API */
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 {
Config *config = Config::get_singleton();
@@ -423,251 +603,152 @@ 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;
+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);
- // bool compressed = false;
-
- // 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;
-}
-
-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);
+ //decal_atlas_remove_texture(p_texture);
- // 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.format = p_image->get_format();
+ texture.type = Texture::TYPE_2D;
+ texture.target = GL_TEXTURE_2D;
+ texture.image_cache_2d = p_image; //TODO, remove this once texture_2d_get is implemented
+ 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>());
+#ifdef TOOLS_ENABLED
+ if (tex->image_cache_2d.is_valid() && !tex->is_render_target) {
+ return tex->image_cache_2d;
+ }
+#endif
+
/*
#ifdef TOOLS_ENABLED
if (tex->image_cache_2d.is_valid()) {
@@ -690,39 +771,70 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
}
#endif
*/
- ERR_FAIL_COND_V(!tex->images.size(), Ref<Image>());
- return tex->images[0];
+ /*
+ #ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint() && !tex->is_render_target) {
+ tex->image_cache_2d = image;
+ }
+ #endif
+ */
// return image;
- // return Ref<Image>();
+ return Ref<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
- for (int n = 0; n < tex_from->images.size(); n++) {
- texture_set_data(p_texture, tex_from->images[n], n);
+ if (tex_to->canvas_texture) {
+ tex_to->canvas_texture->diffuse = p_texture; //update
}
- texture_free(p_by_texture);
+ 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);
+
+ //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);
@@ -749,8 +861,8 @@ 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) {
@@ -765,8 +877,16 @@ void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::Textu
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_normal_callback = p_callback;
+ texture->detect_normal_callback_ud = 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_roughness_callback = p_callback;
+ texture->detect_roughness_callback_ud = p_userdata;
}
void TextureStorage::texture_debug_usage(List<RS::TextureInfo> *r_info) {
@@ -799,55 +919,24 @@ 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());
@@ -861,14 +950,10 @@ 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(), 0, real_format, format, internal_format, type, compressed, texture->resize_to_po2);
if (texture->resize_to_po2) {
if (p_image->is_compressed()) {
@@ -881,29 +966,16 @@ 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 +1003,7 @@ 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 +1023,7 @@ 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;
@@ -972,17 +1040,16 @@ 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);
- }
+ //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 :(");
}
/*
@@ -993,9 +1060,6 @@ Ref<Image> TextureStorage::texture_get_data(RID p_texture, int p_layer) const {
ERR_FAIL_COND_V(!texture->active, Ref<Image>());
ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>());
- if (texture->type == RS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && p_layer >= 0 && !texture->images[p_layer].is_null()) {
- return texture->images[p_layer];
- }
#ifdef GLES_OVER_GL
@@ -1110,35 +1174,6 @@ Ref<Image> TextureStorage::texture_get_data(RID p_texture, int p_layer) const {
}
*/
-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);
-
- bool had_mipmaps = texture->flags & TEXTURE_FLAG_MIPMAPS;
-
- texture->flags = p_flags;
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture->target, texture->tex_id);
-
- // set filtering and repeat state
- _texture_set_state_from_flags(texture);
-
- if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
- if (!had_mipmaps && texture->mipmaps == 1) {
- glGenerateMipmap(texture->target);
- }
- }
-}
-
-uint32_t TextureStorage::texture_get_flags(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, 0);
-
- return texture->flags;
-}
-
Image::Format TextureStorage::texture_get_format(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
@@ -1147,14 +1182,6 @@ Image::Format TextureStorage::texture_get_format(RID p_texture) const {
return texture->format;
}
-RenderingDevice::TextureType TextureStorage::texture_get_type(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, RenderingDevice::TEXTURE_TYPE_2D);
-
- return texture->type;
-}
-
uint32_t TextureStorage::texture_get_texid(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
@@ -1196,16 +1223,535 @@ void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) {
glBindTexture(texture->target, texture->tex_id);
}
-void TextureStorage::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
- Config::get_singleton()->shrink_textures_x2 = p_enable;
+RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
+ return RID();
}
-RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
+/* DECAL API */
+
+RID TextureStorage::decal_allocate() {
return RID();
}
-void TextureStorage::textures_keep_original(bool p_enable) {
- Config::get_singleton()->keep_original_textures = p_enable;
+void TextureStorage::decal_initialize(RID p_rid) {
+}
+
+void TextureStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
+}
+
+void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
+}
+
+void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
+}
+
+void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
+}
+
+void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
+}
+
+void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
+}
+
+void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
+}
+
+void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
+}
+
+void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) {
+}
+
+AABB TextureStorage::decal_get_aabb(RID p_decal) const {
+ return AABB();
+}
+
+/* RENDER TARGET API */
+
+GLuint TextureStorage::system_fbo = 0;
+
+void TextureStorage::_set_current_render_target(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+
+ if (rt) {
+ if (rt->allocate_is_dirty) {
+ rt->allocate_is_dirty = false;
+ //_clear_render_target(rt);
+ //_update_render_target(rt);
+ }
+
+ frame.current_rt = rt;
+ ERR_FAIL_COND(!rt);
+
+ glViewport(rt->position.x, rt->position.y, rt->size.x, rt->size.y);
+
+ _dims.rt_width = rt->size.x;
+ _dims.rt_height = rt->size.y;
+ _dims.win_width = rt->size.x;
+ _dims.win_height = rt->size.y;
+
+ } else {
+ frame.current_rt = nullptr;
+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+ }
+}
+
+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->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ rt->fbo = system_fbo;
+ return;
+ }
+
+ rt->color_internal_format = rt->flags[RENDER_TARGET_TRANSPARENT] ? GL_RGBA8 : GL_RGB10_A2;
+ rt->color_format = GL_RGBA;
+ rt->image_format = Image::FORMAT_RGBA8;
+
+ glDisable(GL_SCISSOR_TEST);
+ glColorMask(1, 1, 1, 1);
+ glDepthMask(GL_FALSE);
+
+ {
+ /* Front FBO */
+
+ Texture *texture = get_texture(rt->texture);
+ ERR_FAIL_COND(!texture);
+
+ // framebuffer
+ glGenFramebuffers(1, &rt->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
+
+ // color
+ glGenTextures(1, &rt->color);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, 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, rt->color, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ 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;
+ }
+
+ texture->format = rt->image_format;
+ 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);
+
+ // Allocate mipmap chains for full screen blur
+ if (rt->size.x >= 2 && rt->size.y >= 2) {
+ for (int i = 0; i < 2; i++) {
+ ERR_FAIL_COND(rt->mip_maps[i].sizes.size());
+ int w = rt->size.x;
+ int h = rt->size.y;
+
+ if (i > 0) {
+ w >>= 1;
+ h >>= 1;
+ }
+
+ int level = 0;
+ GLsizei width = w;
+ GLsizei height = h;
+
+ while (true) {
+ RenderTarget::MipMaps::Size mm;
+ mm.width = w;
+ mm.height = h;
+ rt->mip_maps[i].sizes.push_back(mm);
+
+ w >>= 1;
+ h >>= 1;
+
+ if (w < 2 || h < 2) {
+ break;
+ }
+
+ level++;
+ }
+
+ glGenTextures(1, &rt->mip_maps[i].color);
+ glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color);
+
+ for (int l = 0; l < level + 1; 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));
+ }
+#ifdef GLES_OVER_GL
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
+#endif
+
+ for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
+ RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j];
+
+ glGenFramebuffers(1, &mm.fbo);
+ bind_framebuffer(mm.fbo);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j);
+
+ 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));
+ bind_framebuffer_system();
+ return;
+ }
+
+ glClearColor(1.0, 0.0, 1.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ }
+
+ rt->mip_maps[i].levels = level;
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ rt->mip_maps_allocated = true;
+ }
+
+ bind_framebuffer_system();
+}
+
+void TextureStorage::_clear_render_target(RenderTarget *rt) {
+ // there is nothing to clear when DIRECT_TO_SCREEN is used
+ if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ return;
+ }
+
+ 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;
+
+ for (int i = 0; i < 2; i++) {
+ if (rt->mip_maps[i].sizes.size()) {
+ for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
+ glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo);
+ }
+
+ glDeleteTextures(1, &rt->mip_maps[i].color);
+ rt->mip_maps[i].sizes.clear();
+ rt->mip_maps[i].levels = 0;
+ rt->mip_maps[i].color = 0;
+ }
+ }
+}
+
+RID TextureStorage::render_target_create() {
+ RenderTarget render_target;
+ //render_target.was_used = false;
+ render_target.clear_requested = false;
+
+ for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
+ render_target.flags[i] = false;
+ }
+ 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);
+}
+
+void TextureStorage::render_target_free(RID p_rid) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_rid);
+ _clear_render_target(rt);
+
+ 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);
+}
+
+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);
+}
+
+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;
+ }
+
+ _clear_render_target(rt);
+
+ rt->size = Size2i(p_width, p_height);
+
+ // print_line("render_target_set_size " + itos(p_render_target.get_id()) + ", w " + itos(p_width) + " h " + itos(p_height));
+
+ rt->allocate_is_dirty = true;
+ _update_render_target(rt);
+}
+
+// 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());
+
+ return rt->size;
+}
+
+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;
+ }
+}
+
+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);
+
+ if (p_texture_id == 0) {
+ if (rt->external.fbo != 0) {
+ // free this
+ glDeleteFramebuffers(1, &rt->external.fbo);
+
+ // 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->srgb = false;
+ 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);
+ }
+}
+
+void TextureStorage::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ // 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
+ if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ _clear_render_target(rt);
+ rt->flags[p_flag] = p_value;
+ _update_render_target(rt);
+ }
+
+ rt->flags[p_flag] = p_value;
+
+ switch (p_flag) {
+ case RENDER_TARGET_TRANSPARENT: {
+ //must reset for these formats
+ _clear_render_target(rt);
+ _update_render_target(rt);
+ } break;
+ default: {
+ }
+ }
+}
+
+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::render_target_clear_used(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+
+ rt->used_in_frame = false;
+}
+
+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;
+}
+
+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;
+}
+
+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) {
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 8a921fbe10..1e1cd3f9bf 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
@@ -79,113 +89,118 @@ 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_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;
- 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;
+struct RenderTarget;
- int data_size;
- int total_data_size;
- bool ignore_mipmaps;
+struct Texture {
+ RID self;
- bool compressed;
+ bool is_proxy = false;
+ bool is_render_target = false;
- bool srgb;
+ RID proxy_to = RID();
+ Vector<RID> proxies;
- int mipmaps;
+ 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;
- bool resize_to_po2;
+ enum Type {
+ TYPE_2D,
+ TYPE_LAYERED,
+ TYPE_3D
+ };
- bool active;
- GLenum tex_id;
+ Type type;
+ RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
- uint16_t stored_cube_sides;
+ GLenum target = GL_TEXTURE_2D;
+ GLenum gl_format_cache = 0;
+ GLenum gl_internal_format_cache = 0;
+ GLenum gl_type_cache = 0;
- RenderTarget *render_target;
+ int total_data_size = 0;
- Vector<Ref<Image>> images;
+ bool compressed = false;
- bool redraw_if_visible;
+ bool srgb = false;
- RS::TextureDetectCallback detect_3d;
- void *detect_3d_ud;
+ bool resize_to_po2 = false;
- RS::TextureDetectCallback detect_srgb;
- void *detect_srgb_ud;
+ bool active = false;
+ GLuint tex_id = 0;
- RS::TextureDetectCallback detect_normal;
- void *detect_normal_ud;
+ uint16_t stored_cube_sides = 0;
- CanvasTexture *canvas_texture = nullptr;
+ RenderTarget *render_target = nullptr;
- // 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();
- }
+ Ref<Image> image_cache_2d;
- return render_target != nullptr;
- }
+ bool redraw_if_visible = false;
- Texture() {
- create();
- }
+ RS::TextureDetectCallback detect_3d_callback = nullptr;
+ void *detect_3d_callback_ud = nullptr;
- _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_srgb = nullptr;
+ void *detect_srgb_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 +208,95 @@ 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_3d_callback = o.detect_3d_callback;
+ detect_3d_callback_ud = o.detect_3d_callback_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_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 (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 (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 +304,105 @@ private:
RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
};
+struct RenderTarget {
+ struct MipMaps {
+ struct Size {
+ GLuint fbo;
+ int width;
+ int height;
+ };
+
+ Vector<Size> sizes;
+ GLuint color = 0;
+ int levels = 0;
+
+ MipMaps() {
+ }
+ };
+
+ 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);
+ RID self;
+ GLuint fbo = 0;
+ GLuint color = 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;
+
+ MipMaps mip_maps[2];
+ bool mip_maps_allocated = false;
+
+ bool flags[RendererTextureStorage::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;
+
+ RID texture;
+
+ Color clear_color = Color(1, 1, 1, 1);
+ bool clear_requested = false;
+
+ RenderTarget() {
+ for (int i = 0; i < RendererTextureStorage::RENDER_TARGET_FLAG_MAX; ++i) {
+ flags[i] = false;
+ }
+ }
+};
+
class TextureStorage : public RendererTextureStorage {
private:
static TextureStorage *singleton;
+ RID default_gl_textures[DEFAULT_GL_TEXTURE_MAX];
+
Thread::ID _main_thread_id = 0;
bool _is_main_thread();
- mutable RID_PtrOwner<Texture> texture_owner;
+ /* Canvas Texture API */
+
+ RID_Owner<CanvasTexture, true> canvas_texture_owner;
+
+ /* Texture API */
+
+ mutable RID_Owner<Texture> texture_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);
- void texture_set_proxy(RID p_texture, RID p_proxy);
+ /* Render Target API */
+
+ mutable RID_Owner<RenderTarget> render_target_owner;
+
+ // make access easier to these
+ struct Dimensions {
+ // render target
+ int rt_width;
+ int rt_height;
+
+ // window
+ int win_width;
+ int win_height;
+ Dimensions() {
+ rt_width = 0;
+ rt_height = 0;
+ win_width = 0;
+ win_height = 0;
+ }
+ } _dims;
public:
static TextureStorage *get_singleton();
@@ -316,16 +410,41 @@ public:
TextureStorage();
virtual ~TextureStorage();
- Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
+ _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;
+
+ /* 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); };
- RID make_rid(Texture *p_texture) { return texture_owner.make_rid(p_texture); };
void set_main_thread_id(Thread::ID p_id);
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 +456,7 @@ 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 +476,7 @@ 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;
@@ -368,20 +487,107 @@ 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;
+
+ // TODO this should be moved back to storage or removed
+ struct Frame {
+ GLES3::RenderTarget *current_rt;
+ } frame;
+
+ 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); };
+
+ // TODO these internals should be private
+ void _clear_render_target(RenderTarget *rt);
+ void _update_render_target(RenderTarget *rt);
+ void _create_render_target_backbuffer(RenderTarget *rt);
+ void _set_current_render_target(RID p_render_target);
+
+ 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_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) 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 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) {
+#ifdef DEBUG_ENABLED
+ 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
diff --git a/drivers/gles3/texture_loader_gles3.cpp b/drivers/gles3/texture_loader_gles3.cpp
index f8d4cfdc61..8c8724686d 100644
--- a/drivers/gles3/texture_loader_gles3.cpp
+++ b/drivers/gles3/texture_loader_gles3.cpp
@@ -52,7 +52,7 @@ RES ResourceFormatGLES2Texture::load(const String &p_path, const String &p_origi
uint8_t **row_p = memnew_arr(uint8_t *, height);
for (unsigned int i = 0; i < height; i++) {
- row_p[i] = 0; //No colors any more, I want them to turn black
+ row_p[i] = nullptr; // No colors any more, I want them to turn black.
}
memdelete_arr(row_p);
diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp
index 46e271f9c9..917bfec574 100644
--- a/drivers/png/image_loader_png.cpp
+++ b/drivers/png/image_loader_png.cpp
@@ -36,18 +36,16 @@
#include <string.h>
-Error ImageLoaderPNG::load_image(Ref<Image> p_image, FileAccess *f, bool p_force_linear, float p_scale) {
+Error ImageLoaderPNG::load_image(Ref<Image> p_image, Ref<FileAccess> f, bool p_force_linear, float p_scale) {
const uint64_t buffer_size = f->get_length();
Vector<uint8_t> file_buffer;
Error err = file_buffer.resize(buffer_size);
if (err) {
- f->close();
return err;
}
{
uint8_t *writer = file_buffer.ptrw();
f->get_buffer(writer, buffer_size);
- f->close();
}
const uint8_t *reader = file_buffer.ptr();
return PNGDriverCommon::png_to_image(reader, buffer_size, p_force_linear, p_image);
diff --git a/drivers/png/image_loader_png.h b/drivers/png/image_loader_png.h
index af3bcd5b66..522cc901d4 100644
--- a/drivers/png/image_loader_png.h
+++ b/drivers/png/image_loader_png.h
@@ -40,7 +40,7 @@ private:
static Ref<Image> load_mem_png(const uint8_t *p_png, int p_size);
public:
- virtual Error load_image(Ref<Image> p_image, FileAccess *f, bool p_force_linear, float p_scale);
+ virtual Error load_image(Ref<Image> p_image, Ref<FileAccess> f, bool p_force_linear, float p_scale);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
ImageLoaderPNG();
};
diff --git a/drivers/png/resource_saver_png.cpp b/drivers/png/resource_saver_png.cpp
index ca84fb6be9..8633d2dc4e 100644
--- a/drivers/png/resource_saver_png.cpp
+++ b/drivers/png/resource_saver_png.cpp
@@ -52,20 +52,16 @@ Error ResourceSaverPNG::save_image(const String &p_path, const Ref<Image> &p_img
Vector<uint8_t> buffer;
Error err = PNGDriverCommon::image_to_png(p_img, buffer);
ERR_FAIL_COND_V_MSG(err, err, "Can't convert image to PNG.");
- FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
+ Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V_MSG(err, err, vformat("Can't save PNG at path: '%s'.", p_path));
const uint8_t *reader = buffer.ptr();
file->store_buffer(reader, buffer.size());
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
- memdelete(file);
return ERR_CANT_CREATE;
}
- file->close();
- memdelete(file);
-
return OK;
}
diff --git a/drivers/pulseaudio/audio_driver_pulseaudio.cpp b/drivers/pulseaudio/audio_driver_pulseaudio.cpp
index ef9bbc3483..a6c35b6837 100644
--- a/drivers/pulseaudio/audio_driver_pulseaudio.cpp
+++ b/drivers/pulseaudio/audio_driver_pulseaudio.cpp
@@ -41,7 +41,7 @@
#endif
void AudioDriverPulseAudio::pa_state_cb(pa_context *c, void *userdata) {
- AudioDriverPulseAudio *ad = (AudioDriverPulseAudio *)userdata;
+ AudioDriverPulseAudio *ad = static_cast<AudioDriverPulseAudio *>(userdata);
switch (pa_context_get_state(c)) {
case PA_CONTEXT_TERMINATED:
@@ -65,7 +65,7 @@ void AudioDriverPulseAudio::pa_state_cb(pa_context *c, void *userdata) {
}
void AudioDriverPulseAudio::pa_sink_info_cb(pa_context *c, const pa_sink_info *l, int eol, void *userdata) {
- AudioDriverPulseAudio *ad = (AudioDriverPulseAudio *)userdata;
+ AudioDriverPulseAudio *ad = static_cast<AudioDriverPulseAudio *>(userdata);
// If eol is set to a positive number, you're at the end of the list
if (eol > 0) {
@@ -84,7 +84,7 @@ void AudioDriverPulseAudio::pa_sink_info_cb(pa_context *c, const pa_sink_info *l
}
void AudioDriverPulseAudio::pa_source_info_cb(pa_context *c, const pa_source_info *l, int eol, void *userdata) {
- AudioDriverPulseAudio *ad = (AudioDriverPulseAudio *)userdata;
+ AudioDriverPulseAudio *ad = static_cast<AudioDriverPulseAudio *>(userdata);
// If eol is set to a positive number, you're at the end of the list
if (eol > 0) {
@@ -104,7 +104,7 @@ void AudioDriverPulseAudio::pa_source_info_cb(pa_context *c, const pa_source_inf
void AudioDriverPulseAudio::pa_server_info_cb(pa_context *c, const pa_server_info *i, void *userdata) {
ERR_FAIL_COND_MSG(!i, "PulseAudio server info is null.");
- AudioDriverPulseAudio *ad = (AudioDriverPulseAudio *)userdata;
+ AudioDriverPulseAudio *ad = static_cast<AudioDriverPulseAudio *>(userdata);
ad->capture_default_device = i->default_source_name;
ad->default_device = i->default_sink_name;
@@ -379,7 +379,7 @@ float AudioDriverPulseAudio::get_latency() {
}
void AudioDriverPulseAudio::thread_func(void *p_udata) {
- AudioDriverPulseAudio *ad = (AudioDriverPulseAudio *)p_udata;
+ AudioDriverPulseAudio *ad = static_cast<AudioDriverPulseAudio *>(p_udata);
unsigned int write_ofs = 0;
size_t avail_bytes = 0;
uint64_t default_device_msec = OS::get_singleton()->get_ticks_msec();
@@ -588,7 +588,7 @@ AudioDriver::SpeakerMode AudioDriverPulseAudio::get_speaker_mode() const {
}
void AudioDriverPulseAudio::pa_sinklist_cb(pa_context *c, const pa_sink_info *l, int eol, void *userdata) {
- AudioDriverPulseAudio *ad = (AudioDriverPulseAudio *)userdata;
+ AudioDriverPulseAudio *ad = static_cast<AudioDriverPulseAudio *>(userdata);
// If eol is set to a positive number, you're at the end of the list
if (eol > 0) {
@@ -771,7 +771,7 @@ void AudioDriverPulseAudio::capture_set_device(const String &p_name) {
}
void AudioDriverPulseAudio::pa_sourcelist_cb(pa_context *c, const pa_source_info *l, int eol, void *userdata) {
- AudioDriverPulseAudio *ad = (AudioDriverPulseAudio *)userdata;
+ AudioDriverPulseAudio *ad = static_cast<AudioDriverPulseAudio *>(userdata);
// If eol is set to a positive number, you're at the end of the list
if (eol > 0) {
diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp
index af47173b41..7e6105f033 100644
--- a/drivers/unix/dir_access_unix.cpp
+++ b/drivers/unix/dir_access_unix.cpp
@@ -49,7 +49,7 @@
#include <mntent.h>
#endif
-DirAccess *DirAccessUnix::create_fs() {
+Ref<DirAccess> DirAccessUnix::create_fs() {
return memnew(DirAccessUnix);
}
@@ -374,7 +374,7 @@ Error DirAccessUnix::change_dir(String p_dir) {
return OK;
}
-String DirAccessUnix::get_current_dir(bool p_include_drive) {
+String DirAccessUnix::get_current_dir(bool p_include_drive) const {
String base = _get_root_path();
if (!base.is_empty()) {
String bd = current_dir.replace_first(base, "");
diff --git a/drivers/unix/dir_access_unix.h b/drivers/unix/dir_access_unix.h
index f90f55605c..4fea7cd154 100644
--- a/drivers/unix/dir_access_unix.h
+++ b/drivers/unix/dir_access_unix.h
@@ -41,9 +41,9 @@
#include <unistd.h>
class DirAccessUnix : public DirAccess {
- DIR *dir_stream;
+ DIR *dir_stream = nullptr;
- static DirAccess *create_fs();
+ static Ref<DirAccess> create_fs();
String current_dir;
bool _cisdir;
@@ -67,7 +67,7 @@ public:
virtual bool drives_are_shortcuts();
virtual Error change_dir(String p_dir); ///< can be relative or absolute, return false on success
- virtual String get_current_dir(bool p_include_drive = true); ///< return current dir location
+ virtual String get_current_dir(bool p_include_drive = true) const; ///< return current dir location
virtual Error make_dir(String p_dir);
virtual bool file_exists(String p_file);
diff --git a/drivers/unix/file_access_unix.cpp b/drivers/unix/file_access_unix.cpp
index ea442ad8bf..e0b2994b63 100644
--- a/drivers/unix/file_access_unix.cpp
+++ b/drivers/unix/file_access_unix.cpp
@@ -71,10 +71,7 @@ void FileAccessUnix::check_errors() const {
}
Error FileAccessUnix::_open(const String &p_path, int p_mode_flags) {
- if (f) {
- fclose(f);
- }
- f = nullptr;
+ _close();
path_src = p_path;
path = fix_path(p_path);
@@ -148,7 +145,7 @@ Error FileAccessUnix::_open(const String &p_path, int p_mode_flags) {
return OK;
}
-void FileAccessUnix::close() {
+void FileAccessUnix::_close() {
if (!f) {
return;
}
@@ -336,14 +333,14 @@ Error FileAccessUnix::_set_unix_permissions(const String &p_file, uint32_t p_per
return FAILED;
}
-FileAccess *FileAccessUnix::create_libc() {
+Ref<FileAccess> FileAccessUnix::create_libc() {
return memnew(FileAccessUnix);
}
CloseNotificationFunc FileAccessUnix::close_notification_func = nullptr;
FileAccessUnix::~FileAccessUnix() {
- close();
+ _close();
}
#endif
diff --git a/drivers/unix/file_access_unix.h b/drivers/unix/file_access_unix.h
index 8ebdcd2a2d..4340bbbc82 100644
--- a/drivers/unix/file_access_unix.h
+++ b/drivers/unix/file_access_unix.h
@@ -49,13 +49,13 @@ class FileAccessUnix : public FileAccess {
String path;
String path_src;
- static FileAccess *create_libc();
+ static Ref<FileAccess> create_libc();
+ void _close();
public:
static CloseNotificationFunc close_notification_func;
virtual Error _open(const String &p_path, int p_mode_flags); ///< open a file
- virtual void close(); ///< close a file
virtual bool is_open() const; ///< true when file is open
virtual String get_path() const; /// returns the path for the current open file
diff --git a/drivers/vulkan/rendering_device_vulkan.cpp b/drivers/vulkan/rendering_device_vulkan.cpp
index 62de01e8bb..59b4c34c3f 100644
--- a/drivers/vulkan/rendering_device_vulkan.cpp
+++ b/drivers/vulkan/rendering_device_vulkan.cpp
@@ -1318,7 +1318,7 @@ const VkImageType RenderingDeviceVulkan::vulkan_image_type[RenderingDevice::TEXT
/**** BUFFER MANAGEMENT ****/
/***************************/
-Error RenderingDeviceVulkan::_buffer_allocate(Buffer *p_buffer, uint32_t p_size, uint32_t p_usage, VmaMemoryUsage p_mapping) {
+Error RenderingDeviceVulkan::_buffer_allocate(Buffer *p_buffer, uint32_t p_size, uint32_t p_usage, VmaMemoryUsage p_mem_usage, VmaAllocationCreateFlags p_mem_flags) {
VkBufferCreateInfo bufferInfo;
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.pNext = nullptr;
@@ -1330,8 +1330,8 @@ Error RenderingDeviceVulkan::_buffer_allocate(Buffer *p_buffer, uint32_t p_size,
bufferInfo.pQueueFamilyIndices = nullptr;
VmaAllocationCreateInfo allocInfo;
- allocInfo.flags = 0;
- allocInfo.usage = p_mapping;
+ allocInfo.flags = p_mem_flags;
+ allocInfo.usage = p_mem_usage;
allocInfo.requiredFlags = 0;
allocInfo.preferredFlags = 0;
allocInfo.memoryTypeBits = 0;
@@ -1380,8 +1380,8 @@ Error RenderingDeviceVulkan::_insert_staging_block() {
bufferInfo.pQueueFamilyIndices = nullptr;
VmaAllocationCreateInfo allocInfo;
- allocInfo.flags = 0;
- allocInfo.usage = VMA_MEMORY_USAGE_CPU_ONLY;
+ allocInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT;
+ allocInfo.usage = VMA_MEMORY_USAGE_AUTO_PREFER_HOST;
allocInfo.requiredFlags = 0;
allocInfo.preferredFlags = 0;
allocInfo.memoryTypeBits = 0;
@@ -1484,7 +1484,7 @@ Error RenderingDeviceVulkan::_staging_buffer_allocate(uint32_t p_amount, uint32_
//this is an old block, which was already processed, let's reuse
staging_buffer_blocks.write[staging_buffer_current].frame_used = frames_drawn;
staging_buffer_blocks.write[staging_buffer_current].fill_amount = 0;
- } else if (staging_buffer_blocks[staging_buffer_current].frame_used > frames_drawn - frame_count) {
+ } else {
//this block may still be in use, let's not touch it unless we have to, so.. can we create a new one?
if ((uint64_t)staging_buffer_blocks.size() * staging_buffer_block_size < staging_buffer_max_size) {
//we are still allowed to create a new block, so let's do that and insert it for current pos
@@ -1847,9 +1847,9 @@ RID RenderingDeviceVulkan::texture_create(const TextureFormat &p_format, const T
uint32_t image_size = get_image_format_required_size(p_format.format, p_format.width, p_format.height, p_format.depth, p_format.mipmaps, &width, &height);
VmaAllocationCreateInfo allocInfo;
- allocInfo.flags = 0;
+ allocInfo.flags = (p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT) ? VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT : 0;
allocInfo.pool = nullptr;
- allocInfo.usage = p_format.usage_bits & TEXTURE_USAGE_CPU_READ_BIT ? VMA_MEMORY_USAGE_CPU_ONLY : VMA_MEMORY_USAGE_GPU_ONLY;
+ allocInfo.usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE;
allocInfo.requiredFlags = 0;
allocInfo.preferredFlags = 0;
allocInfo.memoryTypeBits = 0;
@@ -2703,7 +2703,7 @@ Vector<uint8_t> RenderingDeviceVulkan::texture_get_data(RID p_texture, uint32_t
//allocate buffer
VkCommandBuffer command_buffer = frames[frame].draw_command_buffer; //makes more sense to retrieve
Buffer tmp_buffer;
- _buffer_allocate(&tmp_buffer, buffer_size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_CPU_ONLY);
+ _buffer_allocate(&tmp_buffer, buffer_size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_AUTO_PREFER_HOST, VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT);
{ //Source image barrier
VkImageMemoryBarrier image_memory_barrier;
@@ -3364,8 +3364,14 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
attachment_last_pass.resize(p_attachments.size());
Vector<VkAttachmentDescription> attachments;
+ Vector<int> attachment_remap;
for (int i = 0; i < p_attachments.size(); i++) {
+ if (p_attachments[i].usage_flags == AttachmentFormat::UNUSED_ATTACHMENT) {
+ attachment_remap.push_back(VK_ATTACHMENT_UNUSED);
+ continue;
+ }
+
ERR_FAIL_INDEX_V(p_attachments[i].format, DATA_FORMAT_MAX, VK_NULL_HANDLE);
ERR_FAIL_INDEX_V(p_attachments[i].samples, TEXTURE_SAMPLES_MAX, VK_NULL_HANDLE);
ERR_FAIL_COND_V_MSG(!(p_attachments[i].usage_flags & (TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | TEXTURE_USAGE_INPUT_ATTACHMENT_BIT)),
@@ -3567,7 +3573,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
}
attachment_last_pass[i] = -1;
-
+ attachment_remap.push_back(attachments.size());
attachments.push_back(description);
}
@@ -3612,7 +3618,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
} else {
ERR_FAIL_COND_V_MSG(texture_samples != p_attachments[attachment].samples, VK_NULL_HANDLE, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), if an attachment is marked as multisample, all of them should be multisample and use the same number of samples.");
}
- reference.attachment = attachment;
+ reference.attachment = attachment_remap[attachment];
reference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachment_last_pass[attachment] = i;
}
@@ -3631,7 +3637,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
ERR_FAIL_INDEX_V_MSG(attachment, p_attachments.size(), VK_NULL_HANDLE, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), input attachment (" + itos(j) + ").");
ERR_FAIL_COND_V_MSG(!(p_attachments[attachment].usage_flags & TEXTURE_USAGE_INPUT_ATTACHMENT_BIT), VK_NULL_HANDLE, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it isn't marked as an input texture.");
ERR_FAIL_COND_V_MSG(attachment_last_pass[attachment] == i, VK_NULL_HANDLE, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it already was used for something else before in this pass.");
- reference.attachment = attachment;
+ reference.attachment = attachment_remap[attachment];
reference.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
attachment_last_pass[attachment] = i;
}
@@ -3657,7 +3663,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
ERR_FAIL_COND_V_MSG(attachment_last_pass[attachment] == i, VK_NULL_HANDLE, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it already was used for something else before in this pass.");
bool multisample = p_attachments[attachment].samples > TEXTURE_SAMPLES_1;
ERR_FAIL_COND_V_MSG(multisample, VK_NULL_HANDLE, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), resolve attachments can't be multisample.");
- reference.attachment = attachment;
+ reference.attachment = attachment_remap[attachment];
reference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; // VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
attachment_last_pass[attachment] = i;
}
@@ -3671,7 +3677,7 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
ERR_FAIL_INDEX_V_MSG(attachment, p_attachments.size(), VK_NULL_HANDLE, "Invalid framebuffer depth format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), depth attachment.");
ERR_FAIL_COND_V_MSG(!(p_attachments[attachment].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT), VK_NULL_HANDLE, "Invalid framebuffer depth format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it's marked as depth, but it's not a depth attachment.");
ERR_FAIL_COND_V_MSG(attachment_last_pass[attachment] == i, VK_NULL_HANDLE, "Invalid framebuffer depth format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it already was used for something else before in this pass.");
- depth_stencil_reference.attachment = attachment;
+ depth_stencil_reference.attachment = attachment_remap[attachment];
depth_stencil_reference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
attachment_last_pass[attachment] = i;
@@ -3958,14 +3964,13 @@ RID RenderingDeviceVulkan::framebuffer_create(const Vector<RID> &p_texture_attac
for (int i = 0; i < p_texture_attachments.size(); i++) {
Texture *texture = texture_owner.get_or_null(p_texture_attachments[i]);
- ERR_FAIL_COND_V_MSG(!texture, RID(), "Texture index supplied for framebuffer (" + itos(i) + ") is not a valid texture.");
- ERR_FAIL_COND_V_MSG(texture->layers != p_view_count, RID(), "Layers of our texture doesn't match view count for this framebuffer");
+ ERR_FAIL_COND_V_MSG(texture && texture->layers != p_view_count, RID(), "Layers of our texture doesn't match view count for this framebuffer");
- if (texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
+ if (texture && texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
pass.depth_attachment = i;
} else {
- pass.color_attachments.push_back(i);
+ pass.color_attachments.push_back(texture ? i : FramebufferPass::ATTACHMENT_UNUSED);
}
}
@@ -3979,29 +3984,35 @@ RID RenderingDeviceVulkan::framebuffer_create_multipass(const Vector<RID> &p_tex
_THREAD_SAFE_METHOD_
Vector<AttachmentFormat> attachments;
+ attachments.resize(p_texture_attachments.size());
Size2i size;
-
+ bool size_set = false;
for (int i = 0; i < p_texture_attachments.size(); i++) {
+ AttachmentFormat af;
Texture *texture = texture_owner.get_or_null(p_texture_attachments[i]);
- ERR_FAIL_COND_V_MSG(!texture, RID(), "Texture index supplied for framebuffer (" + itos(i) + ") is not a valid texture.");
+ if (!texture) {
+ af.usage_flags = AttachmentFormat::UNUSED_ATTACHMENT;
+ } else {
+ ERR_FAIL_COND_V_MSG(texture->layers != p_view_count, RID(), "Layers of our texture doesn't match view count for this framebuffer");
- ERR_FAIL_COND_V_MSG(texture->layers != p_view_count, RID(), "Layers of our texture doesn't match view count for this framebuffer");
+ if (!size_set) {
+ size.width = texture->width;
+ size.height = texture->height;
+ size_set = true;
+ } else {
+ ERR_FAIL_COND_V_MSG((uint32_t)size.width != texture->width || (uint32_t)size.height != texture->height, RID(),
+ "All textures in a framebuffer should be the same size.");
+ }
- if (i == 0) {
- size.width = texture->width;
- size.height = texture->height;
- } else {
- ERR_FAIL_COND_V_MSG((uint32_t)size.width != texture->width || (uint32_t)size.height != texture->height, RID(),
- "All textures in a framebuffer should be the same size.");
+ af.format = texture->format;
+ af.samples = texture->samples;
+ af.usage_flags = texture->usage_flags;
}
-
- AttachmentFormat af;
- af.format = texture->format;
- af.samples = texture->samples;
- af.usage_flags = texture->usage_flags;
- attachments.push_back(af);
+ attachments.write[i] = af;
}
+ ERR_FAIL_COND_V_MSG(!size_set, RID(), "All attachments unused.");
+
FramebufferFormatID format_id = framebuffer_format_create_multipass(attachments, p_passes, p_view_count);
if (format_id == INVALID_ID) {
return RID();
@@ -4019,7 +4030,9 @@ RID RenderingDeviceVulkan::framebuffer_create_multipass(const Vector<RID> &p_tex
RID id = framebuffer_owner.make_rid(framebuffer);
for (int i = 0; i < p_texture_attachments.size(); i++) {
- _add_dependency(id, p_texture_attachments[i]);
+ if (p_texture_attachments[i].is_valid()) {
+ _add_dependency(id, p_texture_attachments[i]);
+ }
}
return id;
@@ -4097,7 +4110,7 @@ RID RenderingDeviceVulkan::vertex_buffer_create(uint32_t p_size_bytes, const Vec
usage |= VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
}
Buffer buffer;
- _buffer_allocate(&buffer, p_size_bytes, usage, VMA_MEMORY_USAGE_GPU_ONLY);
+ _buffer_allocate(&buffer, p_size_bytes, usage, VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE, 0);
if (p_data.size()) {
uint64_t data_size = p_data.size();
const uint8_t *r = p_data.ptr();
@@ -4259,7 +4272,7 @@ RID RenderingDeviceVulkan::index_buffer_create(uint32_t p_index_count, IndexBuff
#else
index_buffer.max_index = 0xFFFFFFFF;
#endif
- _buffer_allocate(&index_buffer, size_bytes, VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VMA_MEMORY_USAGE_GPU_ONLY);
+ _buffer_allocate(&index_buffer, size_bytes, VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE, 0);
if (p_data.size()) {
uint64_t data_size = p_data.size();
const uint8_t *r = p_data.ptr();
@@ -4862,9 +4875,8 @@ Vector<uint8_t> RenderingDeviceVulkan::shader_compile_binary_from_spirv(const Ve
"Reflection of SPIR-V shader stage '" + String(shader_stage_names[p_spirv[i].shader_stage]) + "' failed obtaining push constants.");
#if 0
if (pconstants[0] == nullptr) {
- FileAccess *f = FileAccess::open("res://popo.spv", FileAccess::WRITE);
+ Ref<FileAccess> f = FileAccess::open("res://popo.spv", FileAccess::WRITE);
f->store_buffer((const uint8_t *)&SpirV[0], SpirV.size() * sizeof(uint32_t));
- memdelete(f);
}
#endif
@@ -4952,8 +4964,8 @@ Vector<uint8_t> RenderingDeviceVulkan::shader_compile_binary_from_spirv(const Ve
Vector<uint8_t> ret;
ret.resize(total_size);
- uint32_t offset = 0;
{
+ uint32_t offset = 0;
uint8_t *binptr = ret.ptrw();
binptr[0] = 'G';
binptr[1] = 'V';
@@ -5026,7 +5038,7 @@ RID RenderingDeviceVulkan::shader_create_from_bytecode(const Vector<uint8_t> &p_
uint32_t bin_data_size = decode_uint32(binptr + 8);
- const RenderingDeviceVulkanShaderBinaryData &binary_data = *(const RenderingDeviceVulkanShaderBinaryData *)(binptr + 12);
+ const RenderingDeviceVulkanShaderBinaryData &binary_data = *(reinterpret_cast<const RenderingDeviceVulkanShaderBinaryData *>(binptr + 12));
Shader::PushConstant push_constant;
push_constant.push_constant_size = binary_data.push_constant_size;
@@ -5038,7 +5050,7 @@ RID RenderingDeviceVulkan::shader_create_from_bytecode(const Vector<uint8_t> &p_
bool is_compute = binary_data.is_compute;
- uint32_t compute_local_size[3] = { binary_data.compute_local_size[0], binary_data.compute_local_size[1], binary_data.compute_local_size[2] };
+ const uint32_t compute_local_size[3] = { binary_data.compute_local_size[0], binary_data.compute_local_size[1], binary_data.compute_local_size[2] };
read_offset += sizeof(uint32_t) * 3 + bin_data_size;
@@ -5062,7 +5074,7 @@ RID RenderingDeviceVulkan::shader_create_from_bytecode(const Vector<uint8_t> &p_
ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) >= binsize, RID());
uint32_t set_count = decode_uint32(binptr + read_offset);
read_offset += sizeof(uint32_t);
- const RenderingDeviceVulkanShaderBinaryDataBinding *set_ptr = (const RenderingDeviceVulkanShaderBinaryDataBinding *)(binptr + read_offset);
+ const RenderingDeviceVulkanShaderBinaryDataBinding *set_ptr = reinterpret_cast<const RenderingDeviceVulkanShaderBinaryDataBinding *>(binptr + read_offset);
uint32_t set_size = set_count * sizeof(RenderingDeviceVulkanShaderBinaryDataBinding);
ERR_FAIL_COND_V(read_offset + set_size >= binsize, RID());
@@ -5134,7 +5146,7 @@ RID RenderingDeviceVulkan::shader_create_from_bytecode(const Vector<uint8_t> &p_
Vector<Shader::SpecializationConstant> specialization_constants;
for (uint32_t i = 0; i < binary_data.specialization_constant_count; i++) {
- const RenderingDeviceVulkanShaderBinarySpecializationConstant &src_sc = *(const RenderingDeviceVulkanShaderBinarySpecializationConstant *)(binptr + read_offset);
+ const RenderingDeviceVulkanShaderBinarySpecializationConstant &src_sc = *(reinterpret_cast<const RenderingDeviceVulkanShaderBinarySpecializationConstant *>(binptr + read_offset));
Shader::SpecializationConstant sc;
sc.constant.int_value = src_sc.int_value;
sc.constant.type = PipelineSpecializationConstantType(src_sc.type);
@@ -5371,7 +5383,7 @@ RID RenderingDeviceVulkan::uniform_buffer_create(uint32_t p_size_bytes, const Ve
"Creating buffers with data is forbidden during creation of a draw list");
Buffer buffer;
- Error err = _buffer_allocate(&buffer, p_size_bytes, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_GPU_ONLY);
+ Error err = _buffer_allocate(&buffer, p_size_bytes, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE, 0);
ERR_FAIL_COND_V(err != OK, RID());
if (p_data.size()) {
uint64_t data_size = p_data.size();
@@ -5397,7 +5409,7 @@ RID RenderingDeviceVulkan::storage_buffer_create(uint32_t p_size_bytes, const Ve
if (p_usage & STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT) {
flags |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
}
- Error err = _buffer_allocate(&buffer, p_size_bytes, flags, VMA_MEMORY_USAGE_GPU_ONLY);
+ Error err = _buffer_allocate(&buffer, p_size_bytes, flags, VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE, 0);
ERR_FAIL_COND_V(err != OK, RID());
if (p_data.size()) {
@@ -5423,7 +5435,7 @@ RID RenderingDeviceVulkan::texture_buffer_create(uint32_t p_size_elements, DataF
ERR_FAIL_COND_V(p_data.size() && (uint32_t)p_data.size() != size_bytes, RID());
TextureBuffer texture_buffer;
- Error err = _buffer_allocate(&texture_buffer.buffer, size_bytes, VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT, VMA_MEMORY_USAGE_GPU_ONLY);
+ Error err = _buffer_allocate(&texture_buffer.buffer, size_bytes, VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT, VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE, 0);
ERR_FAIL_COND_V(err != OK, RID());
if (p_data.size()) {
@@ -6170,7 +6182,7 @@ Vector<uint8_t> RenderingDeviceVulkan::buffer_get_data(RID p_buffer) {
VkCommandBuffer command_buffer = frames[frame].setup_command_buffer;
Buffer tmp_buffer;
- _buffer_allocate(&tmp_buffer, buffer->size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_CPU_ONLY);
+ _buffer_allocate(&tmp_buffer, buffer->size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_AUTO_PREFER_HOST, VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT);
VkBufferCopy region;
region.srcOffset = 0;
region.dstOffset = 0;
@@ -6243,7 +6255,7 @@ RID RenderingDeviceVulkan::render_pipeline_create(RID p_shader, FramebufferForma
//validate with inputs
for (uint32_t i = 0; i < 32; i++) {
- if (!(shader->vertex_input_mask & (1 << i))) {
+ if (!(shader->vertex_input_mask & (1UL << i))) {
continue;
}
bool found = false;
@@ -6321,7 +6333,7 @@ RID RenderingDeviceVulkan::render_pipeline_create(RID p_shader, FramebufferForma
rasterization_state_create_info.depthClampEnable = p_rasterization_state.enable_depth_clamp;
rasterization_state_create_info.rasterizerDiscardEnable = p_rasterization_state.discard_primitives;
rasterization_state_create_info.polygonMode = (p_rasterization_state.wireframe ? VK_POLYGON_MODE_LINE : VK_POLYGON_MODE_FILL);
- static VkCullModeFlags cull_mode[3] = {
+ static const VkCullModeFlags cull_mode[3] = {
VK_CULL_MODE_NONE,
VK_CULL_MODE_FRONT_BIT,
VK_CULL_MODE_BACK_BIT
@@ -6348,7 +6360,7 @@ RID RenderingDeviceVulkan::render_pipeline_create(RID p_shader, FramebufferForma
Vector<VkSampleMask> sample_mask;
if (p_multisample_state.sample_mask.size()) {
//use sample mask
- int rasterization_sample_mask_expected_size[TEXTURE_SAMPLES_MAX] = {
+ const int rasterization_sample_mask_expected_size[TEXTURE_SAMPLES_MAX] = {
1, 2, 4, 8, 16, 32, 64
};
ERR_FAIL_COND_V(rasterization_sample_mask_expected_size[p_multisample_state.sample_count] != p_multisample_state.sample_mask.size(), RID());
@@ -6417,49 +6429,55 @@ RID RenderingDeviceVulkan::render_pipeline_create(RID p_shader, FramebufferForma
Vector<VkPipelineColorBlendAttachmentState> attachment_states;
{
const FramebufferPass &pass = fb_format.E->key().passes[p_for_render_pass];
-
+ attachment_states.resize(pass.color_attachments.size());
+ ERR_FAIL_COND_V(p_blend_state.attachments.size() < pass.color_attachments.size(), RID());
for (int i = 0; i < pass.color_attachments.size(); i++) {
- if (pass.color_attachments[i] != FramebufferPass::ATTACHMENT_UNUSED) {
- int idx = attachment_states.size();
-
- ERR_FAIL_INDEX_V(idx, p_blend_state.attachments.size(), RID());
- VkPipelineColorBlendAttachmentState state;
- state.blendEnable = p_blend_state.attachments[idx].enable_blend;
-
- ERR_FAIL_INDEX_V(p_blend_state.attachments[idx].src_color_blend_factor, BLEND_FACTOR_MAX, RID());
- state.srcColorBlendFactor = blend_factors[p_blend_state.attachments[idx].src_color_blend_factor];
- ERR_FAIL_INDEX_V(p_blend_state.attachments[idx].dst_color_blend_factor, BLEND_FACTOR_MAX, RID());
- state.dstColorBlendFactor = blend_factors[p_blend_state.attachments[idx].dst_color_blend_factor];
- ERR_FAIL_INDEX_V(p_blend_state.attachments[idx].color_blend_op, BLEND_OP_MAX, RID());
- state.colorBlendOp = blend_operations[p_blend_state.attachments[idx].color_blend_op];
-
- ERR_FAIL_INDEX_V(p_blend_state.attachments[idx].src_alpha_blend_factor, BLEND_FACTOR_MAX, RID());
- state.srcAlphaBlendFactor = blend_factors[p_blend_state.attachments[idx].src_alpha_blend_factor];
- ERR_FAIL_INDEX_V(p_blend_state.attachments[idx].dst_alpha_blend_factor, BLEND_FACTOR_MAX, RID());
- state.dstAlphaBlendFactor = blend_factors[p_blend_state.attachments[idx].dst_alpha_blend_factor];
- ERR_FAIL_INDEX_V(p_blend_state.attachments[idx].alpha_blend_op, BLEND_OP_MAX, RID());
- state.alphaBlendOp = blend_operations[p_blend_state.attachments[idx].alpha_blend_op];
+ VkPipelineColorBlendAttachmentState state;
+ if (pass.color_attachments[i] == FramebufferPass::ATTACHMENT_UNUSED) {
+ state.blendEnable = false;
+
+ state.srcColorBlendFactor = VK_BLEND_FACTOR_ZERO;
+ state.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO;
+ state.colorBlendOp = VK_BLEND_OP_ADD;
+
+ state.srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
+ state.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
+ state.alphaBlendOp = VK_BLEND_OP_ADD;
+
+ state.colorWriteMask = 0;
+ } else {
+ state.blendEnable = p_blend_state.attachments[i].enable_blend;
+
+ ERR_FAIL_INDEX_V(p_blend_state.attachments[i].src_color_blend_factor, BLEND_FACTOR_MAX, RID());
+ state.srcColorBlendFactor = blend_factors[p_blend_state.attachments[i].src_color_blend_factor];
+ ERR_FAIL_INDEX_V(p_blend_state.attachments[i].dst_color_blend_factor, BLEND_FACTOR_MAX, RID());
+ state.dstColorBlendFactor = blend_factors[p_blend_state.attachments[i].dst_color_blend_factor];
+ ERR_FAIL_INDEX_V(p_blend_state.attachments[i].color_blend_op, BLEND_OP_MAX, RID());
+ state.colorBlendOp = blend_operations[p_blend_state.attachments[i].color_blend_op];
+
+ ERR_FAIL_INDEX_V(p_blend_state.attachments[i].src_alpha_blend_factor, BLEND_FACTOR_MAX, RID());
+ state.srcAlphaBlendFactor = blend_factors[p_blend_state.attachments[i].src_alpha_blend_factor];
+ ERR_FAIL_INDEX_V(p_blend_state.attachments[i].dst_alpha_blend_factor, BLEND_FACTOR_MAX, RID());
+ state.dstAlphaBlendFactor = blend_factors[p_blend_state.attachments[i].dst_alpha_blend_factor];
+ ERR_FAIL_INDEX_V(p_blend_state.attachments[i].alpha_blend_op, BLEND_OP_MAX, RID());
+ state.alphaBlendOp = blend_operations[p_blend_state.attachments[i].alpha_blend_op];
state.colorWriteMask = 0;
- if (p_blend_state.attachments[idx].write_r) {
+ if (p_blend_state.attachments[i].write_r) {
state.colorWriteMask |= VK_COLOR_COMPONENT_R_BIT;
}
- if (p_blend_state.attachments[idx].write_g) {
+ if (p_blend_state.attachments[i].write_g) {
state.colorWriteMask |= VK_COLOR_COMPONENT_G_BIT;
}
- if (p_blend_state.attachments[idx].write_b) {
+ if (p_blend_state.attachments[i].write_b) {
state.colorWriteMask |= VK_COLOR_COMPONENT_B_BIT;
}
- if (p_blend_state.attachments[idx].write_a) {
+ if (p_blend_state.attachments[i].write_a) {
state.colorWriteMask |= VK_COLOR_COMPONENT_A_BIT;
}
-
- attachment_states.push_back(state);
- idx++;
}
+ attachment_states.write[i] = state;
}
-
- ERR_FAIL_COND_V(attachment_states.size() != p_blend_state.attachments.size(), RID());
}
color_blend_state_create_info.attachmentCount = attachment_states.size();
@@ -6863,10 +6881,11 @@ Error RenderingDeviceVulkan::_draw_list_setup_framebuffer(Framebuffer *p_framebu
Vector<VkImageView> attachments;
for (int i = 0; i < p_framebuffer->texture_ids.size(); i++) {
Texture *texture = texture_owner.get_or_null(p_framebuffer->texture_ids[i]);
- ERR_FAIL_COND_V(!texture, ERR_BUG);
- attachments.push_back(texture->view);
- ERR_FAIL_COND_V(texture->width != p_framebuffer->size.width, ERR_BUG);
- ERR_FAIL_COND_V(texture->height != p_framebuffer->size.height, ERR_BUG);
+ if (texture) {
+ attachments.push_back(texture->view);
+ ERR_FAIL_COND_V(texture->width != p_framebuffer->size.width, ERR_BUG);
+ ERR_FAIL_COND_V(texture->height != p_framebuffer->size.height, ERR_BUG);
+ }
}
framebuffer_create_info.attachmentCount = attachments.size();
framebuffer_create_info.pAttachments = attachments.ptr();
@@ -6910,13 +6929,18 @@ Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuff
Vector<VkClearValue> clear_values;
clear_values.resize(framebuffer->texture_ids.size());
-
+ int clear_values_count = 0;
{
int color_index = 0;
for (int i = 0; i < framebuffer->texture_ids.size(); i++) {
- Texture *texture = texture_owner.get_or_null(framebuffer->texture_ids[i]);
VkClearValue clear_value;
+ Texture *texture = texture_owner.get_or_null(framebuffer->texture_ids[i]);
+ if (!texture) {
+ color_index++;
+ continue;
+ }
+
if (color_index < p_clear_colors.size() && texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
ERR_FAIL_INDEX_V(color_index, p_clear_colors.size(), ERR_BUG); //a bug
Color clear_color = p_clear_colors[color_index];
@@ -6934,15 +6958,18 @@ Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuff
clear_value.color.float32[2] = 0;
clear_value.color.float32[3] = 0;
}
- clear_values.write[i] = clear_value;
+ clear_values.write[clear_values_count++] = clear_value;
}
}
- render_pass_begin.clearValueCount = clear_values.size();
+ render_pass_begin.clearValueCount = clear_values_count;
render_pass_begin.pClearValues = clear_values.ptr();
for (int i = 0; i < p_storage_textures.size(); i++) {
Texture *texture = texture_owner.get_or_null(p_storage_textures[i]);
+ if (!texture) {
+ continue;
+ }
ERR_CONTINUE_MSG(!(texture->usage_flags & TEXTURE_USAGE_STORAGE_BIT), "Supplied storage texture " + itos(i) + " for draw list is not set to be used for storage.");
if (texture->usage_flags & TEXTURE_USAGE_SAMPLING_BIT) {
@@ -6981,6 +7008,9 @@ Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuff
for (int i = 0; i < framebuffer->texture_ids.size(); i++) {
Texture *texture = texture_owner.get_or_null(framebuffer->texture_ids[i]);
+ if (!texture) {
+ continue;
+ }
texture->bound = true;
draw_list_bound_textures.push_back(framebuffer->texture_ids[i]);
}
@@ -6989,15 +7019,21 @@ Error RenderingDeviceVulkan::_draw_list_render_pass_begin(Framebuffer *framebuff
}
void RenderingDeviceVulkan::_draw_list_insert_clear_region(DrawList *draw_list, Framebuffer *framebuffer, Point2i viewport_offset, Point2i viewport_size, bool p_clear_color, const Vector<Color> &p_clear_colors, bool p_clear_depth, float p_depth, uint32_t p_stencil) {
+ ERR_FAIL_COND_MSG(p_clear_color && p_clear_colors.size() != framebuffer->texture_ids.size(), "Clear color values supplied (" + itos(p_clear_colors.size()) + ") differ from the amount required for framebuffer color attachments (" + itos(framebuffer->texture_ids.size()) + ").");
Vector<VkClearAttachment> clear_attachments;
int color_index = 0;
+ int texture_index = 0;
for (int i = 0; i < framebuffer->texture_ids.size(); i++) {
Texture *texture = texture_owner.get_or_null(framebuffer->texture_ids[i]);
- VkClearAttachment clear_at = {};
+ if (!texture) {
+ texture_index++;
+ continue;
+ }
+
+ VkClearAttachment clear_at = {};
if (p_clear_color && texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
- ERR_FAIL_INDEX(color_index, p_clear_colors.size()); //a bug
- Color clear_color = p_clear_colors[color_index];
+ Color clear_color = p_clear_colors[texture_index++];
clear_at.clearValue.color.float32[0] = clear_color.r;
clear_at.clearValue.color.float32[1] = clear_color.g;
clear_at.clearValue.color.float32[2] = clear_color.b;
@@ -7073,18 +7109,14 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
}
if (p_initial_color_action == INITIAL_ACTION_CLEAR) { //check clear values
-
int color_count = 0;
for (int i = 0; i < framebuffer->texture_ids.size(); i++) {
Texture *texture = texture_owner.get_or_null(framebuffer->texture_ids[i]);
-
- if (texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
+ if (!texture || !(texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
color_count++;
}
}
-
- ERR_FAIL_COND_V_MSG(p_clear_color_values.size() != color_count, INVALID_ID,
- "Clear color values supplied (" + itos(p_clear_color_values.size()) + ") differ from the amount required for framebuffer color attachments (" + itos(color_count) + ").");
+ ERR_FAIL_COND_V_MSG(p_clear_color_values.size() != color_count, INVALID_ID, "Clear color values supplied (" + itos(p_clear_color_values.size()) + ") differ from the amount required for framebuffer color attachments (" + itos(color_count) + ").");
}
VkFramebuffer vkframebuffer;
@@ -7176,7 +7208,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
for (int i = 0; i < framebuffer->texture_ids.size(); i++) {
Texture *texture = texture_owner.get_or_null(framebuffer->texture_ids[i]);
- if (texture->usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
+ if (!texture || !(texture->usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)) {
color_count++;
}
}
diff --git a/drivers/vulkan/rendering_device_vulkan.h b/drivers/vulkan/rendering_device_vulkan.h
index a4d5af91a4..7d9bd19309 100644
--- a/drivers/vulkan/rendering_device_vulkan.h
+++ b/drivers/vulkan/rendering_device_vulkan.h
@@ -219,7 +219,7 @@ class RenderingDeviceVulkan : public RenderingDevice {
}
};
- Error _buffer_allocate(Buffer *p_buffer, uint32_t p_size, uint32_t p_usage, VmaMemoryUsage p_mapping);
+ Error _buffer_allocate(Buffer *p_buffer, uint32_t p_size, uint32_t p_usage, VmaMemoryUsage p_mem_usage, VmaAllocationCreateFlags p_mem_flags);
Error _buffer_free(Buffer *p_buffer);
Error _buffer_update(Buffer *p_buffer, size_t p_offset, const uint8_t *p_data, size_t p_data_size, bool p_use_draw_command_buffer = false, uint32_t p_required_align = 32);
diff --git a/drivers/vulkan/vulkan_context.cpp b/drivers/vulkan/vulkan_context.cpp
index 3551b5d6c4..a09a757842 100644
--- a/drivers/vulkan/vulkan_context.cpp
+++ b/drivers/vulkan/vulkan_context.cpp
@@ -900,7 +900,7 @@ Error VulkanContext::_create_physical_device(VkSurfaceKHR p_surface) {
free(device_queue_props);
print_verbose(" #" + itos(i) + ": " + vendor + " " + name + " - " + (present_supported ? "Supported" : "Unsupported") + ", " + dev_type);
- if (present_supported) { // Select first supported device of preffered type: Discrete > Integrated > Virtual > CPU > Other.
+ if (present_supported) { // Select first supported device of preferred type: Discrete > Integrated > Virtual > CPU > Other.
switch (props.deviceType) {
case VkPhysicalDeviceType::VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU: {
if (type_selected < 4) {
diff --git a/drivers/wasapi/audio_driver_wasapi.cpp b/drivers/wasapi/audio_driver_wasapi.cpp
index c9609b469a..3a62850339 100644
--- a/drivers/wasapi/audio_driver_wasapi.cpp
+++ b/drivers/wasapi/audio_driver_wasapi.cpp
@@ -680,7 +680,7 @@ void AudioDriverWASAPI::write_sample(WORD format_tag, int bits_per_sample, BYTE
}
void AudioDriverWASAPI::thread_func(void *p_udata) {
- AudioDriverWASAPI *ad = (AudioDriverWASAPI *)p_udata;
+ AudioDriverWASAPI *ad = static_cast<AudioDriverWASAPI *>(p_udata);
uint32_t avail_frames = 0;
uint32_t write_ofs = 0;
diff --git a/drivers/windows/dir_access_windows.cpp b/drivers/windows/dir_access_windows.cpp
index 6f3bad12c1..881575d245 100644
--- a/drivers/windows/dir_access_windows.cpp
+++ b/drivers/windows/dir_access_windows.cpp
@@ -185,7 +185,7 @@ Error DirAccessWindows::make_dir(String p_dir) {
return ERR_CANT_CREATE;
}
-String DirAccessWindows::get_current_dir(bool p_include_drive) {
+String DirAccessWindows::get_current_dir(bool p_include_drive) const {
String base = _get_root_path();
if (!base.is_empty()) {
String bd = current_dir.replace("\\", "/").replace_first(base, "");
diff --git a/drivers/windows/dir_access_windows.h b/drivers/windows/dir_access_windows.h
index 78d37074e5..fbb07ddef8 100644
--- a/drivers/windows/dir_access_windows.h
+++ b/drivers/windows/dir_access_windows.h
@@ -64,7 +64,7 @@ public:
virtual String get_drive(int p_drive);
virtual Error change_dir(String p_dir); ///< can be relative or absolute, return false on success
- virtual String get_current_dir(bool p_include_drive = true); ///< return current dir location
+ virtual String get_current_dir(bool p_include_drive = true) const; ///< return current dir location
virtual bool file_exists(String p_file);
virtual bool dir_exists(String p_dir);
diff --git a/drivers/windows/file_access_windows.cpp b/drivers/windows/file_access_windows.cpp
index 59dc1d8e77..1a66d19373 100644
--- a/drivers/windows/file_access_windows.cpp
+++ b/drivers/windows/file_access_windows.cpp
@@ -59,11 +59,10 @@ void FileAccessWindows::check_errors() const {
}
Error FileAccessWindows::_open(const String &p_path, int p_mode_flags) {
+ _close();
+
path_src = p_path;
path = fix_path(p_path);
- if (f) {
- close();
- }
const WCHAR *mode_string;
@@ -134,7 +133,7 @@ Error FileAccessWindows::_open(const String &p_path, int p_mode_flags) {
}
}
-void FileAccessWindows::close() {
+void FileAccessWindows::_close() {
if (!f) {
return;
}
@@ -350,7 +349,7 @@ Error FileAccessWindows::_set_unix_permissions(const String &p_file, uint32_t p_
}
FileAccessWindows::~FileAccessWindows() {
- close();
+ _close();
}
#endif // WINDOWS_ENABLED
diff --git a/drivers/windows/file_access_windows.h b/drivers/windows/file_access_windows.h
index 93d37c3b5a..5d67b6ca4f 100644
--- a/drivers/windows/file_access_windows.h
+++ b/drivers/windows/file_access_windows.h
@@ -48,9 +48,10 @@ class FileAccessWindows : public FileAccess {
String path_src;
String save_path;
+ void _close();
+
public:
virtual Error _open(const String &p_path, int p_mode_flags); ///< open a file
- virtual void close(); ///< close a file
virtual bool is_open() const; ///< true when file is open
virtual String get_path() const; /// returns the path for the current open file
diff --git a/drivers/xaudio2/audio_driver_xaudio2.cpp b/drivers/xaudio2/audio_driver_xaudio2.cpp
index 03fdfda23d..c32c7cf1e5 100644
--- a/drivers/xaudio2/audio_driver_xaudio2.cpp
+++ b/drivers/xaudio2/audio_driver_xaudio2.cpp
@@ -84,7 +84,7 @@ Error AudioDriverXAudio2::init() {
}
void AudioDriverXAudio2::thread_func(void *p_udata) {
- AudioDriverXAudio2 *ad = (AudioDriverXAudio2 *)p_udata;
+ AudioDriverXAudio2 *ad = static_cast<AudioDriverXAudio2 *>(p_udata);
while (!ad->exit_thread) {
if (!ad->active) {