/*************************************************************************/ /* rasterizer_gles2.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 GLES2_ENABLED #include "rasterizer_gles2.h" #include "os/os.h" #include "globals.h" #include #include "servers/visual/shader_language.h" #include "servers/visual/particle_system_sw.h" #include "gl_context/context_gl.h" #include #ifdef GLEW_ENABLED #define _GL_HALF_FLOAT_OES 0x140B #else #define _GL_HALF_FLOAT_OES 0x8D61 #endif #define _GL_RGBA16F_EXT 0x881A #define _GL_RGB16F_EXT 0x881B #define _GL_RG16F_EXT 0x822F #define _GL_R16F_EXT 0x822D #define _GL_R32F_EXT 0x822E #define _GL_RED_EXT 0x1903 #define _GL_RG_EXT 0x8227 #define _GL_R8_EXT 0x8229 #define _GL_RG8_EXT 0x822B #define _DEPTH_COMPONENT24_OES 0x81A6 #ifdef GLEW_ENABLED #define _glClearDepth glClearDepth #else #define _glClearDepth glClearDepthf #endif #define _GL_SRGB_EXT 0x8C40 #define _GL_SRGB_ALPHA_EXT 0x8C42 #define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE #define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF //#define DEBUG_OPENGL #ifdef DEBUG_OPENGL #define DEBUG_TEST_ERROR(m_section)\ {\ print_line("AT: "+String(m_section)); glFlush();\ uint32_t err = glGetError();\ if (err) {\ print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\ }\ } #else #define DEBUG_TEST_ERROR(m_section) #endif static RasterizerGLES2* _singleton = NULL; #ifdef GLES_NO_CLIENT_ARRAYS static float GlobalVertexBuffer[MAX_POLYGON_VERTICES * 8] = {0}; #endif static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN}; _FORCE_INLINE_ static void _set_color_attrib(const Color& p_color) { GLfloat c[4]= { p_color.r, p_color.g, p_color.b, p_color.a }; glVertexAttrib4fv( VS::ARRAY_COLOR, c ); } static _FORCE_INLINE_ uint16_t make_half_float(float f) { union { float fv; uint32_t ui; } ci; ci.fv=f; unsigned int x = ci.ui; unsigned int sign = (unsigned short)(x >> 31); unsigned int mantissa; unsigned int exp; uint16_t hf; // get mantissa mantissa = x & ((1 << 23) - 1); // get exponent bits exp = x & (0xFF << 23); if (exp >= 0x47800000) { // check if the original single precision float number is a NaN if (mantissa && (exp == (0xFF << 23))) { // we have a single precision NaN mantissa = (1 << 23) - 1; } else { // 16-bit half-float representation stores number as Inf mantissa = 0; } hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) | (uint16_t)(mantissa >> 13); } // check if exponent is <= -15 else if (exp <= 0x38000000) { /*// store a denorm half-float value or zero exp = (0x38000000 - exp) >> 23; mantissa >>= (14 + exp); hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa); */ hf=0; //denormals do not work for 3D, convert to zero } else { hf = (((uint16_t)sign) << 15) | (uint16_t)((exp - 0x38000000) >> 13) | (uint16_t)(mantissa >> 13); } return hf; } void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents,int p_instanced) { ERR_FAIL_COND(!p_vertices); ERR_FAIL_COND(p_points <1 || p_points>4); bool quad=false; GLenum type; switch(p_points) { case 1: type=GL_POINTS; break; case 2: type=GL_LINES; break; case 4: quad=true; p_points=3; case 3: type=GL_TRIANGLES; break; }; glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); GLfloat vert_array[18]; GLfloat normal_array[18]; GLfloat color_array[24]; GLfloat tangent_array[24]; GLfloat uv_array[18]; glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer( VS::ARRAY_VERTEX, 3 ,GL_FLOAT, false, 0, vert_array ); for (int i=0;i1) glDrawArraysInstanced(type,0,p_points,p_instanced); else */ glDrawArrays(type,0,quad?6:p_points); }; /* TEXTURE API */ #define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 #define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 #define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 #define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 #define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 #define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 #define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 #define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 #define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 #define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 #define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB #define _EXT_COMPRESSED_RED_RGTC1 0x8DBB #define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC #define _EXT_COMPRESSED_RG_RGTC2 0x8DBD #define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE #define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC #define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD #define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE #define _EXT_ETC1_RGB8_OES 0x8D64 #define _EXT_SLUMINANCE_NV 0x8C46 #define _EXT_SLUMINANCE_ALPHA_NV 0x8C44 #define _EXT_SRGB8_NV 0x8C41 #define _EXT_SLUMINANCE8_NV 0x8C47 #define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45 #define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F #define _EXT_ATC_RGB_AMD 0x8C92 #define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 #define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE /* TEXTURE API */ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,GLenum& r_gl_internal_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed) { r_has_alpha_cache=false; r_compressed=false; r_gl_format=0; Image image=p_image; switch(p_format) { case Image::FORMAT_GRAYSCALE: { r_gl_components=1; r_gl_format=GL_LUMINANCE; r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_NV:GL_LUMINANCE; } break; case Image::FORMAT_INTENSITY: { if (!image.empty()) image.convert(Image::FORMAT_RGBA); r_gl_components=4; r_gl_format=GL_RGBA; r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_ALPHA_EXT:GL_RGBA; r_has_alpha_cache=true; } break; case Image::FORMAT_GRAYSCALE_ALPHA: { //image.convert(Image::FORMAT_RGBA); r_gl_components=2; r_gl_format=GL_LUMINANCE_ALPHA; r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_ALPHA_NV:GL_LUMINANCE_ALPHA; r_has_alpha_cache=true; } break; case Image::FORMAT_INDEXED: { if (!image.empty()) image.convert(Image::FORMAT_RGB); r_gl_components=3; r_gl_format=GL_RGB; r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_EXT:GL_RGB; } break; case Image::FORMAT_INDEXED_ALPHA: { if (!image.empty()) image.convert(Image::FORMAT_RGBA); r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_format=GL_RGBA; r_gl_internal_format=_GL_SRGB_ALPHA_EXT; } else { r_gl_internal_format=GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGBA; } r_has_alpha_cache=true; } break; case Image::FORMAT_RGB: { r_gl_components=3; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_internal_format=_GL_SRGB_EXT; r_gl_format=GL_RGB; } else { r_gl_internal_format=GL_RGB; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGB; } } break; case Image::FORMAT_RGBA: { r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_internal_format=_GL_SRGB_ALPHA_EXT; r_gl_format=GL_RGBA; //r_gl_internal_format=GL_RGBA; } else { r_gl_internal_format=GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGBA; } r_has_alpha_cache=true; } break; case Image::FORMAT_BC1: { if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) { image.decompress(); } r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_format=GL_RGBA; r_gl_internal_format=_GL_SRGB_ALPHA_EXT; } else { r_gl_internal_format=GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGBA; } r_has_alpha_cache=true; } else { r_gl_components=1; //doesn't matter much r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT; r_compressed=true; }; } break; case Image::FORMAT_BC2: { if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) { image.decompress(); } r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_format=GL_RGBA; r_gl_internal_format=_GL_SRGB_ALPHA_EXT; } else { r_gl_internal_format=GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGBA; } r_has_alpha_cache=true; } else { r_gl_components=1; //doesn't matter much r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT; r_has_alpha_cache=true; r_compressed=true; }; } break; case Image::FORMAT_BC3: { if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) { image.decompress(); } r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_format=GL_RGBA; r_gl_internal_format=_GL_SRGB_ALPHA_EXT; } else { r_gl_internal_format=GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGBA; } r_has_alpha_cache=true; } else { r_gl_components=1; //doesn't matter much r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; r_has_alpha_cache=true; r_compressed=true; }; } break; case Image::FORMAT_BC4: { if (!latc_supported) { if (!image.empty()) { image.decompress(); } r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_format=GL_RGBA; r_gl_internal_format=_GL_SRGB_ALPHA_EXT; } else { r_gl_internal_format=GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGBA; } r_has_alpha_cache=true; } else { r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT; r_gl_components=1; //doesn't matter much r_compressed=true; }; } break; case Image::FORMAT_BC5: { if (!latc_supported ) { if (!image.empty()) { image.decompress(); } r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_format=GL_RGBA; r_gl_internal_format=_GL_SRGB_ALPHA_EXT; } else { r_gl_internal_format=GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGBA; } r_has_alpha_cache=true; } else { r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT; r_gl_components=1; //doesn't matter much r_compressed=true; }; } break; case Image::FORMAT_PVRTC2: { if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) { image.decompress(); } r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_format=GL_RGBA; r_gl_internal_format=_GL_SRGB_ALPHA_EXT; } else { r_gl_internal_format=GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGBA; } r_has_alpha_cache=true; } else { r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG; r_gl_components=1; //doesn't matter much r_compressed=true; } } break; case Image::FORMAT_PVRTC2_ALPHA: { if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) image.decompress(); r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_format=GL_RGBA; r_gl_internal_format=_GL_SRGB_ALPHA_EXT; } else { r_gl_internal_format=GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGBA; } r_has_alpha_cache=true; } else { r_gl_internal_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; r_gl_components=1; //doesn't matter much r_compressed=true; } } break; case Image::FORMAT_PVRTC4: { if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) image.decompress(); r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_format=GL_RGBA; r_gl_internal_format=_GL_SRGB_ALPHA_EXT; } else { r_gl_internal_format=GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGBA; } r_has_alpha_cache=true; } else { r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; r_gl_components=1; //doesn't matter much r_compressed=true; } } break; case Image::FORMAT_PVRTC4_ALPHA: { if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { if (!image.empty()) image.decompress(); r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_format=GL_RGBA; r_gl_internal_format=_GL_SRGB_ALPHA_EXT; } else { r_gl_internal_format=GL_RGBA; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGBA; } r_has_alpha_cache=true; } else { r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; r_gl_components=1; //doesn't matter much r_compressed=true; } } break; case Image::FORMAT_ETC: { if (!etc_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (!image.empty()) { image.decompress(); } r_gl_components=3; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { if (srgb_supported) { r_gl_format=GL_RGB; r_gl_internal_format=_GL_SRGB_EXT; } else { r_gl_internal_format=GL_RGB; if (!image.empty()) image.srgb_to_linear(); } } else { r_gl_internal_format=GL_RGB; } r_gl_internal_format=GL_RGB; } else { r_gl_internal_format=_EXT_ETC1_RGB8_OES; r_gl_components=1; //doesn't matter much r_compressed=true; } } break; case Image::FORMAT_ATC: { if (!atitc_supported) { if (!image.empty()) { image.decompress(); } r_gl_components=3; r_gl_internal_format=GL_RGB; } else { r_gl_internal_format=_EXT_ATC_RGB_AMD; r_gl_components=1; //doesn't matter much r_compressed=true; } } break; case Image::FORMAT_ATC_ALPHA_EXPLICIT: { if (!atitc_supported) { if (!image.empty()) { image.decompress(); } r_gl_components=4; r_gl_internal_format=GL_RGBA; } else { r_gl_internal_format=_EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD; r_gl_components=1; //doesn't matter much r_compressed=true; } } break; case Image::FORMAT_ATC_ALPHA_INTERPOLATED: { if (!atitc_supported) { if (!image.empty()) { image.decompress(); } r_gl_components=4; r_gl_internal_format=GL_RGBA; } else { r_gl_internal_format=_EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD; r_gl_components=1; //doesn't matter much r_compressed=true; } } break; case Image::FORMAT_YUV_422: case Image::FORMAT_YUV_444: { if (!image.empty()) image.convert(Image::FORMAT_RGB); r_gl_internal_format=GL_RGB; r_gl_components=3; } break; default: { ERR_FAIL_V(Image()); } } if (r_gl_format==0) { r_gl_format=r_gl_internal_format; } return image; } static const GLenum _cube_side_enum[6]={ GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, }; RID RasterizerGLES2::texture_create() { Texture *texture = memnew(Texture); ERR_FAIL_COND_V(!texture,RID()); glGenTextures(1, &texture->tex_id); texture->active=false; texture->total_data_size=0; return texture_owner.make_rid( texture ); } void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) { bool has_alpha_cache; int components; GLenum format; GLenum internal_format; bool compressed; int po2_width = nearest_power_of_2(p_width); int po2_height = nearest_power_of_2(p_height); if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) { p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video } Texture *texture = texture_owner.get( p_texture ); ERR_FAIL_COND(!texture); texture->width=p_width; texture->height=p_height; texture->format=p_format; texture->flags=p_flags; texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D; _get_gl_image_and_format(Image(),texture->format,texture->flags,format,internal_format,components,has_alpha_cache,compressed); bool scale_textures = !compressed && !(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && (!npo2_textures_available || p_flags&VS::TEXTURE_FLAG_MIPMAPS); if (scale_textures) { texture->alloc_width = po2_width; texture->alloc_height = po2_height; // print_line("scale because npo2: "+itos(npo2_textures_available)+" mm: "+itos(p_format&VS::TEXTURE_FLAG_MIPMAPS)+" "+itos(p_mipmap_count) ); } else { texture->alloc_width = texture->width; texture->alloc_height = texture->height; }; texture->gl_components_cache=components; texture->gl_format_cache=format; texture->gl_internal_format_cache=internal_format; texture->format_has_alpha=has_alpha_cache; texture->compressed=compressed; texture->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds texture->data_size=0; glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) { //prealloc if video glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE,NULL); } texture->active=true; } void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); ERR_FAIL_COND(!texture->active); ERR_FAIL_COND(texture->render_target); ERR_FAIL_COND(texture->format != p_image.get_format() ); ERR_FAIL_COND( p_image.empty() ); int components; GLenum format; GLenum internal_format; bool alpha; bool compressed; if (keep_copies && !(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && !(use_reload_hooks && texture->reloader)) { texture->image[p_cube_side]=p_image; } Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,internal_format,components,alpha,compressed); if (texture->alloc_width != img.get_width() || texture->alloc_height != img.get_height()) { if (img.get_format() <= Image::FORMAT_INDEXED_ALPHA) img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR); }; if (!(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && img.detect_alpha()==Image::ALPHA_BLEND) { texture->has_alpha=true; } GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D; texture->data_size=img.get_data().size(); DVector::Read read = img.get_data().read(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); texture->ignore_mipmaps = compressed && img.get_mipmaps()==0; if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR); else { if (texture->flags&VS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); } else { glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST); } } if (texture->flags&VS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering } else { glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering } bool force_clamp_to_edge = !(texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width); if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); } else{ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); } } else { //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); } if (use_anisotropic_filter) { if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level); } else { glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1); } } int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps()>0) ? img.get_mipmaps() +1 : 1; int w=img.get_width(); int h=img.get_height(); int tsize=0; for(int i=0;icompressed) { glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] ); } else { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) { glTexSubImage2D( blit_target, i, 0,0,w, h,format,GL_UNSIGNED_BYTE,&read[ofs] ); } else { glTexImage2D(blit_target, i, internal_format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]); } } tsize+=size; w = MAX(1,w>>1); h = MAX(1,h>>1); } _rinfo.texture_mem-=texture->total_data_size; texture->total_data_size=tsize; _rinfo.texture_mem+=texture->total_data_size; //printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem); if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1 && !texture->ignore_mipmaps) { //generate mipmaps if they were requested and the image does not contain them glGenerateMipmap(texture->target); } if (mipmaps>1) { //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps-1 ); - assumed to have all, always } //texture_set_flags(p_texture,texture->flags); } Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,Image()); ERR_FAIL_COND_V(!texture->active,Image()); ERR_FAIL_COND_V(texture->data_size==0,Image()); ERR_FAIL_COND_V(texture->render_target,Image()); return texture->image[p_cube_side]; #if 0 Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,Image()); ERR_FAIL_COND_V(!texture->active,Image()); ERR_FAIL_COND_V(texture->data_size==0,Image()); DVector data; GLenum format,type=GL_UNSIGNED_BYTE; Image::Format fmt; int pixelsize=0; int pixelshift=0; int minw=1,minh=1; bool compressed=false; fmt=texture->format; switch(texture->format) { case Image::FORMAT_GRAYSCALE: { format=GL_LUMINANCE; type=GL_UNSIGNED_BYTE; data.resize(texture->alloc_width*texture->alloc_height); pixelsize=1; } break; case Image::FORMAT_INTENSITY: { return Image(); } break; case Image::FORMAT_GRAYSCALE_ALPHA: { format=GL_LUMINANCE_ALPHA; type=GL_UNSIGNED_BYTE; pixelsize=2; } break; case Image::FORMAT_RGB: { format=GL_RGB; type=GL_UNSIGNED_BYTE; pixelsize=3; } break; case Image::FORMAT_RGBA: { format=GL_RGBA; type=GL_UNSIGNED_BYTE; pixelsize=4; } break; case Image::FORMAT_INDEXED: { format=GL_RGB; type=GL_UNSIGNED_BYTE; fmt=Image::FORMAT_RGB; pixelsize=3; } break; case Image::FORMAT_INDEXED_ALPHA: { format=GL_RGBA; type=GL_UNSIGNED_BYTE; fmt=Image::FORMAT_RGBA; pixelsize=4; } break; case Image::FORMAT_BC1: { pixelsize=1; //doesn't matter much format=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; compressed=true; pixelshift=1; minw=minh=4; } break; case Image::FORMAT_BC2: { pixelsize=1; //doesn't matter much format=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; compressed=true; minw=minh=4; } break; case Image::FORMAT_BC3: { pixelsize=1; //doesn't matter much format=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; compressed=true; minw=minh=4; } break; case Image::FORMAT_BC4: { format=GL_COMPRESSED_RED_RGTC1; pixelsize=1; //doesn't matter much compressed=true; pixelshift=1; minw=minh=4; } break; case Image::FORMAT_BC5: { format=GL_COMPRESSED_RG_RGTC2; pixelsize=1; //doesn't matter much compressed=true; minw=minh=4; } break; default:{} } data.resize(texture->data_size); DVector::Write wb = data.write(); glActiveTexture(GL_TEXTURE0); int ofs=0; glBindTexture(texture->target,texture->tex_id); int w=texture->alloc_width; int h=texture->alloc_height; for(int i=0;imipmaps+1;i++) { if (compressed) { glPixelStorei(GL_PACK_ALIGNMENT, 4); glGetCompressedTexImage(texture->target,i,&wb[ofs]); } else { glPixelStorei(GL_PACK_ALIGNMENT, 1); glGetTexImage(texture->target,i,format,type,&wb[ofs]); } int size = (w*h*pixelsize)>>pixelshift; ofs+=size; w=MAX(minw,w>>1); h=MAX(minh,h>>1); } wb=DVector::Write(); Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps,fmt,data); if (texture->formatalloc_width!=texture->width || texture->alloc_height!=texture->height)) img.resize(texture->width,texture->height); return img; #endif } void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) { Texture *texture = texture_owner.get( p_texture ); ERR_FAIL_COND(!texture); if (texture->render_target) { p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter } glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP; texture->flags=p_flags|cube; // can't remove a cube from being a cube bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width); if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); } else { glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); } } else { //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); } if (use_anisotropic_filter) { if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level); } else { glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1); } } if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR); else{ if (texture->flags&VS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); } else { glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST); } } if (texture->flags&VS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering } else { glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering } } uint32_t RasterizerGLES2::texture_get_flags(RID p_texture) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,0); return texture->flags; } Image::Format RasterizerGLES2::texture_get_format(RID p_texture) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,Image::FORMAT_GRAYSCALE); return texture->format; } uint32_t RasterizerGLES2::texture_get_width(RID p_texture) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,0); return texture->width; } uint32_t RasterizerGLES2::texture_get_height(RID p_texture) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,0); return texture->height; } bool RasterizerGLES2::texture_has_alpha(RID p_texture) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,0); return texture->has_alpha; } void RasterizerGLES2::texture_set_size_override(RID p_texture,int p_width, int p_height) { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); ERR_FAIL_COND(texture->render_target); ERR_FAIL_COND(p_width<=0 || p_width>16384); ERR_FAIL_COND(p_height<=0 || p_height>16384); //real texture size is in alloc width and height texture->width=p_width; texture->height=p_height; } void RasterizerGLES2::texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); ERR_FAIL_COND(texture->render_target); texture->reloader=p_owner; texture->reloader_func=p_function; if (use_reload_hooks && p_owner && keep_copies) { for(int i=0;i<6;i++) texture->image[i]=Image(); } } GLuint RasterizerGLES2::_texture_get_name(RID p_tex) { Texture * texture = texture_owner.get(p_tex); ERR_FAIL_COND_V(!texture, 0); return texture->tex_id; }; void RasterizerGLES2::texture_set_path(RID p_texture,const String& p_path) { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); texture->path=p_path; } String RasterizerGLES2::texture_get_path(RID p_texture) const{ Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,String()); return texture->path; } void RasterizerGLES2::texture_debug_usage(List *r_info){ List textures; texture_owner.get_owned_list(&textures); for (List::Element *E=textures.front();E;E=E->next()) { Texture *t = texture_owner.get(E->get()); if (!t) continue; VS::TextureInfo tinfo; tinfo.path=t->path; tinfo.format=t->format; tinfo.size.x=t->alloc_width; tinfo.size.y=t->alloc_height; tinfo.bytes=t->total_data_size; r_info->push_back(tinfo); } } /* SHADER API */ RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) { Shader *shader = memnew( Shader ); shader->mode=p_mode; RID rid = shader_owner.make_rid(shader); shader_set_mode(rid,p_mode); _shader_make_dirty(shader); return rid; } void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) { ERR_FAIL_INDEX(p_mode,3); Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND(!shader); if (shader->custom_code_id && p_mode==shader->mode) return; if (shader->custom_code_id) { switch(shader->mode) { case VS::SHADER_MATERIAL: { material_shader.free_custom_shader(shader->custom_code_id); } break; case VS::SHADER_CANVAS_ITEM: { canvas_shader.free_custom_shader(shader->custom_code_id); } break; } shader->custom_code_id=0; } shader->mode=p_mode; switch(shader->mode) { case VS::SHADER_MATERIAL: { shader->custom_code_id=material_shader.create_custom_shader(); } break; case VS::SHADER_CANVAS_ITEM: { shader->custom_code_id=canvas_shader.create_custom_shader(); } break; } _shader_make_dirty(shader); } VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const { Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND_V(!shader,VS::SHADER_MATERIAL); return shader->mode; } void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) { Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND(!shader); #ifdef DEBUG_ENABLED if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light) return; #endif shader->fragment_code=p_fragment; shader->vertex_code=p_vertex; shader->light_code=p_light; shader->fragment_line=p_fragment_ofs; shader->vertex_line=p_vertex_ofs; shader->light_line=p_light_ofs; _shader_make_dirty(shader); } String RasterizerGLES2::shader_get_vertex_code(RID p_shader) const { Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND_V(!shader,String()); return shader->vertex_code; } String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const { Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND_V(!shader,String()); return shader->fragment_code; } String RasterizerGLES2::shader_get_light_code(RID p_shader) const { Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND_V(!shader,String()); return shader->light_code; } void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) { if (p_shader->dirty_list.in_list()) return; _shader_dirty_list.add(&p_shader->dirty_list); } void RasterizerGLES2::shader_get_param_list(RID p_shader, List *p_param_list) const { Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND(!shader); if (shader->dirty_list.in_list()) _update_shader(shader); // ok should be not anymore dirty Map order; for(Map::Element *E=shader->uniforms.front();E;E=E->next()) { order[E->get().order]=E->key(); } for(Map::Element *E=order.front();E;E=E->next()) { PropertyInfo pi; ShaderLanguage::Uniform &u=shader->uniforms[E->get()]; pi.name=E->get(); switch(u.type) { case ShaderLanguage::TYPE_VOID: case ShaderLanguage::TYPE_BOOL: case ShaderLanguage::TYPE_FLOAT: case ShaderLanguage::TYPE_VEC2: case ShaderLanguage::TYPE_VEC3: case ShaderLanguage::TYPE_MAT3: case ShaderLanguage::TYPE_MAT4: case ShaderLanguage::TYPE_VEC4: pi.type=u.default_value.get_type(); break; case ShaderLanguage::TYPE_TEXTURE: pi.type=Variant::_RID; pi.hint=PROPERTY_HINT_RESOURCE_TYPE; pi.hint_string="Texture"; break; case ShaderLanguage::TYPE_CUBEMAP: pi.type=Variant::_RID; pi.hint=PROPERTY_HINT_RESOURCE_TYPE; pi.hint_string="CubeMap"; break; }; p_param_list->push_back(pi); } } void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture) { Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND(!shader); ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture)); if (p_texture.is_valid()) shader->default_textures[p_name]=p_texture; else shader->default_textures.erase(p_name); _shader_make_dirty(shader); } RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{ const Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND_V(!shader,RID()); const Map::Element *E=shader->default_textures.find(p_name); if (!E) return RID(); return E->get(); } Variant RasterizerGLES2::shader_get_default_param(RID p_shader, const StringName& p_name) { Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND_V(!shader,Variant()); //update shader params if necesary //make sure the shader is compiled and everything //so the actual parameters can be properly retrieved! if (shader->dirty_list.in_list()) { _update_shader(shader); } if (shader->valid && shader->uniforms.has(p_name)) return shader->uniforms[p_name].default_value; return Variant(); } /* COMMON MATERIAL API */ RID RasterizerGLES2::material_create() { RID material = material_owner.make_rid( memnew( Material ) ); return material; } void RasterizerGLES2::material_set_shader(RID p_material, RID p_shader) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); if (material->shader==p_shader) return; material->shader=p_shader; material->shader_version=0; } RID RasterizerGLES2::material_get_shader(RID p_material) const { Material *material = material_owner.get(p_material); ERR_FAIL_COND_V(!material,RID()); return material->shader; } void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); Map::Element *E=material->shader_params.find(p_param); if (E) { if (p_value.get_type()==Variant::NIL) { material->shader_params.erase(E); material->shader_version=0; //get default! } else { E->get().value=p_value; E->get().inuse=true; } } else { if (p_value.get_type()==Variant::NIL) return; Material::UniformData ud; ud.index=-1; ud.value=p_value; ud.istexture=p_value.get_type()==Variant::_RID; /// cache it being texture ud.inuse=true; material->shader_params[p_param]=ud; //may be got at some point, or erased } } Variant RasterizerGLES2::material_get_param(RID p_material, const StringName& p_param) const { Material *material = material_owner.get(p_material); ERR_FAIL_COND_V(!material,Variant()); if (material->shader.is_valid()) { //update shader params if necesary //make sure the shader is compiled and everything //so the actual parameters can be properly retrieved! material->shader_cache=shader_owner.get( material->shader ); if (!material->shader_cache) { //invalidate material->shader=RID(); material->shader_cache=NULL; } else { if (material->shader_cache->dirty_list.in_list()) _update_shader(material->shader_cache); if (material->shader_cache->valid && material->shader_cache->version!=material->shader_version) { //validate _update_material_shader_params(material); } } } if (material->shader_params.has(p_param) && material->shader_params[p_param].inuse) return material->shader_params[p_param].value; else return Variant(); } void RasterizerGLES2::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); ERR_FAIL_INDEX(p_flag,VS::MATERIAL_FLAG_MAX); material->flags[p_flag]=p_enabled; } bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const { Material *material = material_owner.get(p_material); ERR_FAIL_COND_V(!material,false); ERR_FAIL_INDEX_V(p_flag,VS::MATERIAL_FLAG_MAX,false); return material->flags[p_flag]; } void RasterizerGLES2::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); material->depth_draw_mode=p_mode; } VS::MaterialDepthDrawMode RasterizerGLES2::material_get_depth_draw_mode(RID p_material) const { Material *material = material_owner.get(p_material); ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS); return material->depth_draw_mode; } void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); material->blend_mode=p_mode; } VS::MaterialBlendMode RasterizerGLES2::material_get_blend_mode(RID p_material) const { Material *material = material_owner.get(p_material); ERR_FAIL_COND_V(!material,VS::MATERIAL_BLEND_MODE_ADD); return material->blend_mode; } void RasterizerGLES2::material_set_line_width(RID p_material,float p_line_width) { Material *material = material_owner.get(p_material); ERR_FAIL_COND(!material); material->line_width=p_line_width; } float RasterizerGLES2::material_get_line_width(RID p_material) const { Material *material = material_owner.get(p_material); ERR_FAIL_COND_V(!material,0); return material->line_width; } /* MESH API */ RID RasterizerGLES2::mesh_create() { return mesh_owner.make_rid( memnew( Mesh ) ); } void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,bool p_alpha_sort) { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND(!mesh); ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX ); ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX); uint32_t format=0; // validation int index_array_len=0; int array_len=0; for(int i=0;imorph_target_count!=p_blend_shapes.size() ); if (mesh->morph_target_count) { //validate format for morphs for(int i=0;imorph_target_count>0) { use_VBO=false; } // surface->packed=pack_arrays && use_VBO; int total_elem_size=0; for (int i=0;iarray[i]; ad.size=0; ad.ofs=0; int elem_size=0; int elem_count=0; bool valid_local=true; GLenum datatype; bool normalize=false; bool bind=false; if (!(format&(1<(1<<16)) { elem_size=4; datatype=GL_UNSIGNED_INT; } else { elem_size=2; datatype=GL_UNSIGNED_SHORT; } /* if (use_VBO) { glGenBuffers(1,&surface->index_id); ERR_FAIL_COND(surface->index_id==0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*elem_size,NULL,GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind } else { surface->index_array_local = (uint8_t*)memalloc(index_array_len*elem_size); }; */ surface->index_array_len=index_array_len; // only way it can exist ad.ofs=0; ad.size=elem_size; continue; } break; default: { ERR_FAIL( ); } } ad.ofs=total_elem_size; ad.size=elem_size; ad.datatype=datatype; ad.normalize=normalize; ad.bind=bind; ad.count=elem_count; total_elem_size+=elem_size; if (valid_local) { surface->local_stride+=elem_size; surface->morph_format|=(1<stride=total_elem_size; surface->array_len=array_len; surface->format=format; surface->primitive=p_primitive; surface->morph_target_count=mesh->morph_target_count; surface->configured_format=0; surface->mesh=mesh; if (keep_copies) { surface->data=p_arrays; surface->morph_data=p_blend_shapes; } uint8_t *array_ptr=NULL; uint8_t *index_array_ptr=NULL; DVector array_pre_vbo; DVector::Write vaw; DVector index_array_pre_vbo; DVector::Write iaw; /* create pointers */ if (use_VBO) { array_pre_vbo.resize(surface->array_len*surface->stride); vaw = array_pre_vbo.write(); array_ptr=vaw.ptr(); if (surface->index_array_len) { index_array_pre_vbo.resize(surface->index_array_len*surface->array[VS::ARRAY_INDEX].size); iaw = index_array_pre_vbo.write(); index_array_ptr=iaw.ptr(); } _surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true); } else { surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride); array_ptr=(uint8_t*)surface->array_local; if (surface->index_array_len) { surface->index_array_local = (uint8_t*)memalloc(index_array_len*surface->array[VS::ARRAY_INDEX].size); index_array_ptr=(uint8_t*)surface->index_array_local; } _surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true); if (mesh->morph_target_count) { surface->morph_targets_local = memnew_arr(Surface::MorphTarget,mesh->morph_target_count); for(int i=0;imorph_target_count;i++) { surface->morph_targets_local[i].array=memnew_arr(uint8_t,surface->local_stride*surface->array_len); surface->morph_targets_local[i].configured_format=surface->morph_format; _surface_set_arrays(surface,surface->morph_targets_local[i].array,NULL,p_blend_shapes[i],false); } } } /* create buffers!! */ if (use_VBO) { glGenBuffers(1,&surface->vertex_id); ERR_FAIL_COND(surface->vertex_id==0); glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); glBufferData(GL_ARRAY_BUFFER,surface->array_len*surface->stride,array_ptr,GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind if (surface->index_array_len) { glGenBuffers(1,&surface->index_id); ERR_FAIL_COND(surface->index_id==0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*surface->array[VS::ARRAY_INDEX].size,index_array_ptr,GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind } } mesh->surfaces.push_back(surface); } Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main) { uint32_t stride = p_main ? p_surface->stride : p_surface->local_stride; for(int ai=0;ai=p_arrays.size()) break; if (p_arrays[ai].get_type()==Variant::NIL) continue; Surface::ArrayData &a=p_surface->array[ai]; switch(ai) { case VS::ARRAY_VERTEX: { ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER ); DVector array = p_arrays[ai]; ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER ); DVector::Read read = array.read(); const Vector3* src=read.ptr(); // setting vertices means regenerating the AABB AABB aabb; float scale=1; float max=0; if (p_surface->array[VS::ARRAY_VERTEX].datatype==_GL_HALF_FLOAT_OES) { for (int i=0;iarray_len;i++) { uint16_t vector[3]={ make_half_float(src[i].x), make_half_float(src[i].y), make_half_float(src[i].z) }; copymem(&p_mem[a.ofs+i*stride], vector, a.size); if (i==0) { aabb=AABB(src[i],Vector3()); } else { aabb.expand_to( src[i] ); } } } else { for (int i=0;iarray_len;i++) { GLfloat vector[3]={ src[i].x, src[i].y, src[i].z }; copymem(&p_mem[a.ofs+i*stride], vector, a.size); if (i==0) { aabb=AABB(src[i],Vector3()); } else { aabb.expand_to( src[i] ); } } } if (p_main) { p_surface->aabb=aabb; p_surface->vertex_scale=scale; } } break; case VS::ARRAY_NORMAL: { ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER ); DVector array = p_arrays[ai]; ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER ); DVector::Read read = array.read(); const Vector3* src=read.ptr(); // setting vertices means regenerating the AABB if (p_surface->array[VS::ARRAY_NORMAL].datatype==GL_BYTE) { for (int i=0;iarray_len;i++) { GLbyte vector[4]={ CLAMP(src[i].x*127,-128,127), CLAMP(src[i].y*127,-128,127), CLAMP(src[i].z*127,-128,127), 0, }; copymem(&p_mem[a.ofs+i*stride], vector, a.size); } } else { for (int i=0;iarray_len;i++) { GLfloat vector[3]={ src[i].x, src[i].y, src[i].z }; copymem(&p_mem[a.ofs+i*stride], vector, a.size); } } } break; case VS::ARRAY_TANGENT: { ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER ); DVector array = p_arrays[ai]; ERR_FAIL_COND_V( array.size() != p_surface->array_len*4, ERR_INVALID_PARAMETER ); DVector::Read read = array.read(); const real_t* src = read.ptr(); if (p_surface->array[VS::ARRAY_TANGENT].datatype==GL_BYTE) { for (int i=0;iarray_len;i++) { GLbyte xyzw[4]={ CLAMP(src[i*4+0]*127,-128,127), CLAMP(src[i*4+1]*127,-128,127), CLAMP(src[i*4+2]*127,-128,127), CLAMP(src[i*4+3]*127,-128,127) }; copymem(&p_mem[a.ofs+i*stride], xyzw, a.size); } } else { for (int i=0;iarray_len;i++) { GLfloat xyzw[4]={ src[i*4+0], src[i*4+1], src[i*4+2], src[i*4+3] }; copymem(&p_mem[a.ofs+i*stride], xyzw, a.size); } } } break; case VS::ARRAY_COLOR: { ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER ); DVector array = p_arrays[ai]; ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER ); DVector::Read read = array.read(); const Color* src = read.ptr(); bool alpha=false; for (int i=0;iarray_len;i++) { if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters alpha=true; uint8_t colors[4]; for(int j=0;j<4;j++) { colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 ); } copymem(&p_mem[a.ofs+i*stride], colors, a.size); } if (p_main) p_surface->has_alpha=alpha; } break; case VS::ARRAY_TEX_UV: case VS::ARRAY_TEX_UV2: { ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER ); DVector array = p_arrays[ai]; ERR_FAIL_COND_V( array.size() != p_surface->array_len , ERR_INVALID_PARAMETER); DVector::Read read = array.read(); const Vector2 * src=read.ptr(); float scale=1.0; if (p_surface->array[ai].datatype==_GL_HALF_FLOAT_OES) { for (int i=0;iarray_len;i++) { uint16_t uv[2]={ make_half_float(src[i].x) , make_half_float(src[i].y) }; copymem(&p_mem[a.ofs+i*stride], uv, a.size); } } else { for (int i=0;iarray_len;i++) { GLfloat uv[2]={ src[i].x , src[i].y }; copymem(&p_mem[a.ofs+i*stride], uv, a.size); } } if (p_main) { if (ai==VS::ARRAY_TEX_UV) { p_surface->uv_scale=scale; } if (ai==VS::ARRAY_TEX_UV2) { p_surface->uv2_scale=scale; } } } break; case VS::ARRAY_WEIGHTS: { ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER ); DVector array = p_arrays[ai]; ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER ); DVector::Read read = array.read(); const real_t * src = read.ptr(); if (p_surface->array[VS::ARRAY_WEIGHTS].datatype==GL_UNSIGNED_SHORT) { for (int i=0;iarray_len;i++) { GLushort data[VS::ARRAY_WEIGHTS_SIZE]; for (int j=0;jarray_len;i++) { GLfloat data[VS::ARRAY_WEIGHTS_SIZE]; for (int j=0;j array = p_arrays[ai]; ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER ); DVector::Read read = array.read(); const int * src = read.ptr(); p_surface->max_bone=0; if (p_surface->array[VS::ARRAY_BONES].datatype==GL_UNSIGNED_BYTE) { for (int i=0;iarray_len;i++) { GLubyte data[VS::ARRAY_WEIGHTS_SIZE]; for (int j=0;jmax_bone=MAX(data[j],p_surface->max_bone); } copymem(&p_mem[a.ofs+i*stride], data, a.size); } } else { for (int i=0;iarray_len;i++) { GLushort data[VS::ARRAY_WEIGHTS_SIZE]; for (int j=0;jmax_bone=MAX(data[j],p_surface->max_bone); } copymem(&p_mem[a.ofs+i*stride], data, a.size); } } } break; case VS::ARRAY_INDEX: { ERR_FAIL_COND_V( p_surface->index_array_len<=0, ERR_INVALID_DATA ); ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER ); DVector indices = p_arrays[ai]; ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER ); ERR_FAIL_COND_V( indices.size() != p_surface->index_array_len, ERR_INVALID_PARAMETER ); /* determine wether using 16 or 32 bits indices */ DVector::Read read = indices.read(); const int *src=read.ptr(); for (int i=0;iindex_array_len;i++) { if (a.size==2) { uint16_t v=src[i]; copymem(&p_index_mem[i*a.size], &v, a.size); } else { uint32_t v=src[i]; copymem(&p_index_mem[i*a.size], &v, a.size); } } } break; default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);} } p_surface->configured_format|=(1<format&VS::ARRAY_FORMAT_BONES) { //create AABBs for each detected bone int total_bones = p_surface->max_bone+1; if (p_main) { p_surface->skeleton_bone_aabb.resize(total_bones); p_surface->skeleton_bone_used.resize(total_bones); for(int i=0;iskeleton_bone_used[i]=false; } DVector vertices = p_arrays[VS::ARRAY_VERTEX]; DVector bones = p_arrays[VS::ARRAY_BONES]; DVector weights = p_arrays[VS::ARRAY_WEIGHTS]; bool any_valid=false; if (vertices.size() && bones.size()==vertices.size()*4 && weights.size()==bones.size()) { //print_line("MAKING SKELETHONG"); int vs = vertices.size(); DVector::Read rv =vertices.read(); DVector::Read rb=bones.read(); DVector::Read rw=weights.read(); Vector first; first.resize(total_bones); for(int i=0;iskeleton_bone_aabb.ptr(); bool *fptr=first.ptr(); bool *usedptr=p_surface->skeleton_bone_used.ptr(); for(int i=0;iskeleton_bone_aabb.clear(); p_surface->skeleton_bone_used.clear(); } } return OK; } void RasterizerGLES2::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) { ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?"); ERR_FAIL(); } Array RasterizerGLES2::mesh_get_surface_arrays(RID p_mesh,int p_surface) const { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,Array()); ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() ); Surface *surface = mesh->surfaces[p_surface]; ERR_FAIL_COND_V( !surface, Array() ); return surface->data; } Array RasterizerGLES2::mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const{ Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,Array()); ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() ); Surface *surface = mesh->surfaces[p_surface]; ERR_FAIL_COND_V( !surface, Array() ); return surface->morph_data; } void RasterizerGLES2::mesh_set_morph_target_count(RID p_mesh,int p_amount) { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND(!mesh); ERR_FAIL_COND( mesh->surfaces.size()!=0 ); mesh->morph_target_count=p_amount; } int RasterizerGLES2::mesh_get_morph_target_count(RID p_mesh) const{ Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,-1); return mesh->morph_target_count; } void RasterizerGLES2::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode) { ERR_FAIL_INDEX(p_mode,2); Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND(!mesh); mesh->morph_target_mode=p_mode; } VS::MorphTargetMode RasterizerGLES2::mesh_get_morph_target_mode(RID p_mesh) const { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED); return mesh->morph_target_mode; } void RasterizerGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND(!mesh); ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() ); Surface *surface = mesh->surfaces[p_surface]; ERR_FAIL_COND( !surface); if (surface->material_owned && surface->material.is_valid()) free(surface->material); surface->material_owned=p_owned; surface->material=p_material; } RID RasterizerGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,RID()); ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() ); Surface *surface = mesh->surfaces[p_surface]; ERR_FAIL_COND_V( !surface, RID() ); return surface->material; } int RasterizerGLES2::mesh_surface_get_array_len(RID p_mesh, int p_surface) const { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,-1); ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 ); Surface *surface = mesh->surfaces[p_surface]; ERR_FAIL_COND_V( !surface, -1 ); return surface->array_len; } int RasterizerGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,-1); ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 ); Surface *surface = mesh->surfaces[p_surface]; ERR_FAIL_COND_V( !surface, -1 ); return surface->index_array_len; } uint32_t RasterizerGLES2::mesh_surface_get_format(RID p_mesh, int p_surface) const { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,0); ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 ); Surface *surface = mesh->surfaces[p_surface]; ERR_FAIL_COND_V( !surface, 0 ); return surface->format; } VS::PrimitiveType RasterizerGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS); ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS ); Surface *surface = mesh->surfaces[p_surface]; ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS ); return surface->primitive; } void RasterizerGLES2::mesh_remove_surface(RID p_mesh,int p_index) { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND(!mesh); ERR_FAIL_INDEX(p_index, mesh->surfaces.size() ); Surface *surface = mesh->surfaces[p_index]; ERR_FAIL_COND( !surface); if (surface->vertex_id) glDeleteBuffers(1,&surface->vertex_id); if (surface->index_id) glDeleteBuffers(1,&surface->index_id); if (mesh->morph_target_count) { for(int i=0;imorph_target_count;i++) memfree(surface->morph_targets_local[i].array); memfree( surface->morph_targets_local ); } memdelete( mesh->surfaces[p_index] ); mesh->surfaces.remove(p_index); } int RasterizerGLES2::mesh_get_surface_count(RID p_mesh) const { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,-1); return mesh->surfaces.size(); } AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,AABB()); if (mesh->custom_aabb!=AABB()) return mesh->custom_aabb; Skeleton *sk=NULL; if (p_skeleton.is_valid()) sk=skeleton_owner.get(p_skeleton); AABB aabb; if (sk && sk->bones.size()!=0) { for (int i=0;isurfaces.size();i++) { AABB laabb; if (mesh->surfaces[i]->format&VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) { int bs = mesh->surfaces[i]->skeleton_bone_aabb.size(); const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr(); const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr(); int sbs = sk->bones.size(); ERR_CONTINUE(bs>sbs); Skeleton::Bone *skb = sk->bones.ptr(); bool first=true; for(int j=0;jsurfaces[i]->aabb; } if (i==0) aabb=laabb; else aabb.merge_with(laabb); } } else { for (int i=0;isurfaces.size();i++) { if (i==0) aabb=mesh->surfaces[i]->aabb; else aabb.merge_with(mesh->surfaces[i]->aabb); } } return aabb; } void RasterizerGLES2::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb) { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND(!mesh); mesh->custom_aabb=p_aabb; } AABB RasterizerGLES2::mesh_get_custom_aabb(RID p_mesh) const { const Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,AABB()); return mesh->custom_aabb; } /* MULTIMESH API */ RID RasterizerGLES2::multimesh_create() { return multimesh_owner.make_rid( memnew( MultiMesh )); } void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh,int p_count) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); //multimesh->elements.clear(); // make sure to delete everything, so it "fails" in all implementations if (use_texture_instancing) { if (nearest_power_of_2(p_count)!=nearest_power_of_2(multimesh->elements.size())) { if (multimesh->tex_id) { glDeleteTextures(1,&multimesh->tex_id); multimesh->tex_id=0; } if (p_count) { uint32_t po2 = nearest_power_of_2(p_count); if (po2&0xAAAAAAAA) { //half width multimesh->tw=Math::sqrt(po2*2); multimesh->th=multimesh->tw/2; } else { multimesh->tw=Math::sqrt(po2); multimesh->th=multimesh->tw; } multimesh->tw*=4; if (multimesh->th==0) multimesh->th=1; glGenTextures(1, &multimesh->tex_id); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,multimesh->tex_id); #ifdef GLEW_ENABLED glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL); #endif glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //multimesh->pixel_size=1.0/ps; glBindTexture(GL_TEXTURE_2D,0); } } if (!multimesh->dirty_list.in_list()) { _multimesh_dirty_list.add(&multimesh->dirty_list); } } multimesh->elements.resize(p_count); } int RasterizerGLES2::multimesh_get_instance_count(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND_V(!multimesh,-1); return multimesh->elements.size(); } void RasterizerGLES2::multimesh_set_mesh(RID p_multimesh,RID p_mesh) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); multimesh->mesh=p_mesh; } void RasterizerGLES2::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); multimesh->aabb=p_aabb; } void RasterizerGLES2::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index,multimesh->elements.size()); MultiMesh::Element &e=multimesh->elements[p_index]; e.matrix[0]=p_transform.basis.elements[0][0]; e.matrix[1]=p_transform.basis.elements[1][0]; e.matrix[2]=p_transform.basis.elements[2][0]; e.matrix[3]=0; e.matrix[4]=p_transform.basis.elements[0][1]; e.matrix[5]=p_transform.basis.elements[1][1]; e.matrix[6]=p_transform.basis.elements[2][1]; e.matrix[7]=0; e.matrix[8]=p_transform.basis.elements[0][2]; e.matrix[9]=p_transform.basis.elements[1][2]; e.matrix[10]=p_transform.basis.elements[2][2]; e.matrix[11]=0; e.matrix[12]=p_transform.origin.x; e.matrix[13]=p_transform.origin.y; e.matrix[14]=p_transform.origin.z; e.matrix[15]=1; if (!multimesh->dirty_list.in_list()) { _multimesh_dirty_list.add(&multimesh->dirty_list); } } void RasterizerGLES2::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh) ERR_FAIL_INDEX(p_index,multimesh->elements.size()); MultiMesh::Element &e=multimesh->elements[p_index]; e.color[0]=CLAMP(p_color.r*255,0,255); e.color[1]=CLAMP(p_color.g*255,0,255); e.color[2]=CLAMP(p_color.b*255,0,255); e.color[3]=CLAMP(p_color.a*255,0,255); if (!multimesh->dirty_list.in_list()) { _multimesh_dirty_list.add(&multimesh->dirty_list); } } RID RasterizerGLES2::multimesh_get_mesh(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND_V(!multimesh,RID()); return multimesh->mesh; } AABB RasterizerGLES2::multimesh_get_aabb(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND_V(!multimesh,AABB()); return multimesh->aabb; } Transform RasterizerGLES2::multimesh_instance_get_transform(RID p_multimesh,int p_index) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND_V(!multimesh,Transform()); ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Transform()); MultiMesh::Element &e=multimesh->elements[p_index]; Transform tr; tr.basis.elements[0][0]=e.matrix[0]; tr.basis.elements[1][0]=e.matrix[1]; tr.basis.elements[2][0]=e.matrix[2]; tr.basis.elements[0][1]=e.matrix[4]; tr.basis.elements[1][1]=e.matrix[5]; tr.basis.elements[2][1]=e.matrix[6]; tr.basis.elements[0][2]=e.matrix[8]; tr.basis.elements[1][2]=e.matrix[9]; tr.basis.elements[2][2]=e.matrix[10]; tr.origin.x=e.matrix[12]; tr.origin.y=e.matrix[13]; tr.origin.z=e.matrix[14]; return tr; } Color RasterizerGLES2::multimesh_instance_get_color(RID p_multimesh,int p_index) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND_V(!multimesh,Color()); ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Color()); MultiMesh::Element &e=multimesh->elements[p_index]; Color c; c.r=e.color[0]/255.0; c.g=e.color[1]/255.0; c.b=e.color[2]/255.0; c.a=e.color[3]/255.0; return c; } void RasterizerGLES2::multimesh_set_visible_instances(RID p_multimesh,int p_visible) { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); multimesh->visible=p_visible; } int RasterizerGLES2::multimesh_get_visible_instances(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND_V(!multimesh,-1); return multimesh->visible; } /* IMMEDIATE API */ RID RasterizerGLES2::immediate_create() { Immediate *im = memnew( Immediate ); return immediate_owner.make_rid(im); } void RasterizerGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(im->building); Immediate::Chunk ic; ic.texture=p_texture; ic.primitive=p_rimitive; im->chunks.push_back(ic); im->mask=0; im->building=true; } void RasterizerGLES2::immediate_vertex(RID p_immediate,const Vector3& p_vertex){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); Immediate::Chunk *c = &im->chunks.back()->get(); if (c->vertices.empty() && im->chunks.size()==1) { im->aabb.pos=p_vertex; im->aabb.size=Vector3(); } else { im->aabb.expand_to(p_vertex); } if (im->mask&VS::ARRAY_FORMAT_NORMAL) c->normals.push_back(chunk_normal); if (im->mask&VS::ARRAY_FORMAT_TANGENT) c->tangents.push_back(chunk_tangent); if (im->mask&VS::ARRAY_FORMAT_COLOR) c->colors.push_back(chunk_color); if (im->mask&VS::ARRAY_FORMAT_TEX_UV) c->uvs.push_back(chunk_uv); if (im->mask&VS::ARRAY_FORMAT_TEX_UV2) c->uvs2.push_back(chunk_uv2); im->mask|=VS::ARRAY_FORMAT_VERTEX; c->vertices.push_back(p_vertex); } void RasterizerGLES2::immediate_normal(RID p_immediate,const Vector3& p_normal){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->mask|=VS::ARRAY_FORMAT_NORMAL; chunk_normal=p_normal; } void RasterizerGLES2::immediate_tangent(RID p_immediate,const Plane& p_tangent){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->mask|=VS::ARRAY_FORMAT_TANGENT; chunk_tangent=p_tangent; } void RasterizerGLES2::immediate_color(RID p_immediate,const Color& p_color){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->mask|=VS::ARRAY_FORMAT_COLOR; chunk_color=p_color; } void RasterizerGLES2::immediate_uv(RID p_immediate,const Vector2& tex_uv){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->mask|=VS::ARRAY_FORMAT_TEX_UV; chunk_uv=tex_uv; } void RasterizerGLES2::immediate_uv2(RID p_immediate,const Vector2& tex_uv){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->mask|=VS::ARRAY_FORMAT_TEX_UV2; chunk_uv2=tex_uv; } void RasterizerGLES2::immediate_end(RID p_immediate){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->building=false; } void RasterizerGLES2::immediate_clear(RID p_immediate) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(im->building); im->chunks.clear(); } AABB RasterizerGLES2::immediate_get_aabb(RID p_immediate) const { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND_V(!im,AABB()); return im->aabb; } void RasterizerGLES2::immediate_set_material(RID p_immediate,RID p_material) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); im->material=p_material; } RID RasterizerGLES2::immediate_get_material(RID p_immediate) const { const Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND_V(!im,RID()); return im->material; } /* PARTICLES API */ RID RasterizerGLES2::particles_create() { Particles *particles = memnew( Particles ); ERR_FAIL_COND_V(!particles,RID()); return particles_owner.make_rid(particles); } void RasterizerGLES2::particles_set_amount(RID p_particles, int p_amount) { ERR_FAIL_COND(p_amount<1); Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.amount=p_amount; } int RasterizerGLES2::particles_get_amount(RID p_particles) const { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,-1); return particles->data.amount; } void RasterizerGLES2::particles_set_emitting(RID p_particles, bool p_emitting) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.emitting=p_emitting;; } bool RasterizerGLES2::particles_is_emitting(RID p_particles) const { const Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,false); return particles->data.emitting; } void RasterizerGLES2::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.visibility_aabb=p_visibility; } void RasterizerGLES2::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.emission_half_extents=p_half_extents; } Vector3 RasterizerGLES2::particles_get_emission_half_extents(RID p_particles) const { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,Vector3()); return particles->data.emission_half_extents; } void RasterizerGLES2::particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.emission_base_velocity=p_base_velocity; } Vector3 RasterizerGLES2::particles_get_emission_base_velocity(RID p_particles) const { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,Vector3()); return particles->data.emission_base_velocity; } void RasterizerGLES2::particles_set_emission_points(RID p_particles, const DVector& p_points) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.emission_points=p_points; } DVector RasterizerGLES2::particles_get_emission_points(RID p_particles) const { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,DVector()); return particles->data.emission_points; } void RasterizerGLES2::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.gravity_normal=p_normal; } Vector3 RasterizerGLES2::particles_get_gravity_normal(RID p_particles) const { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,Vector3()); return particles->data.gravity_normal; } AABB RasterizerGLES2::particles_get_visibility_aabb(RID p_particles) const { const Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,AABB()); return particles->data.visibility_aabb; } void RasterizerGLES2::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) { ERR_FAIL_INDEX(p_variable,VS::PARTICLE_VAR_MAX); Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.particle_vars[p_variable]=p_value; } float RasterizerGLES2::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const { const Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,-1); return particles->data.particle_vars[p_variable]; } void RasterizerGLES2::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.particle_randomness[p_variable]=p_randomness; } float RasterizerGLES2::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const { const Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,-1); return particles->data.particle_randomness[p_variable]; } void RasterizerGLES2::particles_set_color_phases(RID p_particles, int p_phases) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); ERR_FAIL_COND( p_phases<0 || p_phases>VS::MAX_PARTICLE_COLOR_PHASES ); particles->data.color_phase_count=p_phases; } int RasterizerGLES2::particles_get_color_phases(RID p_particles) const { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,-1); return particles->data.color_phase_count; } void RasterizerGLES2::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) { ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES); if (p_pos<0.0) p_pos=0.0; if (p_pos>1.0) p_pos=1.0; Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.color_phases[p_phase].pos=p_pos; } float RasterizerGLES2::particles_get_color_phase_pos(RID p_particles, int p_phase) const { ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, -1.0); const Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,-1); return particles->data.color_phases[p_phase].pos; } void RasterizerGLES2::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) { ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES); Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.color_phases[p_phase].color=p_color; //update alpha particles->has_alpha=false; for(int i=0;idata.color_phases[i].color.a<0.99) particles->has_alpha=true; } } Color RasterizerGLES2::particles_get_color_phase_color(RID p_particles, int p_phase) const { ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, Color()); const Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,Color()); return particles->data.color_phases[p_phase].color; } void RasterizerGLES2::particles_set_attractors(RID p_particles, int p_attractors) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); ERR_FAIL_COND( p_attractors<0 || p_attractors>VisualServer::MAX_PARTICLE_ATTRACTORS ); particles->data.attractor_count=p_attractors; } int RasterizerGLES2::particles_get_attractors(RID p_particles) const { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,-1); return particles->data.attractor_count; } void RasterizerGLES2::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count); particles->data.attractors[p_attractor].pos=p_pos;; } Vector3 RasterizerGLES2::particles_get_attractor_pos(RID p_particles,int p_attractor) const { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,Vector3()); ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,Vector3()); return particles->data.attractors[p_attractor].pos; } void RasterizerGLES2::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count); particles->data.attractors[p_attractor].force=p_force; } float RasterizerGLES2::particles_get_attractor_strength(RID p_particles,int p_attractor) const { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,0); ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,0); return particles->data.attractors[p_attractor].force; } void RasterizerGLES2::particles_set_material(RID p_particles, RID p_material,bool p_owned) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); if (particles->material_owned && particles->material.is_valid()) free(particles->material); particles->material_owned=p_owned; particles->material=p_material; } RID RasterizerGLES2::particles_get_material(RID p_particles) const { const Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,RID()); return particles->material; } void RasterizerGLES2::particles_set_use_local_coordinates(RID p_particles, bool p_enable) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.local_coordinates=p_enable; } bool RasterizerGLES2::particles_is_using_local_coordinates(RID p_particles) const { const Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,false); return particles->data.local_coordinates; } bool RasterizerGLES2::particles_has_height_from_velocity(RID p_particles) const { const Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,false); return particles->data.height_from_velocity; } void RasterizerGLES2::particles_set_height_from_velocity(RID p_particles, bool p_enable) { Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND(!particles); particles->data.height_from_velocity=p_enable; } AABB RasterizerGLES2::particles_get_aabb(RID p_particles) const { const Particles* particles = particles_owner.get( p_particles ); ERR_FAIL_COND_V(!particles,AABB()); return particles->data.visibility_aabb; } /* SKELETON API */ RID RasterizerGLES2::skeleton_create() { Skeleton *skeleton = memnew( Skeleton ); ERR_FAIL_COND_V(!skeleton,RID()); return skeleton_owner.make_rid( skeleton ); } void RasterizerGLES2::skeleton_resize(RID p_skeleton,int p_bones) { Skeleton *skeleton = skeleton_owner.get( p_skeleton ); ERR_FAIL_COND(!skeleton); if (p_bones == skeleton->bones.size()) { return; }; if (use_hw_skeleton_xform) { if (nearest_power_of_2(p_bones)!=nearest_power_of_2(skeleton->bones.size())) { if (skeleton->tex_id) { glDeleteTextures(1,&skeleton->tex_id); skeleton->tex_id=0; } if (p_bones) { glGenTextures(1, &skeleton->tex_id); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,skeleton->tex_id); int ps = nearest_power_of_2(p_bones*3); #ifdef GLEW_ENABLED glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr()); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr()); #endif glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); skeleton->pixel_size=1.0/ps; glBindTexture(GL_TEXTURE_2D,0); } } if (!skeleton->dirty_list.in_list()) { _skeleton_dirty_list.add(&skeleton->dirty_list); } } skeleton->bones.resize(p_bones); } int RasterizerGLES2::skeleton_get_bone_count(RID p_skeleton) const { Skeleton *skeleton = skeleton_owner.get( p_skeleton ); ERR_FAIL_COND_V(!skeleton, -1); return skeleton->bones.size(); } void RasterizerGLES2::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) { Skeleton *skeleton = skeleton_owner.get( p_skeleton ); ERR_FAIL_COND(!skeleton); ERR_FAIL_INDEX( p_bone, skeleton->bones.size() ); Skeleton::Bone &b = skeleton->bones[p_bone]; b.mtx[0][0]=p_transform.basis[0][0]; b.mtx[0][1]=p_transform.basis[1][0]; b.mtx[0][2]=p_transform.basis[2][0]; b.mtx[1][0]=p_transform.basis[0][1]; b.mtx[1][1]=p_transform.basis[1][1]; b.mtx[1][2]=p_transform.basis[2][1]; b.mtx[2][0]=p_transform.basis[0][2]; b.mtx[2][1]=p_transform.basis[1][2]; b.mtx[2][2]=p_transform.basis[2][2]; b.mtx[3][0]=p_transform.origin[0]; b.mtx[3][1]=p_transform.origin[1]; b.mtx[3][2]=p_transform.origin[2]; if (skeleton->tex_id) { if (!skeleton->dirty_list.in_list()) { _skeleton_dirty_list.add(&skeleton->dirty_list); } } } Transform RasterizerGLES2::skeleton_bone_get_transform(RID p_skeleton,int p_bone) { Skeleton *skeleton = skeleton_owner.get( p_skeleton ); ERR_FAIL_COND_V(!skeleton, Transform()); ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() ); const Skeleton::Bone &b = skeleton->bones[p_bone]; Transform t; t.basis[0][0]=b.mtx[0][0]; t.basis[1][0]=b.mtx[0][1]; t.basis[2][0]=b.mtx[0][2]; t.basis[0][1]=b.mtx[1][0]; t.basis[1][1]=b.mtx[1][1]; t.basis[2][1]=b.mtx[1][2]; t.basis[0][2]=b.mtx[2][0]; t.basis[1][2]=b.mtx[2][1]; t.basis[2][2]=b.mtx[2][2]; t.origin[0]=b.mtx[3][0]; t.origin[1]=b.mtx[3][1]; t.origin[2]=b.mtx[3][2]; return t; } /* LIGHT API */ RID RasterizerGLES2::light_create(VS::LightType p_type) { Light *light = memnew( Light ); light->type=p_type; return light_owner.make_rid(light); } VS::LightType RasterizerGLES2::light_get_type(RID p_light) const { Light *light = light_owner.get(p_light); ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI); return light->type; } void RasterizerGLES2::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) { Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); ERR_FAIL_INDEX( p_type, 3 ); light->colors[p_type]=p_color; } Color RasterizerGLES2::light_get_color(RID p_light,VS::LightColor p_type) const { Light *light = light_owner.get(p_light); ERR_FAIL_COND_V(!light, Color()); ERR_FAIL_INDEX_V( p_type, 3, Color() ); return light->colors[p_type]; } void RasterizerGLES2::light_set_shadow(RID p_light,bool p_enabled) { Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); light->shadow_enabled=p_enabled; } bool RasterizerGLES2::light_has_shadow(RID p_light) const { Light *light = light_owner.get(p_light); ERR_FAIL_COND_V(!light,false); return light->shadow_enabled; } void RasterizerGLES2::light_set_volumetric(RID p_light,bool p_enabled) { Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); light->volumetric_enabled=p_enabled; } bool RasterizerGLES2::light_is_volumetric(RID p_light) const { Light *light = light_owner.get(p_light); ERR_FAIL_COND_V(!light,false); return light->volumetric_enabled; } void RasterizerGLES2::light_set_projector(RID p_light,RID p_texture) { Light *light = light_owner.get(p_light); ERR_FAIL_COND(!light); light->projector=p_texture; } RID RasterizerGLES2::light_get_projector(RID p_light) const { Light *light = light_owner.get(p_light); ERR_FAIL_COND_V(!light,RID()); return light->projector; } void RasterizerGLES2::light_set_var(RID p_light, VS::LightParam p_var, float p_value) { Light * light = light_owner.get( p_light ); ERR_FAIL_COND(!light); ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX ); light->vars[p_var]=p_value; } float RasterizerGLES2::light_get_var(RID p_light, VS::LightParam p_var) const { Light * light = light_owner.get( p_light ); ERR_FAIL_COND_V(!light,0); ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 ); return light->vars[p_var]; } void RasterizerGLES2::light_set_operator(RID p_light,VS::LightOp p_op) { }; VS::LightOp RasterizerGLES2::light_get_operator(RID p_light) const { return VS::LightOp(); }; void RasterizerGLES2::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) { Light * light = light_owner.get( p_light ); ERR_FAIL_COND(!light); light->omni_shadow_mode=p_mode; } VS::LightOmniShadowMode RasterizerGLES2::light_omni_get_shadow_mode(RID p_light) const { const Light * light = light_owner.get( p_light ); ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_DEFAULT); return light->omni_shadow_mode; } void RasterizerGLES2::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode) { Light * light = light_owner.get( p_light ); ERR_FAIL_COND(!light); light->directional_shadow_mode=p_mode; } VS::LightDirectionalShadowMode RasterizerGLES2::light_directional_get_shadow_mode(RID p_light) const { const Light * light = light_owner.get( p_light ); ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); return light->directional_shadow_mode; } void RasterizerGLES2::light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value) { Light * light = light_owner.get( p_light ); ERR_FAIL_COND(!light); light->directional_shadow_param[p_param]=p_value; } float RasterizerGLES2::light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const { const Light * light = light_owner.get( p_light ); ERR_FAIL_COND_V(!light,0); return light->directional_shadow_param[p_param]; } AABB RasterizerGLES2::light_get_aabb(RID p_light) const { Light *light = light_owner.get( p_light ); ERR_FAIL_COND_V(!light,AABB()); switch( light->type ) { case VS::LIGHT_SPOT: { float len=light->vars[VS::LIGHT_PARAM_RADIUS]; float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len; return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) ); } break; case VS::LIGHT_OMNI: { float r = light->vars[VS::LIGHT_PARAM_RADIUS]; return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 ); } break; case VS::LIGHT_DIRECTIONAL: { return AABB(); } break; default: {} } ERR_FAIL_V( AABB() ); } RID RasterizerGLES2::light_instance_create(RID p_light) { Light *light = light_owner.get( p_light ); ERR_FAIL_COND_V(!light, RID()); LightInstance *light_instance = memnew( LightInstance ); light_instance->light=p_light; light_instance->base=light; light_instance->last_pass=0; return light_instance_owner.make_rid( light_instance ); } void RasterizerGLES2::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) { LightInstance *lighti = light_instance_owner.get( p_light_instance ); ERR_FAIL_COND(!lighti); lighti->transform=p_transform; } Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_light_instance, bool p_far) const { LightInstance *lighti = light_instance_owner.get( p_light_instance ); ERR_FAIL_COND_V(!lighti,Rasterizer::SHADOW_NONE); switch(lighti->base->type) { case VS::LIGHT_DIRECTIONAL: { switch(lighti->base->directional_shadow_mode) { case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { return SHADOW_ORTHOGONAL; } break; case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE:{ return SHADOW_PSM; } break; case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:{ return SHADOW_PSSM; } break; } }break; case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break; case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break; } return Rasterizer::SHADOW_NONE; } int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) const { LightInstance *lighti = light_instance_owner.get( p_light_instance ); ERR_FAIL_COND_V(!lighti,0); if (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { return 4; // dp4 } else if (lighti->base->type==VS::LIGHT_OMNI || (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)) { return 2; // dp } else return 1; } bool RasterizerGLES2::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const { return shadow_filter>=SHADOW_FILTER_ESM; } void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) { LightInstance *lighti = light_instance_owner.get( p_light_instance ); ERR_FAIL_COND(!lighti); ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL); // ERR_FAIL_INDEX(p_index,1); lighti->custom_projection[p_index]=p_camera; lighti->custom_transform[p_index]=p_transform; lighti->shadow_split[p_index]=1.0/p_split_far; #if 0 if (p_index==0) { lighti->custom_projection=p_camera; lighti->custom_transform=p_transform; //Plane p(0,0,-p_split_far,1); //p=camera_projection.xform4(p); //lighti->shadow_split=p.normal.z/p.d; lighti->shadow_split=1.0/p_split_far; //lighti->shadow_split=-p_split_far; } else { lighti->custom_projection2=p_camera; lighti->custom_transform2=p_transform; lighti->shadow_split2=p_split_far; } #endif } int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const{ LightInstance *lighti = light_instance_owner.get( p_light_instance ); ERR_FAIL_COND_V(!lighti,1); ERR_FAIL_COND_V(!lighti->near_shadow_buffer,256); return lighti->near_shadow_buffer->size/2; } void RasterizerGLES2::shadow_clear_near() { for(int i=0;iclear_near_shadow_buffers(); } } bool RasterizerGLES2::shadow_allocate_near(RID p_light) { if (!use_shadow_mapping || !use_framebuffers) return false; LightInstance *li = light_instance_owner.get(p_light); ERR_FAIL_COND_V(!li,false); ERR_FAIL_COND_V( li->near_shadow_buffer, false); int skip=0; if (framebuffer.active) { int sc = framebuffer.scale; while(sc>1) { sc/=2; skip++; } } for(int i=0;i0) { skip--; continue; } if (near_shadow_buffers[i].owner!=NULL) continue; near_shadow_buffers[i].owner=li; li->near_shadow_buffer=&near_shadow_buffers[i]; return true; } return false; } bool RasterizerGLES2::shadow_allocate_far(RID p_light) { return false; } /* PARTICLES INSTANCE */ RID RasterizerGLES2::particles_instance_create(RID p_particles) { ERR_FAIL_COND_V(!particles_owner.owns(p_particles),RID()); ParticlesInstance *particles_instance = memnew( ParticlesInstance ); ERR_FAIL_COND_V(!particles_instance, RID() ); particles_instance->particles=p_particles; return particles_instance_owner.make_rid(particles_instance); } void RasterizerGLES2::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) { ParticlesInstance *particles_instance=particles_instance_owner.get(p_particles_instance); ERR_FAIL_COND(!particles_instance); particles_instance->transform=p_transform; } RID RasterizerGLES2::viewport_data_create() { ViewportData *vd = memnew( ViewportData ); glActiveTexture(GL_TEXTURE0); glGenFramebuffers(1, &vd->lum_fbo); glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo); GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA; GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE; GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA; glGenTextures(1, &vd->lum_color); glBindTexture(GL_TEXTURE_2D, vd->lum_color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, // GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0, format_luminance_components, format_luminance_type, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, vd->lum_color, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); DEBUG_TEST_ERROR("Viewport Data Init"); if (status != GL_FRAMEBUFFER_COMPLETE) { WARN_PRINT("Can't create framebuffer for vd"); } return viewport_data_owner.make_rid(vd); } RID RasterizerGLES2::render_target_create(){ RenderTarget *rt = memnew( RenderTarget ); rt->fbo=0; rt->width=0; rt->height=0; rt->last_pass=0; Texture *texture = memnew(Texture); texture->active=false; texture->total_data_size=0; texture->render_target=rt; texture->ignore_mipmaps=true; rt->texture_ptr=texture; rt->texture=texture_owner.make_rid( texture ); rt->texture_ptr->active=false; return render_target_owner.make_rid(rt); } void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int p_height){ RenderTarget *rt = render_target_owner.get(p_render_target); if (p_width==rt->width && p_height==rt->height) return; if (rt->width!=0 && rt->height!=0) { glDeleteFramebuffers(1,&rt->fbo); glDeleteRenderbuffers(1,&rt->depth); glDeleteTextures(1,&rt->color); rt->fbo=0; rt->depth=0; rt->color=0; rt->width=0; rt->height=0; rt->texture_ptr->tex_id=0; rt->texture_ptr->active=false; } if (p_width==0 || p_height==0) return; rt->width=p_width; rt->height=p_height; //fbo glGenFramebuffers(1, &rt->fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); //depth if (!low_memory_2d) { glGenRenderbuffers(1, &rt->depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->depth ); glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); } //color glGenTextures(1, &rt->color); glBindTexture(GL_TEXTURE_2D, rt->color); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); if (rt->texture_ptr->flags&VS::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); } glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); rt->texture_ptr->tex_id=rt->color; rt->texture_ptr->active=true; rt->texture_ptr->width=p_width; rt->texture_ptr->height=p_height; # GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { glDeleteRenderbuffers(1,&rt->fbo); glDeleteTextures(1,&rt->depth); glDeleteTextures(1,&rt->color); rt->fbo=0; rt->width=0; rt->height=0; rt->color=0; rt->depth=0; rt->texture_ptr->tex_id=0; rt->texture_ptr->active=false; WARN_PRINT("Could not create framebuffer!!"); } glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); } RID RasterizerGLES2::render_target_get_texture(RID p_render_target) const{ const RenderTarget *rt = render_target_owner.get(p_render_target); ERR_FAIL_COND_V(!rt,RID()); return rt->texture; } bool RasterizerGLES2::render_target_renedered_in_frame(RID p_render_target){ RenderTarget *rt = render_target_owner.get(p_render_target); ERR_FAIL_COND_V(!rt,false); return rt->last_pass==frame; } /* RENDER API */ /* all calls (inside begin/end shadow) are always warranted to be in the following order: */ void RasterizerGLES2::begin_frame() { _update_framebuffer(); glDepthFunc(GL_LEQUAL); glFrontFace(GL_CW); //fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting"); #ifdef TOOLS_ENABLED canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false)); shadow_filter=ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter"))); #endif canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF5,shadow_filter==SHADOW_FILTER_PCF5); canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF13,shadow_filter==SHADOW_FILTER_PCF13); canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM); window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height ); double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec time/=1000.0; // make secs time_delta=time-last_time; last_time=time; frame++; _rinfo.vertex_count=0; _rinfo.object_count=0; _rinfo.mat_change_count=0; _rinfo.shader_change_count=0; _rinfo.ci_draw_commands=0; _rinfo.surface_count=0; _rinfo.draw_calls=0; _update_fixed_materials(); while(_shader_dirty_list.first()) { _update_shader(_shader_dirty_list.first()->self()); } while(_skeleton_dirty_list.first()) { Skeleton *s=_skeleton_dirty_list.first()->self(); float *sk_float = (float*)skinned_buffer; for(int i=0;ibones.size();i++) { float *m = &sk_float[i*12]; const Skeleton::Bone &b=s->bones[i]; m[0]=b.mtx[0][0]; m[1]=b.mtx[1][0]; m[2]=b.mtx[2][0]; m[3]=b.mtx[3][0]; m[4]=b.mtx[0][1]; m[5]=b.mtx[1][1]; m[6]=b.mtx[2][1]; m[7]=b.mtx[3][1]; m[8]=b.mtx[0][2]; m[9]=b.mtx[1][2]; m[10]=b.mtx[2][2]; m[11]=b.mtx[3][2]; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,s->tex_id); glTexSubImage2D(GL_TEXTURE_2D,0,0,0,nearest_power_of_2(s->bones.size()*3),1,GL_RGBA,GL_FLOAT,sk_float); _skeleton_dirty_list.remove( _skeleton_dirty_list.first() ); } while(_multimesh_dirty_list.first()) { MultiMesh *s=_multimesh_dirty_list.first()->self(); float *sk_float = (float*)skinned_buffer; for(int i=0;ielements.size();i++) { float *m = &sk_float[i*16]; const float *im=s->elements[i].matrix; for(int j=0;j<16;j++) { m[j]=im[j]; } } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,s->tex_id); glTexSubImage2D(GL_TEXTURE_2D,0,0,0,s->tw,s->th,GL_RGBA,GL_FLOAT,sk_float); _multimesh_dirty_list.remove( _multimesh_dirty_list.first() ); } draw_next_frame=false; // material_shader.set_uniform_default(MaterialShaderGLES2::SCREENZ_SCALE, Math::fmod(time, 3600.0)); /* nehe ?*/ // glClearColor(0,0,1,1); // glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared.. } void RasterizerGLES2::capture_viewport(Image* r_capture) { #if 0 DVector pixels; pixels.resize(viewport.width*viewport.height*3); DVector::Write w = pixels.write(); #ifdef GLEW_ENABLED glReadBuffer(GL_COLOR_ATTACHMENT0); #endif glPixelStorei(GL_PACK_ALIGNMENT, 1); if (current_rt) glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr() ); else glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr()); glPixelStorei(GL_PACK_ALIGNMENT, 4); w=DVector::Write(); r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB,pixels); #else DVector pixels; pixels.resize(viewport.width*viewport.height*4); DVector::Write w = pixels.write(); glPixelStorei(GL_PACK_ALIGNMENT, 4); // uint64_t time = OS::get_singleton()->get_ticks_usec(); if (current_rt) { #ifdef GLEW_ENABLED glReadBuffer(GL_COLOR_ATTACHMENT0); #endif glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr() ); } else { // back? glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr()); } bool flip = current_rt==NULL; if (flip) { uint32_t *imgptr = (uint32_t*)w.ptr(); for(int y=0;y<(viewport.height/2);y++) { uint32_t *ptr1 = &imgptr[y*viewport.width]; uint32_t *ptr2 = &imgptr[(viewport.height-y-1)*viewport.width]; for(int x=0;x::Write(); r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGBA,pixels); //r_capture->flip_y(); #endif } void RasterizerGLES2::clear_viewport(const Color& p_color) { if (current_rt || using_canvas_bg) { glScissor( 0, 0, viewport.width, viewport.height ); } else { glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); } glEnable(GL_SCISSOR_TEST); glClearColor(p_color.r,p_color.g,p_color.b,p_color.a); glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared.. glDisable(GL_SCISSOR_TEST); }; void RasterizerGLES2::set_render_target(RID p_render_target, bool p_transparent_bg, bool p_vflip) { if (!p_render_target.is_valid()) { glBindFramebuffer(GL_FRAMEBUFFER,base_framebuffer); current_rt=NULL; current_rt_vflip=false; } else { RenderTarget *rt = render_target_owner.get(p_render_target); ERR_FAIL_COND(!rt); ERR_FAIL_COND(rt->fbo==0); glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo); current_rt=rt; current_rt_transparent=p_transparent_bg; current_rt_vflip=!p_vflip; } } void RasterizerGLES2::set_viewport(const VS::ViewportRect& p_viewport) { viewport=p_viewport; //viewport.width/=2; //viewport.height/=2; //print_line("viewport: "+itos(p_viewport.x)+","+itos(p_viewport.y)+","+itos(p_viewport.width)+","+itos(p_viewport.height)); if (current_rt) { glViewport( 0, 0,viewport.width, viewport.height ); } else { glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); } } void RasterizerGLES2::begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug) { current_debug=p_debug; opaque_render_list.clear(); alpha_render_list.clear(); light_instance_count=0; current_env = p_env.is_valid() ? environment_owner.get(p_env) : NULL; scene_pass++; last_light_id=0; directional_light_count=0; lights_use_shadow=false; texscreen_used=false; current_vd=viewport_data_owner.get(p_viewport_data); if (current_debug==VS::SCENARIO_DEBUG_WIREFRAME) { #ifdef GLEW_ENABLED glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); #endif } //set state glCullFace(GL_FRONT); cull_front=true; }; void RasterizerGLES2::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) { ERR_FAIL_COND(shadow); shadow = light_instance_owner.get(p_light_instance); shadow_pass=p_shadow_pass; ERR_FAIL_COND(!shadow); opaque_render_list.clear(); alpha_render_list.clear(); // pre_zpass_render_list.clear(); light_instance_count=0; glCullFace(GL_FRONT); cull_front=true; } void RasterizerGLES2::set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint) { camera_transform=p_world; if (current_rt && current_rt_vflip) { camera_transform.basis.set_axis(1,-camera_transform.basis.get_axis(1)); } camera_transform_inverse=camera_transform.inverse(); camera_projection=p_projection; camera_plane = Plane( camera_transform.origin, -camera_transform.basis.get_axis(2) ); camera_z_near=camera_projection.get_z_near(); camera_z_far=camera_projection.get_z_far(); camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y); camera_ortho=p_ortho_hint; } void RasterizerGLES2::add_light( RID p_light_instance ) { #define LIGHT_FADE_TRESHOLD 0.05 ERR_FAIL_COND( light_instance_count >= MAX_SCENE_LIGHTS ); LightInstance *li = light_instance_owner.get(p_light_instance); ERR_FAIL_COND(!li); switch(li->base->type) { case VS::LIGHT_DIRECTIONAL: { ERR_FAIL_COND( directional_light_count >= RenderList::MAX_LIGHTS); directional_lights[directional_light_count++]=li; if (li->base->shadow_enabled) { CameraMatrix bias; bias.set_light_bias(); int passes=light_instance_get_shadow_passes(p_light_instance); for(int i=0;icustom_transform[i]).inverse(); li->shadow_projection[i] = bias * li->custom_projection[i] * modelview; } lights_use_shadow=true; } } break; case VS::LIGHT_OMNI: { if (li->base->shadow_enabled) { li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse(); lights_use_shadow=true; } } break; case VS::LIGHT_SPOT: { if (li->base->shadow_enabled) { CameraMatrix bias; bias.set_light_bias(); Transform modelview=Transform(camera_transform_inverse * li->transform).inverse(); li->shadow_projection[0] = bias * li->projection * modelview; lights_use_shadow=true; } } break; } /* make light hash */ // actually, not really a hash, but helps to sort the lights // and avoid recompiling redudant shader versions li->last_pass=scene_pass; li->sort_key=light_instance_count; light_instances[light_instance_count++]=li; } void RasterizerGLES2::_update_shader( Shader* p_shader) const { _shader_dirty_list.remove( &p_shader->dirty_list ); p_shader->valid=false; p_shader->uniforms.clear(); Vector uniform_names; String vertex_code; String vertex_globals; ShaderCompilerGLES2::Flags vertex_flags; ShaderCompilerGLES2::Flags fragment_flags; ShaderCompilerGLES2::Flags light_flags; if (p_shader->mode==VS::SHADER_MATERIAL) { Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms); if (err) { return; //invalid } } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) { Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms); if (err) { return; //invalid } } //print_line("compiled vertex: "+vertex_code); //print_line("compiled vertex globals: "+vertex_globals); //print_line("UCV: "+itos(p_shader->uniforms.size())); String fragment_code; String fragment_globals; if (p_shader->mode==VS::SHADER_MATERIAL) { Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms); if (err) { return; //invalid } } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) { Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms); if (err) { return; //invalid } } String light_code; String light_globals; if (p_shader->mode==VS::SHADER_MATERIAL) { Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_MATERIAL_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms); if (err) { return; //invalid } } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) { Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms); if (err) { return; //invalid } } fragment_globals+=light_globals; //both fragment anyway //print_line("compiled fragment: "+fragment_code); // ("compiled fragment globals: "+fragment_globals); //print_line("UCF: "+itos(p_shader->uniforms.size())); int first_tex_index=0xFFFFF; p_shader->first_texture=StringName(); for(Map::Element *E=p_shader->uniforms.front();E;E=E->next()) { uniform_names.push_back("_"+String(E->key())); if (E->get().type==ShaderLanguage::TYPE_TEXTURE && E->get().orderfirst_texture=E->key(); first_tex_index=E->get().order; } } bool uses_time=false; if (p_shader->mode==VS::SHADER_MATERIAL) { //print_line("setting code to id.. "+itos(p_shader->custom_code_id)); Vector enablers; if (fragment_flags.use_color_interp || vertex_flags.use_color_interp) enablers.push_back("#define ENABLE_COLOR_INTERP\n"); if (fragment_flags.use_uv_interp || vertex_flags.use_uv_interp) enablers.push_back("#define ENABLE_UV_INTERP\n"); if (fragment_flags.use_uv2_interp || vertex_flags.use_uv2_interp) enablers.push_back("#define ENABLE_UV2_INTERP\n"); if (fragment_flags.use_tangent_interp || vertex_flags.use_tangent_interp || fragment_flags.uses_normalmap) enablers.push_back("#define ENABLE_TANGENT_INTERP\n"); if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp) enablers.push_back("#define ENABLE_VAR1_INTERP\n"); if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp) enablers.push_back("#define ENABLE_VAR2_INTERP\n"); if (fragment_flags.uses_texscreen) { enablers.push_back("#define ENABLE_TEXSCREEN\n"); } if (fragment_flags.uses_screen_uv) { enablers.push_back("#define ENABLE_SCREEN_UV\n"); } if (fragment_flags.uses_discard) { enablers.push_back("#define ENABLE_DISCARD\n"); } if (fragment_flags.uses_normalmap) { enablers.push_back("#define ENABLE_NORMALMAP\n"); } if (light_flags.uses_light) { enablers.push_back("#define USE_LIGHT_SHADER_CODE\n"); } if (light_flags.uses_shadow_color) { enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n"); } if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) { enablers.push_back("#define USE_TIME\n"); uses_time=true; } if (vertex_flags.vertex_code_writes_position) { enablers.push_back("#define VERTEX_SHADER_WRITE_POSITION\n"); } material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers); } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) { Vector enablers; if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) { enablers.push_back("#define USE_TIME\n"); uses_time=true; } if (fragment_flags.uses_normal) { enablers.push_back("#define NORMAL_USED\n"); } if (fragment_flags.uses_normalmap) { enablers.push_back("#define USE_NORMALMAP\n"); } if (light_flags.uses_light) { enablers.push_back("#define USE_LIGHT_SHADER_CODE\n"); } if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp) enablers.push_back("#define ENABLE_VAR1_INTERP\n"); if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp) enablers.push_back("#define ENABLE_VAR2_INTERP\n"); if (fragment_flags.uses_texscreen) { enablers.push_back("#define ENABLE_TEXSCREEN\n"); } if (fragment_flags.uses_screen_uv) { enablers.push_back("#define ENABLE_SCREEN_UV\n"); } if (fragment_flags.uses_texpixel_size) { enablers.push_back("#define USE_TEXPIXEL_SIZE\n"); } if (light_flags.uses_shadow_color) { enablers.push_back("#define USE_LIGHT_SHADOW_COLOR\n"); } if (vertex_flags.uses_worldvec) { enablers.push_back("#define USE_WORLD_VEC\n"); } canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers); //postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names); } p_shader->valid=true; p_shader->has_alpha=fragment_flags.uses_alpha || fragment_flags.uses_texscreen; p_shader->writes_vertex=vertex_flags.vertex_code_writes_vertex; p_shader->uses_discard=fragment_flags.uses_discard; p_shader->has_texscreen=fragment_flags.uses_texscreen; p_shader->has_screen_uv=fragment_flags.uses_screen_uv; p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex; p_shader->uses_normal=fragment_flags.uses_normal || light_flags.uses_normal; p_shader->uses_time=uses_time; p_shader->uses_texpixel_size=fragment_flags.uses_texpixel_size; p_shader->version++; } void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner) { Material *m=NULL; RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override : p_geometry->material; #ifdef DEBUG_ENABLED if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) { m_src=overdraw_material; } #endif if (m_src) m=material_owner.get( m_src ); if (!m) { m=material_owner.get( default_material ); } ERR_FAIL_COND(!m); if (m->last_pass!=frame) { if (m->shader.is_valid()) { m->shader_cache=shader_owner.get(m->shader); if (m->shader_cache) { if (!m->shader_cache->valid) { m->shader_cache=NULL; } else { if (m->shader_cache->has_texscreen) texscreen_used=true; } } else { m->shader=RID(); } } else { m->shader_cache=NULL; } m->last_pass=frame; } RenderList *render_list=NULL; bool has_base_alpha=(m->shader_cache && m->shader_cache->has_alpha); bool has_blend_alpha=m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP]; bool has_alpha = has_base_alpha || has_blend_alpha; if (shadow) { if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) return; //bye if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) { //shader does not use discard and does not write a vertex position, use generic material m = shadow_mat_ptr; if (m->last_pass!=frame) { if (m->shader.is_valid()) { m->shader_cache=shader_owner.get(m->shader); if (m->shader_cache) { if (!m->shader_cache->valid) m->shader_cache=NULL; } else { m->shader=RID(); } } else { m->shader_cache=NULL; } m->last_pass=frame; } } render_list = &opaque_render_list; /* notyet if (!m->shader_cache || m->shader_cache->can_zpass) render_list = &alpha_render_list; } else { render_list = &opaque_render_list; }*/ } else { if (has_alpha) { render_list = &alpha_render_list; } else { render_list = &opaque_render_list; } } RenderList::Element *e = render_list->add_element(); if (!e) return; e->geometry=p_geometry; e->geometry_cmp=p_geometry_cmp; e->material=m; e->instance=p_instance; if (camera_ortho) { e->depth=camera_plane.distance_to(p_instance->transform.origin); } else { e->depth=camera_transform.origin.distance_to(p_instance->transform.origin); } e->owner=p_owner; e->light_type=0; e->additive=false; e->additive_ptr=&e->additive; e->sort_flags=0; if (p_instance->skeleton.is_valid()) { e->skeleton=skeleton_owner.get(p_instance->skeleton); if (!e->skeleton) const_cast(p_instance)->skeleton=RID(); else e->sort_flags|=RenderList::SORT_FLAG_SKELETON; } else { e->skeleton=NULL; } if (e->geometry->type==Geometry::GEOMETRY_MULTISURFACE) e->sort_flags|=RenderList::SORT_FLAG_INSTANCING; e->mirror=p_instance->mirror; if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES]) e->mirror=!e->mirror; //e->light_type=0xFF; // no lights! e->light_type=3; //light type 3 is no light? e->light=0xFFFF; if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) { //if nothing exists, add this element as opaque too RenderList::Element *oe = opaque_render_list.add_element(); if (!oe) return; memcpy(oe,e,sizeof(RenderList::Element)); oe->additive_ptr=&oe->additive; } if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) { e->light_type=0x7F; //unshaded is zero } else { bool duplicate=false; for(int i=0;isort_key; uint8_t light_type = VS::LIGHT_DIRECTIONAL; if (directional_lights[i]->base->shadow_enabled) { light_type|=0x8; if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) light_type|=0x10; else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) light_type|=0x30; } RenderList::Element *ec; if (duplicate) { ec = render_list->add_element(); memcpy(ec,e,sizeof(RenderList::Element)); } else { ec=e; duplicate=true; } ec->light_type=light_type; ec->light=sort_key; ec->additive_ptr=&e->additive; } const RID *liptr = p_instance->light_instances.ptr(); int ilc=p_instance->light_instances.size(); for(int i=0;ilast_pass!=scene_pass) //lit by light not in visible scene continue; uint8_t light_type=li->base->type|0x40; //penalty to ensure directionals always go first if (li->base->shadow_enabled) { light_type|=0x8; } uint16_t sort_key =li->sort_key; RenderList::Element *ec; if (duplicate) { ec = render_list->add_element(); memcpy(ec,e,sizeof(RenderList::Element)); } else { duplicate=true; ec=e; } ec->light_type=light_type; ec->light=sort_key; ec->additive_ptr=&e->additive; } } DEBUG_TEST_ERROR("Add Geometry"); } void RasterizerGLES2::add_mesh( const RID& p_mesh, const InstanceData *p_data) { Mesh *mesh = mesh_owner.get(p_mesh); ERR_FAIL_COND(!mesh); int ssize = mesh->surfaces.size(); for (int i=0;isurfaces[i]; _add_geometry(s,p_data,s,NULL); } mesh->last_pass=frame; } void RasterizerGLES2::add_multimesh( const RID& p_multimesh, const InstanceData *p_data){ MultiMesh *multimesh = multimesh_owner.get(p_multimesh); ERR_FAIL_COND(!multimesh); if (!multimesh->mesh.is_valid()) return; if (multimesh->elements.empty()) return; Mesh *mesh = mesh_owner.get(multimesh->mesh); ERR_FAIL_COND(!mesh); int surf_count = mesh->surfaces.size(); if (multimesh->last_pass!=scene_pass) { multimesh->cache_surfaces.resize(surf_count); for(int i=0;icache_surfaces[i].material=mesh->surfaces[i]->material; multimesh->cache_surfaces[i].has_alpha=mesh->surfaces[i]->has_alpha; multimesh->cache_surfaces[i].surface=mesh->surfaces[i]; } multimesh->last_pass=scene_pass; } for(int i=0;icache_surfaces[i],p_data,multimesh->cache_surfaces[i].surface,multimesh); } } void RasterizerGLES2::add_immediate( const RID& p_immediate, const InstanceData *p_data) { Immediate *immediate = immediate_owner.get(p_immediate); ERR_FAIL_COND(!immediate); _add_geometry(immediate,p_data,immediate,NULL); } void RasterizerGLES2::add_particles( const RID& p_particle_instance, const InstanceData *p_data){ //print_line("adding particles"); ParticlesInstance *particles_instance = particles_instance_owner.get(p_particle_instance); ERR_FAIL_COND(!particles_instance); Particles *p=particles_owner.get( particles_instance->particles ); ERR_FAIL_COND(!p); _add_geometry(p,p_data,p,particles_instance); draw_next_frame=true; } Color RasterizerGLES2::_convert_color(const Color& p_color) { if (current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]) return p_color.to_linear(); else return p_color; } void RasterizerGLES2::_set_cull(bool p_front,bool p_reverse_cull) { bool front = p_front; if (p_reverse_cull) front=!front; if (front!=cull_front) { glCullFace(front?GL_FRONT:GL_BACK); cull_front=front; } } _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_material) const { Map old_mparams=p_material->shader_params; Map &mparams=p_material->shader_params; mparams.clear(); int idx=0; for(Map::Element *E=p_material->shader_cache->uniforms.front();E;E=E->next()) { Material::UniformData ud; bool keep=true; //keep material value Map::Element *OLD=old_mparams.find(E->key()); bool has_old = OLD; bool old_inuse=has_old && old_mparams[E->key()].inuse; ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP); if (!has_old || !old_inuse) { keep=false; } else if (OLD->get().value.get_type()!=E->value().default_value.get_type()) { if (OLD->get().value.get_type()==Variant::INT && E->get().type==ShaderLanguage::TYPE_FLOAT) { //handle common mistake using shaders (feeding ints instead of float) OLD->get().value=float(OLD->get().value); keep=true; } else if (!ud.istexture && E->value().default_value.get_type()!=Variant::NIL) { keep=false; } //type changed between old and new /* if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) { if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures keep=false; } else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type()) keep=false;*/ //value is invalid because type differs and default is not null ; } if (keep) { ud.value=old_mparams[E->key()].value; //print_line("KEEP: "+String(E->key())); } else { if (ud.istexture && p_material->shader_cache->default_textures.has(E->key())) ud.value=p_material->shader_cache->default_textures[E->key()]; else ud.value=E->value().default_value; old_inuse=false; //if reverted to default, obviously did not work //print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key()))); //if (old_mparams.has(E->key())) // print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type())); } ud.index=idx++; ud.inuse=old_inuse; mparams[E->key()]=ud; } p_material->shader_version=p_material->shader_cache->version; } bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light,bool p_opaque_pass) { if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) { glDisable(GL_CULL_FACE); } else { glEnable(GL_CULL_FACE); } //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); /* if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME]) glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); */ if (p_material->line_width) glLineWidth(p_material->line_width); //all goes to false by default material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL); material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter==SHADOW_FILTER_PCF5 || shadow_filter==SHADOW_FILTER_PCF13); material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13); material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM); material_shader.set_conditional(MaterialShaderGLES2::USE_LIGHTMAP_ON_UV2,p_material->flags[VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2]); material_shader.set_conditional(MaterialShaderGLES2::USE_COLOR_ATTRIB_SRGB_TO_LINEAR,p_material->flags[VS::MATERIAL_FLAG_COLOR_ARRAY_SRGB] && current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]); if (p_opaque_pass && p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) { material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,true); } else { material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,false); } if (!shadow) { bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP]; bool depth_write=p_material->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_NEVER && (p_opaque_pass || p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_ALWAYS); //bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]); if (current_depth_mask!=depth_write) { current_depth_mask=depth_write; glDepthMask( depth_write ); } if (current_depth_test!=depth_test) { current_depth_test=depth_test; if(depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); } material_shader.set_conditional(MaterialShaderGLES2::USE_FOG,current_env && current_env->fx_enabled[VS::ENV_FX_FOG]); //glDepthMask( true ); } DEBUG_TEST_ERROR("Pre Shader Bind"); bool rebind=false; if (p_material->shader_cache && p_material->shader_cache->valid) { // // reduce amount of conditional compilations // for(int i=0;i<_tex_version_count;i++) // material_shader.set_conditional((MaterialShaderGLES2::Conditionals)_tex_version[i],false); // material_shader.set_custom_shader(p_material->shader_cache->custom_code_id); if (p_material->shader_version!=p_material->shader_cache->version) { //shader changed somehow, must update uniforms _update_material_shader_params((Material*)p_material); } material_shader.set_custom_shader(p_material->shader_cache->custom_code_id); rebind = material_shader.bind(); DEBUG_TEST_ERROR("Shader Bind"); //set uniforms! int texcoord=0; for (Map::Element *E=p_material->shader_params.front();E;E=E->next()) { if (E->get().index<0) continue; // print_line(String(E->key())+": "+E->get().value); if (E->get().istexture) { //clearly a texture.. RID rid = E->get().value; int loc = material_shader.get_custom_uniform_location(E->get().index); //should be automatic.. Texture *t=NULL; if (rid.is_valid()) { t=texture_owner.get(rid); if (!t) { E->get().value=RID(); //nullify, invalid texture rid=RID(); } } glActiveTexture(GL_TEXTURE0+texcoord); glUniform1i(loc,texcoord); //TODO - this could happen automatically on compile... if (t) { if (t->render_target) t->render_target->last_pass=frame; if (E->key()==p_material->shader_cache->first_texture) { tc0_idx=texcoord; tc0_id_cache=t->tex_id; } glBindTexture(t->target,t->tex_id); } else glBindTexture(GL_TEXTURE_2D,white_tex); //no texture texcoord++; } else if (E->get().value.get_type()==Variant::COLOR){ Color c = E->get().value; material_shader.set_custom_uniform(E->get().index,_convert_color(c)); } else { material_shader.set_custom_uniform(E->get().index,E->get().value); } } if (p_material->shader_cache->has_texscreen && framebuffer.active) { material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height)); material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(0,0,float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height)); material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX,texcoord); glActiveTexture(GL_TEXTURE0+texcoord); glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); } if (p_material->shader_cache->has_screen_uv) { material_shader.set_uniform(MaterialShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height)); } DEBUG_TEST_ERROR("Material arameters"); if (p_material->shader_cache->uses_time) { material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback)); draw_next_frame=true; } //if uses TIME - draw_next_frame=true } else { material_shader.set_custom_shader(0); rebind = material_shader.bind(); DEBUG_TEST_ERROR("Shader bind2"); } if (shadow) { float zofs = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]; float zslope = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]; if (shadow_pass>=1 && shadow->base->type==VS::LIGHT_DIRECTIONAL) { float m = Math::pow(shadow->base->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE],shadow_pass); zofs*=m; zslope*=m; } material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_OFFSET,zofs); material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_SLOPE_SCALE,zslope); if (shadow->base->type==VS::LIGHT_OMNI) material_shader.set_uniform(MaterialShaderGLES2::DUAL_PARABOLOID,shadow->dp); DEBUG_TEST_ERROR("Shadow uniforms"); } if (current_env && current_env->fx_enabled[VS::ENV_FX_FOG]) { Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]; Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]; col_begin=_convert_color(col_begin); col_end=_convert_color(col_end); float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]; float zf = camera_z_far; float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]; material_shader.set_uniform(MaterialShaderGLES2::FOG_PARAMS,Vector3(from,zf,curve)); material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_BEGIN,Vector3(col_begin.r,col_begin.g,col_begin.b)); material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END,Vector3(col_end.r,col_end.g,col_end.b)); } //material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0)); //if uses TIME - draw_next_frame=true return rebind; } void RasterizerGLES2::_setup_light(uint16_t p_light) { if (shadow) return; if (p_light==0xFFFF) return; enum { VL_LIGHT_POS, VL_LIGHT_DIR, VL_LIGHT_ATTENUATION, VL_LIGHT_SPOT_ATTENUATION, VL_LIGHT_DIFFUSE, VL_LIGHT_SPECULAR, VL_LIGHT_MAX }; static const MaterialShaderGLES2::Uniforms light_uniforms[VL_LIGHT_MAX]={ MaterialShaderGLES2::LIGHT_POS, MaterialShaderGLES2::LIGHT_DIRECTION, MaterialShaderGLES2::LIGHT_ATTENUATION, MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION, MaterialShaderGLES2::LIGHT_DIFFUSE, MaterialShaderGLES2::LIGHT_SPECULAR, }; GLfloat light_data[VL_LIGHT_MAX][3]; memset(light_data,0,(VL_LIGHT_MAX)*3*sizeof(GLfloat)); LightInstance *li=light_instances[p_light]; Light *l=li->base; Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]); Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]); for(int j=0;j<3;j++) { light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j]; light_data[VL_LIGHT_SPECULAR][j]=col_specular[j]; } if (l->type!=VS::LIGHT_OMNI) { Vector3 dir = -li->transform.get_basis().get_axis(2); dir = camera_transform_inverse.basis.xform(dir).normalized(); for(int j=0;j<3;j++) light_data[VL_LIGHT_DIR][j]=dir[j]; } if (l->type!=VS::LIGHT_DIRECTIONAL) { Vector3 pos = li->transform.get_origin(); pos = camera_transform_inverse.xform(pos); for(int j=0;j<3;j++) light_data[VL_LIGHT_POS][j]=pos[j]; } if (li->near_shadow_buffer) { glActiveTexture(GL_TEXTURE0+max_texture_units-1); //if (read_depth_supported) { glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth); //} else { //} material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]); material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size); material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,max_texture_units-1); if (shadow_filter==SHADOW_FILTER_ESM) material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER,float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER])); if (li->base->type==VS::LIGHT_DIRECTIONAL) { if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]); material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2])); } else if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]); material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX3,li->shadow_projection[2]); material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX4,li->shadow_projection[3]); material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2])); } //print_line("shadow split: "+rtos(li->shadow_split)); } material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]); //matrix } light_data[VL_LIGHT_ATTENUATION][0]=l->vars[VS::LIGHT_PARAM_ENERGY]; light_data[VL_LIGHT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_RADIUS]; light_data[VL_LIGHT_ATTENUATION][2]=l->vars[VS::LIGHT_PARAM_ATTENUATION]; light_data[VL_LIGHT_SPOT_ATTENUATION][0]=Math::cos(Math::deg2rad(l->vars[VS::LIGHT_PARAM_SPOT_ANGLE])); light_data[VL_LIGHT_SPOT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]; //int uf = material_shader.get_uniform(MaterialShaderGLES2::LIGHT_PARAMS); for(int i=0;i void RasterizerGLES2::_skeleton_xform(const uint8_t * p_src_array, int p_src_stride, uint8_t * p_dst_array, int p_dst_stride, int p_elements,const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms) { uint32_t basesize = 3; if (USE_NORMAL) basesize+=3; if (USE_TANGENT) basesize+=4; uint32_t extra=(p_dst_stride-basesize*4); const int dstvec_size=3+(USE_NORMAL?3:0)+(USE_TANGENT?4:0); float dstcopy[dstvec_size]; for(int i=0;itype) { case Geometry::GEOMETRY_MULTISURFACE: case Geometry::GEOMETRY_SURFACE: { const Surface *surf=NULL; if (p_geometry->type==Geometry::GEOMETRY_SURFACE) surf=static_cast(p_geometry); else if (p_geometry->type==Geometry::GEOMETRY_MULTISURFACE) surf=static_cast(p_geometry)->surface; if (surf->format != surf->configured_format) { if (OS::get_singleton()->is_stdout_verbose()) { print_line("has format: "+itos(surf->format)); print_line("configured format: "+itos(surf->configured_format)); } ERR_EXPLAIN("Missing arrays (not set) in surface"); } ERR_FAIL_COND_V( surf->format != surf->configured_format, ERR_UNCONFIGURED ); uint8_t *base=0; int stride=surf->stride; bool use_VBO = (surf->array_local==0); _setup_geometry_vinfo=surf->array_len; bool skeleton_valid = p_skeleton && (surf->format&VS::ARRAY_FORMAT_BONES) && (surf->format&VS::ARRAY_FORMAT_WEIGHTS) && !p_skeleton->bones.empty() && p_skeleton->bones.size() > surf->max_bone; /* if (surf->packed) { float scales[4]={surf->vertex_scale,surf->uv_scale,surf->uv2_scale,0.0}; glVertexAttrib4fv( 7, scales ); } else { glVertexAttrib4f( 7, 1,1,1,1 ); }*/ if (!use_VBO) { DEBUG_TEST_ERROR("Draw NO VBO"); base = surf->array_local; glBindBuffer(GL_ARRAY_BUFFER, 0); bool can_copy_to_local=surf->local_stride * surf->array_len <= skinned_buffer_size; if (p_morphs && surf->stride * surf->array_len > skinned_buffer_size) can_copy_to_local=false; if (!can_copy_to_local) skeleton_valid=false; /* compute morphs */ if (p_morphs && surf->morph_target_count && can_copy_to_local) { base = skinned_buffer; stride=surf->local_stride; //copy all first float coef=1.0; for(int i=0;imorph_target_count;i++) { if (surf->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED) coef-=p_morphs[i]; ERR_FAIL_COND_V( surf->morph_format != surf->morph_targets_local[i].configured_format, ERR_INVALID_DATA ); } int16_t coeffp = CLAMP(coef*255,0,255); for(int i=0;iarray[i]; if (ad.size==0) continue; int ofs = ad.ofs; int src_stride=surf->stride; int dst_stride=skeleton_valid?surf->stride:surf->local_stride; int count = surf->array_len; if (!skeleton_valid && i>=VS::ARRAY_MAX-3) break; switch(i) { case VS::ARRAY_VERTEX: case VS::ARRAY_NORMAL: case VS::ARRAY_TANGENT: { for(int k=0;karray_local[ofs+k*src_stride]; float *dst = (float*)&base[ofs+k*dst_stride]; dst[0]= src[0]*coef; dst[1]= src[1]*coef; dst[2]= src[2]*coef; }; } break; case VS::ARRAY_COLOR: { for(int k=0;karray_local[ofs+k*src_stride]; uint8_t *dst = (uint8_t*)&base[ofs+k*dst_stride]; dst[0]= (src[0]*coeffp)>>8; dst[1]= (src[1]*coeffp)>>8; dst[2]= (src[2]*coeffp)>>8; dst[3]= (src[3]*coeffp)>>8; } } break; case VS::ARRAY_TEX_UV: case VS::ARRAY_TEX_UV2: { for(int k=0;karray_local[ofs+k*src_stride]; float *dst = (float*)&base[ofs+k*dst_stride]; dst[0]= src[0]*coef; dst[1]= src[1]*coef; } } break; case VS::ARRAY_BONES: case VS::ARRAY_WEIGHTS: { for(int k=0;karray_local[ofs+k*src_stride]; float *dst = (float*)&base[ofs+k*dst_stride]; dst[0]= src[0]; dst[1]= src[1]; dst[2]= src[2]; dst[3]= src[3]; } } break; } } for(int j=0;jmorph_target_count;j++) { for(int i=0;iarray[i]; if (ad.size==0) continue; int ofs = ad.ofs; int src_stride=surf->local_stride; int dst_stride=skeleton_valid?surf->stride:surf->local_stride; int count = surf->array_len; const uint8_t *morph=surf->morph_targets_local[j].array; float w = p_morphs[j]; int16_t wfp = CLAMP(w*255,0,255); switch(i) { case VS::ARRAY_VERTEX: case VS::ARRAY_NORMAL: case VS::ARRAY_TANGENT: { for(int k=0;k>8; dst[1]= (src[1]*wfp)>>8; dst[2]= (src[2]*wfp)>>8; dst[3]= (src[3]*wfp)>>8; } } break; case VS::ARRAY_TEX_UV: case VS::ARRAY_TEX_UV2: { for(int k=0;karray_local[surf->array[VS::ARRAY_WEIGHTS].ofs]; const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs]; const Skeleton::Bone *skeleton = &p_skeleton->bones[0]; if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT) _skeleton_xform(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton); else if (surf->format&(VS::ARRAY_FORMAT_NORMAL)) _skeleton_xform(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton); else if (surf->format&(VS::ARRAY_FORMAT_TANGENT)) _skeleton_xform(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton); else _skeleton_xform(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton); } stride=skeleton_valid?surf->stride:surf->local_stride; #if 0 { //in-place skeleton tansformation, only used for morphs, slow. //should uptimize some day.... const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs]; const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs]; int src_stride = surf->stride; int count = surf->array_len; const Transform *skeleton = &p_skeleton->bones[0]; for(int i=0;iarray[i]; if (ad.size==0) continue; int ofs = ad.ofs; switch(i) { case VS::ARRAY_VERTEX: { for(int k=0;k(&src_weights[k*src_stride]); const GLfloat *bones = reinterpret_cast(&src_bones[k*src_stride]); Vector3 src( ptr[0], ptr[1], ptr[2] ); Vector3 dst; for(int j=0;j(&src_weights[k*src_stride]); const GLfloat *bones = reinterpret_cast(&src_bones[k*src_stride]); Vector3 src( ptr[0], ptr[1], ptr[2] ); Vector3 dst; for(int j=0;jstride; int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size ); const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs]; const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs]; const Skeleton::Bone *skeleton = &p_skeleton->bones[0]; if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT) _skeleton_xform(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton); else if (surf->format&(VS::ARRAY_FORMAT_NORMAL)) _skeleton_xform(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton); else if (surf->format&(VS::ARRAY_FORMAT_TANGENT)) _skeleton_xform(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton); else _skeleton_xform(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton); stride=dst_stride; } } else { glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id); }; for (int i=0;i<(VS::ARRAY_MAX-1);i++) { const Surface::ArrayData& ad=surf->array[i]; // if (!gl_texcoord_shader[i]) // continue; if (ad.size==0 || ! ad.bind) { glDisableVertexAttribArray(i); if (i == VS::ARRAY_COLOR) { _set_color_attrib(Color(1, 1, 1,1)); }; //print_line("disable: "+itos(i)); continue; // this one is disabled. } glEnableVertexAttribArray(i); // print_line("set: "+itos(i)+" - count: "+itos(ad.count)+" datatype: "+itos(ad.datatype)+" ofs: "+itos(ad.ofs)+" stride: "+itos(stride)+" total len: "+itos(surf->array_len)); glVertexAttribPointer(i, ad.count, ad.datatype, ad.normalize, stride, &base[ad.ofs]); } #ifdef GLEW_ENABLED //"desktop" opengl needs this. if (surf->primitive==VS::PRIMITIVE_POINTS) { glEnable(GL_POINT_SPRITE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); } else { glDisable(GL_POINT_SPRITE); glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); } #endif } break; default: break; }; return OK; }; static const GLenum gl_primitive[]={ GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_LINE_LOOP, GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN }; void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform) { _rinfo.object_count++; switch(p_geometry->type) { case Geometry::GEOMETRY_SURFACE: { Surface *s = (Surface*)p_geometry; _rinfo.vertex_count+=s->array_len; if (s->index_array_len>0) { if (s->index_array_local) { //print_line("LOCAL F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, s->index_array_local); } else { // print_line("indices: "+itos(s->index_array_local) ); //print_line("VBO F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0); } } else { glDrawArrays(gl_primitive[s->primitive],0,s->array_len); }; _rinfo.draw_calls++; } break; case Geometry::GEOMETRY_MULTISURFACE: { material_shader.bind_uniforms(); Surface *s = static_cast(p_geometry)->surface; const MultiMesh *mm = static_cast(p_owner); int element_count=mm->elements.size(); if (element_count==0) return; if (mm->visible>=0) { element_count=MIN(element_count,mm->visible); } const MultiMesh::Element *elements=&mm->elements[0]; _rinfo.vertex_count+=s->array_len*element_count; _rinfo.draw_calls+=element_count; if (use_texture_instancing) { //this is probably the fastest all around way if vertex texture fetch is supported float twd=(1.0/mm->tw)*4.0; float thd=1.0/mm->th; float parm[3]={0.0,01.0,(1.0f/mm->tw)}; glActiveTexture(GL_TEXTURE0+max_texture_units-2); glDisableVertexAttribArray(6); glBindTexture(GL_TEXTURE_2D,mm->tex_id); material_shader.set_uniform(MaterialShaderGLES2::INSTANCE_MATRICES,GL_TEXTURE0+max_texture_units-2); if (s->index_array_len>0) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); for(int i=0;itw>>2))*twd; parm[1]=(i/(mm->tw>>2))*thd; glVertexAttrib3fv(6,parm); glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0); } } else { for(int i=0;itw>>2))*twd; //parm[1]=(i/(mm->tw>>2))*thd; glVertexAttrib3fv(6,parm); glDrawArrays(gl_primitive[s->primitive],0,s->array_len); } }; } else if (use_attribute_instancing) { //if not, using atributes instead of uniforms can be really fast in forward rendering architectures if (s->index_array_len>0) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); for(int i=0;iprimitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0); } } else { for(int i=0;iprimitive],0,s->array_len); } }; } else { //nothing to do, slow path (hope no hardware has to use it... but you never know) if (s->index_array_len>0) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); for(int i=0;iprimitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0); } } else { for(int i=0;iprimitive],0,s->array_len); } }; } } break; case Geometry::GEOMETRY_IMMEDIATE: { bool restore_tex=false; const Immediate *im = static_cast( p_geometry ); if (im->building) { return; } glBindBuffer(GL_ARRAY_BUFFER, 0); for(const List::Element *E=im->chunks.front();E;E=E->next()) { const Immediate::Chunk &c=E->get(); if (c.vertices.empty()) { continue; } for(int i=0;itarget,t->tex_id); restore_tex=true; } else if (restore_tex) { glActiveTexture(GL_TEXTURE0+tc0_idx); glBindTexture(GL_TEXTURE_2D,tc0_id_cache); restore_tex=false; } if (!c.normals.empty()) { glEnableVertexAttribArray(VS::ARRAY_NORMAL); glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3),c.normals.ptr()); } else { glDisableVertexAttribArray(VS::ARRAY_NORMAL); } if (!c.tangents.empty()) { glEnableVertexAttribArray(VS::ARRAY_TANGENT); glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane),c.tangents.ptr()); } else { glDisableVertexAttribArray(VS::ARRAY_TANGENT); } if (!c.colors.empty()) { glEnableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),c.colors.ptr()); } else { glDisableVertexAttribArray(VS::ARRAY_COLOR); _set_color_attrib(Color(1, 1, 1,1)); } if (!c.uvs.empty()) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs.ptr()); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } if (!c.uvs2.empty()) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV2); glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs2.ptr()); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV2); } glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),c.vertices.ptr()); glDrawArrays(gl_primitive[c.primitive],0,c.vertices.size()); } if (restore_tex) { glActiveTexture(GL_TEXTURE0+tc0_idx); glBindTexture(GL_TEXTURE_2D,tc0_id_cache); restore_tex=false; } } break; case Geometry::GEOMETRY_PARTICLES: { //print_line("particulinas"); const Particles *particles = static_cast( p_geometry ); ERR_FAIL_COND(!p_owner); ParticlesInstance *particles_instance = (ParticlesInstance*)p_owner; ParticleSystemProcessSW &pp = particles_instance->particles_process; float td = time_delta; //MIN(time_delta,1.0/10.0); pp.process(&particles->data,particles_instance->transform,td); ERR_EXPLAIN("A parameter in the particle system is not correct."); ERR_FAIL_COND(!pp.valid); Transform camera; if (shadow) camera=shadow->transform; else camera=camera_transform; particle_draw_info.prepare(&particles->data,&pp,particles_instance->transform,camera); _rinfo.draw_calls+=particles->data.amount; _rinfo.vertex_count+=4*particles->data.amount; { static const Vector3 points[4]={ Vector3(-1.0,1.0,0), Vector3(1.0,1.0,0), Vector3(1.0,-1.0,0), Vector3(-1.0,-1.0,0) }; static const Vector3 uvs[4]={ Vector3(0.0,0.0,0.0), Vector3(1.0,0.0,0.0), Vector3(1.0,1.0,0.0), Vector3(0,1.0,0.0) }; static const Vector3 normals[4]={ Vector3(0,0,1), Vector3(0,0,1), Vector3(0,0,1), Vector3(0,0,1) }; static const Plane tangents[4]={ Plane(Vector3(1,0,0),0), Plane(Vector3(1,0,0),0), Plane(Vector3(1,0,0),0), Plane(Vector3(1,0,0),0) }; for(int i=0;idata.amount;i++) { ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo=*particle_draw_info.draw_info_order[i]; if (!pinfo.data->active) continue; material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, pinfo.transform); _set_color_attrib(pinfo.color); _draw_primitive(4,points,normals,NULL,uvs,tangents); } } } break; default: break; }; }; void RasterizerGLES2::_setup_shader_params(const Material *p_material) { int idx=0; int tex_idx=0; #if 0 for(Map::Element *E=p_material->shader_cache->params.front();E;E=E->next(),idx++) { Variant v; // v = E->get(); const Map::Element *F=p_material->shader_params.find(E->key()); if (F) v=F->get(); switch(v.get_type() ) { case Variant::OBJECT: case Variant::_RID: { RID tex=v; if (!tex.is_valid()) break; Texture *texture = texture_owner.get(tex); if (!texture) break; glUniform1i( material_shader.get_custom_uniform_location(idx), tex_idx); glActiveTexture(tex_idx); glBindTexture(texture->target,texture->tex_id); } break; case Variant::COLOR: { Color c=v; material_shader.set_custom_uniform(idx,Vector3(c.r,c.g,c.b)); } break; default: { material_shader.set_custom_uniform(idx,v); } break; } } #endif } void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) { material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,p_skeleton!=NULL); if (p_skeleton && p_skeleton->tex_id) { glActiveTexture(GL_TEXTURE0+max_texture_units-2); glBindTexture(GL_TEXTURE_2D,p_skeleton->tex_id); } } void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Transform& p_view_transform, const Transform& p_view_transform_inverse,const CameraMatrix& p_projection,bool p_reverse_cull,bool p_fragment_light,bool p_alpha_pass) { if (current_rt && current_rt_vflip) { //p_reverse_cull=!p_reverse_cull; glFrontFace(GL_CCW); } const Material *prev_material=NULL; uint16_t prev_light=0x777E; const Geometry *prev_geometry_cmp=NULL; uint8_t prev_light_type=0xEF; const ParamOverrideMap* prev_overrides=NULL; // make it diferent than NULL const Skeleton *prev_skeleton =NULL; uint8_t prev_sort_flags=0xFF; const BakedLightData *prev_baked_light=NULL; RID prev_baked_light_texture; Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID; material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING,!shadow && !p_fragment_light); material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING,!shadow && p_fragment_light); material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,false); if (shadow) { material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false); material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false); material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false); material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false); // material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false); } bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass; float sampled_light_dp_multiplier=1.0; bool prev_blend=false; glDisable(GL_BLEND); for (int i=0;ielement_count;i++) { RenderList::Element *e = p_render_list->elements[i]; const Material *material = e->material; uint16_t light = e->light; uint8_t light_type = e->light_type; uint8_t sort_flags= e->sort_flags; const Skeleton *skeleton = e->skeleton; const Geometry *geometry_cmp = e->geometry_cmp; const BakedLightData *baked_light = e->instance->baked_light; bool rebind=false; bool bind_baked_light_octree=false; bool bind_baked_lightmap=false; bool additive=false; bool bind_dp_sampler=false; if (!shadow) { if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) { texscreen_copied=true; _copy_to_texscreen(); //force reset state prev_material=NULL; prev_light=0x777E; prev_geometry_cmp=NULL; prev_light_type=0xEF; prev_overrides=NULL; // make it diferent than NULL prev_skeleton =NULL; prev_sort_flags=0xFF; prev_geometry_type=Geometry::GEOMETRY_INVALID; glEnable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); } if (light_type!=prev_light_type) { if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) { material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false); material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,true); } else { material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8)); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10)); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20)); material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false); } rebind=true; } if (!*e->additive_ptr) { additive=false; *e->additive_ptr=true; } else { additive=true; } if (stores_glow) material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,!additive); bool desired_blend=false; VS::MaterialBlendMode desired_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; if (additive) { desired_blend=true; desired_blend_mode=VS::MATERIAL_BLEND_MODE_ADD; } else { desired_blend=p_alpha_pass; desired_blend_mode=material->blend_mode; } if (prev_blend!=desired_blend) { if (desired_blend) { glEnable(GL_BLEND); if (!current_rt || !current_rt_transparent) glColorMask(1,1,1,0); } else { glDisable(GL_BLEND); glColorMask(1,1,1,1); } prev_blend=desired_blend; } if (desired_blend && desired_blend_mode!=current_blend_mode) { switch(desired_blend_mode) { case VS::MATERIAL_BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } break; case VS::MATERIAL_BLEND_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE); } break; case VS::MATERIAL_BLEND_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); glBlendFunc(GL_SRC_ALPHA,GL_ONE); } break; case VS::MATERIAL_BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } break; } current_blend_mode=desired_blend_mode; } material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false); material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false); material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,false); if (material->flags[VS::MATERIAL_FLAG_UNSHADED] == false && current_debug != VS::SCENARIO_DEBUG_SHADELESS) { if (e->instance->sampled_light.is_valid()) { SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light); if (sl) { baked_light = NULL; //can't mix material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER, true); glActiveTexture(GL_TEXTURE0 + max_texture_units - 3); glBindTexture(GL_TEXTURE_2D, sl->texture); //bind the texture sampled_light_dp_multiplier = sl->multiplier; bind_dp_sampler = true; } } if (!additive && baked_light) { if (baked_light->mode == VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) { material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, true); bind_baked_light_octree = true; if (prev_baked_light != baked_light) { Texture *tex = texture_owner.get(baked_light->octree_texture); if (tex) { glActiveTexture(GL_TEXTURE0 + max_texture_units - 3); glBindTexture(tex->target, tex->tex_id); //bind the texture } if (baked_light->light_texture.is_valid()) { Texture *texl = texture_owner.get(baked_light->light_texture); if (texl) { glActiveTexture(GL_TEXTURE0 + max_texture_units - 4); glBindTexture(texl->target, texl->tex_id); //bind the light texture } } } } else if (baked_light->mode == VS::BAKED_LIGHT_LIGHTMAPS) { int lightmap_idx = e->instance->baked_lightmap_id; material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false); bind_baked_lightmap = false; if (baked_light->lightmaps.has(lightmap_idx)) { RID texid = baked_light->lightmaps[lightmap_idx]; if (prev_baked_light != baked_light || texid != prev_baked_light_texture) { Texture *tex = texture_owner.get(texid); if (tex) { glActiveTexture(GL_TEXTURE0 + max_texture_units - 3); glBindTexture(tex->target, tex->tex_id); //bind the texture } prev_baked_light_texture = texid; } if (texid.is_valid()) { material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, true); bind_baked_lightmap = true; } } } } if (int(prev_baked_light != NULL) ^ int(baked_light != NULL)) { rebind = true; } } } if (sort_flags!=prev_sort_flags) { if (sort_flags&RenderList::SORT_FLAG_INSTANCING) { material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,!use_texture_instancing && !use_attribute_instancing); material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,use_attribute_instancing); material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,use_texture_instancing); } else { material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,false); material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,false); material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,false); } rebind=true; } if (use_hw_skeleton_xform && skeleton!=prev_skeleton) { if (!prev_skeleton || !skeleton) rebind=true; //went from skeleton <-> no skeleton, needs rebind _setup_skeleton(skeleton); } if (material!=prev_material || rebind) { rebind = _setup_material(e->geometry,material,additive,!p_alpha_pass); DEBUG_TEST_ERROR("Setup material"); _rinfo.mat_change_count++; //_setup_material_overrides(e->material,NULL,material_overrides); //_setup_material_skeleton(material,skeleton); } else { if (prev_skeleton!=skeleton) { //_setup_material_skeleton(material,skeleton); }; } if (geometry_cmp!=prev_geometry_cmp || prev_skeleton!=skeleton) { _setup_geometry(e->geometry, material,e->skeleton,e->instance->morph_values.ptr()); _rinfo.surface_count++; DEBUG_TEST_ERROR("Setup geometry"); }; if (i==0 || light!=prev_light || rebind) { if (e->light!=0xFFFF) { _setup_light(e->light); } } if (bind_baked_light_octree && (baked_light!=prev_baked_light || rebind)) { material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_INVERSE_TRANSFORM, *e->instance->baked_light_octree_xform); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_SIZE, baked_light->octree_lattice_size); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,max_texture_units-3); if (baked_light->light_texture.is_valid()) { material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-4); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->light_tex_pixel_size); } else { material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-3); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->octree_tex_pixel_size); } material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_MULTIPLIER,baked_light->texture_multiplier); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE,baked_light->octree_tex_pixel_size); } if (bind_baked_lightmap && (baked_light!=prev_baked_light || rebind)) { material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, max_texture_units-3); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP_MULTIPLIER, baked_light->lightmap_multiplier); } if (bind_dp_sampler) { material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER_MULTIPLIER,sampled_light_dp_multiplier); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER,max_texture_units-3); } _set_cull(e->mirror,p_reverse_cull); if (i==0 || rebind) { material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse); material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection); if (skeleton && use_hw_skeleton_xform) { material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,GL_TEXTURE0+max_texture_units-2); material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size); } if (!shadow) { if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) { Color ambcolor = _convert_color(current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR]); float ambnrg = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY]; material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3(ambcolor.r*ambnrg,ambcolor.g*ambnrg,ambcolor.b*ambnrg)); } else { material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3()); } } _rinfo.shader_change_count++; } if (e->instance->billboard || e->instance->depth_scale) { Transform xf=e->instance->transform; if (e->instance->depth_scale) { if (p_projection.matrix[3][3]) { //orthogonal matrix, try to do about the same //with viewport size //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) ); real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) ); float sc = (h*2.0); //consistent with Y-fov xf.basis.scale( Vector3(sc,sc,sc)); } else { //just scale by depth real_t sc = -camera_plane.distance_to(xf.origin); xf.basis.scale( Vector3(sc,sc,sc)); } } if (e->instance->billboard) { Vector3 scale = xf.basis.get_scale(); xf.set_look_at(xf.origin,xf.origin+p_view_transform.get_basis().get_axis(2),p_view_transform.get_basis().get_axis(1)); xf.basis.scale(scale); } material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, xf); } else { material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, e->instance->transform); } material_shader.set_uniform(MaterialShaderGLES2::NORMAL_MULT, e->mirror?-1.0:1.0); material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,additive?0.0:1.0); _render(e->geometry, material, skeleton,e->owner,e->instance->transform); DEBUG_TEST_ERROR("Rendering"); prev_material=material; prev_skeleton=skeleton; prev_geometry_cmp=geometry_cmp; prev_light=e->light; prev_light_type=e->light_type; prev_sort_flags=sort_flags; prev_baked_light=baked_light; // prev_geometry_type=geometry->type; } //print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count)); if (current_rt && current_rt_vflip) { glFrontFace(GL_CW); } }; void RasterizerGLES2::_copy_to_texscreen() { //what am i missing? glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); #ifdef GLEW_ENABLED glDisable(GL_POINT_SPRITE); glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); #endif glDisable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); for(int i=0;ifx_enabled[VS::ENV_FX_HDR]) { copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,true); } copy_shader.bind(); copy_shader.set_uniform(CopyShaderGLES2::BLOOM,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM])); copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD])); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, current_vd->lum_color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); // copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0); copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD])); copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE])); glActiveTexture(GL_TEXTURE0); } glViewport( 0, 0, framebuffer.blur_size, framebuffer.blur_size ); _copy_screen_quad(); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,false); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]; Vector2 psize(1.0/framebuffer.blur_size,1.0/framebuffer.blur_size); float pscale = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE]; float pmag = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH]; for(int i=0;ifx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]; copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true); copy_shader.bind(); for(int i=1;ilum_color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_VD_LUM),1); copy_shader.set_uniform(CopyShaderGLES2::HDR_TIME_DELTA,time_delta); copy_shader.set_uniform(CopyShaderGLES2::HDR_EXP_ADJ_SPEED,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED])); copy_shader.set_uniform(CopyShaderGLES2::MIN_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE])); copy_shader.set_uniform(CopyShaderGLES2::MAX_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE])); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); //swap them SWAP( current_vd->lum_color, framebuffer.luminance[i].color); SWAP( current_vd->lum_fbo, framebuffer.luminance[i].fbo); } copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); _draw_gui_primitive(4,dst_pos,NULL,src_uv); } copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,false); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,false); draw_next_frame=true; } void RasterizerGLES2::_draw_tex_bg() { glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glColorMask(1,1,1,1); RID texture; if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { texture=current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE]; } else { texture=current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP]; } if (!texture_owner.owns(texture)) { return; } Texture *t = texture_owner.get(texture); glActiveTexture(GL_TEXTURE0); glBindTexture(t->target, t->tex_id); copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,true); if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false); } else { copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,true); } copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,true); copy_shader.bind(); if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); } else { glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE),0); } float nrg =float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]); if (current_env->fx_enabled[VS::ENV_FX_HDR] && !use_fp16_fb) nrg*=0.25; //go down a quarter for hdr copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg); copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA,float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW])); Vector3 vertices[4]={ Vector3(-1,-1,1), Vector3( 1,-1,1), Vector3( 1, 1,1), Vector3(-1, 1,1) }; Vector3 src_uv[4]={ Vector3( 0, 1, 0), Vector3( 1, 1, 0), Vector3( 1, 0, 0), Vector3( 0, 0, 0) }; if (current_env->bg_mode==VS::ENV_BG_TEXTURE) { //regular texture //adjust aspect float aspect_t = t->width / float(t->height); float aspect_v = viewport.width / float(viewport.height); if (aspect_v > aspect_t) { //wider than texture for(int i=0;i<4;i++) { src_uv[i].y=(src_uv[i].y-0.5)*(aspect_t/aspect_v)+0.5; } } else { //narrower than texture for(int i=0;i<4;i++) { src_uv[i].x=(src_uv[i].x-0.5)*(aspect_v/aspect_t)+0.5; } } float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE]; for(int i=0;i<4;i++) { src_uv[i].x*=scale; src_uv[i].y*=scale; } } else { //skybox uv vectors float vw,vh,zn; camera_projection.get_viewport_size(vw,vh); zn=camera_projection.get_z_near(); float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE]; for(int i=0;i<4;i++) { Vector3 uv=src_uv[i]; uv.x=(uv.x*2.0-1.0)*vw*scale; uv.y=-(uv.y*2.0-1.0)*vh*scale; uv.z=-zn; src_uv[i] = camera_transform.basis.xform(uv).normalized(); src_uv[i].z = -src_uv[i].z; } } _draw_primitive(4,vertices,NULL,NULL,src_uv); copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,false); copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false); copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false); copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,false); } void RasterizerGLES2::end_scene() { glEnable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); bool use_fb=false; if (framebuffer.active) { //detect when to use the framebuffer object if (using_canvas_bg || texscreen_used || framebuffer.scale!=1) { use_fb=true; } else if (current_env) { use_fb=false; for(int i=0;ifx_enabled[i]) { use_fb=true; break; } } } } if (use_fb) { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo); glViewport( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale ); glScissor( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale ); material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,!use_fp16_fb && current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); } else { if (current_rt) { glScissor( 0,0,viewport.width,viewport.height); } else { glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); } } glEnable(GL_SCISSOR_TEST); _glClearDepth(1.0); bool draw_tex_background=false; if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) { glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); } else if (current_rt && current_rt_transparent) { glClearColor(0,0,0,0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); } else if (current_env) { switch(current_env->bg_mode) { case VS::ENV_BG_CANVAS: case VS::ENV_BG_KEEP: { //copy from framebuffer if framebuffer glClear(GL_DEPTH_BUFFER_BIT); } break; case VS::ENV_BG_DEFAULT_COLOR: case VS::ENV_BG_COLOR: { Color bgcolor; if (current_env->bg_mode==VS::ENV_BG_COLOR) bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR]; else bgcolor = Globals::get_singleton()->get("render/default_clear_color"); bgcolor = _convert_color(bgcolor); float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0; glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a); _glClearDepth(1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); } break; case VS::ENV_BG_TEXTURE: case VS::ENV_BG_CUBEMAP: { glClear(GL_DEPTH_BUFFER_BIT); draw_tex_background=true; } break; } } else { Color c = _convert_color(Color(0.3,0.3,0.3)); glClearColor(c.r,c.g,c.b,0.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); } glDisable(GL_SCISSOR_TEST); //material_shader.set_uniform_camera(MaterialShaderGLES2::PROJECTION_MATRIX, camera_projection); /* printf("setting projection to "); for (int i=0; i<16; i++) { printf("%f, ", ((float*)camera_projection.matrix)[i]); }; printf("\n"); print_line(String("setting camera to ")+camera_transform_inverse); */ // material_shader.set_uniform_default(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse); current_depth_test=true; current_depth_mask=true; texscreen_copied=false; glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } glDisable(GL_BLEND); current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; //material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); opaque_render_list.sort_mat_light_type_flags(); _render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting); if (draw_tex_background) { //most 3D vendors recommend drawing a texture bg or skybox here, //after opaque geometry has been drawn //so the zbuffer can get rid of most pixels _draw_tex_bg(); } glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } glDisable(GL_BLEND); current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,false); if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { glColorMask(1,1,1,0); //don't touch alpha } alpha_render_list.sort_z(); _render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); glColorMask(1,1,1,1); // material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false); DEBUG_TEST_ERROR("Drawing Scene"); #ifdef GLEW_ENABLED glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); #endif if (use_fb) { for(int i=0;ifx_enabled[VS::ENV_FX_HDR]) { int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]; switch(hdr_tm) { case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: { } break; case VS::ENV_FX_HDR_TONE_MAPPER_LOG: { copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true); } break; case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: { copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); } break; case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: { copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true); } break; } _process_hdr(); } if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { _process_glow_bloom(); int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]; if (glow_transfer_mode==1) copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true); if (glow_transfer_mode==2) copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true); } glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); Size2 size; if (current_rt) { glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo); glViewport( 0,0,viewport.width,viewport.height); size=Size2(viewport.width,viewport.height); } else { glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); size=Size2(viewport.width,viewport.height); } //time to copy!!! copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]); copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true); copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]); copy_shader.bind(); //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0); if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1); } if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, current_vd->lum_color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); } if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]) copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y)); if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) { Vector3 bcs; bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]; bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]; bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]; copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs); } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, framebuffer.color ); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); _copy_screen_quad(); copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false); copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false); copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false); copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false); copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false); copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false); material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false); if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) { _debug_luminances(); } } current_env=NULL; current_debug=VS::SCENARIO_DEBUG_DISABLED; if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) { _debug_shadows(); } // _debug_luminances(); // _debug_samplers(); if (using_canvas_bg) { using_canvas_bg=false; glColorMask(1,1,1,1); //don't touch alpha } } void RasterizerGLES2::end_shadow_map() { ERR_FAIL_COND(!shadow); glDisable(GL_BLEND); glDisable(GL_SCISSOR_TEST); glDisable(GL_DITHER); glEnable(GL_DEPTH_TEST); glDepthMask(true); ShadowBuffer *sb = shadow->near_shadow_buffer; ERR_FAIL_COND(!sb); glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo); if (!use_rgba_shadowmaps) glColorMask(0, 0, 0, 0); //glEnable(GL_POLYGON_OFFSET_FILL); //glPolygonOffset( 8.0f, 16.0f); CameraMatrix cm; float z_near,z_far; Transform light_transform; float dp_direction=0.0; bool flip_facing=false; Rect2 vp_rect; switch(shadow->base->type) { case VS::LIGHT_DIRECTIONAL: { if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { cm = shadow->custom_projection[shadow_pass]; light_transform=shadow->custom_transform[shadow_pass]; if (shadow_pass==0) { vp_rect=Rect2(0, sb->size/2, sb->size/2, sb->size/2); glViewport(0, sb->size/2, sb->size/2, sb->size/2); glScissor(0, sb->size/2, sb->size/2, sb->size/2); } else if (shadow_pass==1) { vp_rect=Rect2(0, 0, sb->size/2, sb->size/2); glViewport(0, 0, sb->size/2, sb->size/2); glScissor(0, 0, sb->size/2, sb->size/2); } else if (shadow_pass==2) { vp_rect=Rect2(sb->size/2, sb->size/2, sb->size/2, sb->size/2); glViewport(sb->size/2, sb->size/2, sb->size/2, sb->size/2); glScissor(sb->size/2, sb->size/2, sb->size/2, sb->size/2); } else if (shadow_pass==3) { vp_rect=Rect2(sb->size/2, 0, sb->size/2, sb->size/2); glViewport(sb->size/2, 0, sb->size/2, sb->size/2); glScissor(sb->size/2, 0, sb->size/2, sb->size/2); } glEnable(GL_SCISSOR_TEST); } else if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { if (shadow_pass==0) { cm = shadow->custom_projection[0]; light_transform=shadow->custom_transform[0]; vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2); glViewport(0, sb->size/2, sb->size, sb->size/2); glScissor(0, sb->size/2, sb->size, sb->size/2); } else { cm = shadow->custom_projection[1]; light_transform=shadow->custom_transform[1]; vp_rect=Rect2(0, 0, sb->size, sb->size/2); glViewport(0, 0, sb->size, sb->size/2); glScissor(0, 0, sb->size, sb->size/2); } glEnable(GL_SCISSOR_TEST); } else { cm = shadow->custom_projection[0]; light_transform=shadow->custom_transform[0]; vp_rect=Rect2(0, 0, sb->size, sb->size); glViewport(0, 0, sb->size, sb->size); } z_near=cm.get_z_near(); z_far=cm.get_z_far(); _glClearDepth(1.0f); glClearColor(1,1,1,1); if (use_rgba_shadowmaps) glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT); else glClear(GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); } break; case VS::LIGHT_OMNI: { material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,true); dp_direction = shadow_pass?1.0:-1.0; flip_facing = (shadow_pass == 1); light_transform=shadow->transform; z_near=0; z_far=shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ]; shadow->dp.x=1.0/z_far; shadow->dp.y=dp_direction; if (shadow_pass==0) { vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2); glViewport(0, sb->size/2, sb->size, sb->size/2); glScissor(0, sb->size/2, sb->size, sb->size/2); } else { vp_rect=Rect2(0, 0, sb->size, sb->size/2); glViewport(0, 0, sb->size, sb->size/2); glScissor(0, 0, sb->size, sb->size/2); } glEnable(GL_SCISSOR_TEST); shadow->projection=cm; glClearColor(1,1,1,1); _glClearDepth(1.0f); if (use_rgba_shadowmaps) glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT); else glClear(GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); } break; case VS::LIGHT_SPOT: { float far = shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ]; ERR_FAIL_COND( far<=0 ); float near= far/200.0; if (near<0.05) near=0.05; float angle = shadow->base->vars[ VS::LIGHT_PARAM_SPOT_ANGLE ]; cm.set_perspective( angle*2.0, 1.0, near, far ); shadow->projection=cm; // cache light_transform=shadow->transform; z_near=cm.get_z_near(); z_far=cm.get_z_far(); glViewport(0, 0, sb->size, sb->size); vp_rect=Rect2(0, 0, sb->size, sb->size); _glClearDepth(1.0f); glClearColor(1,1,1,1); if (use_rgba_shadowmaps) glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT); else glClear(GL_DEPTH_BUFFER_BIT); } break; } Transform light_transform_inverse = light_transform.affine_inverse(); opaque_render_list.sort_mat_geom(); _render_list_forward(&opaque_render_list,light_transform,light_transform_inverse,cm,flip_facing,false); material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,false); //if (!use_rgba_shadowmaps) if (shadow_filter==SHADOW_FILTER_ESM) { copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,use_rgba_shadowmaps); copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,!use_rgba_shadowmaps); Vector2 psize(1.0/sb->size,1.0/sb->size); float pscale = 1.0; int passes=shadow->base->vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]; glDisable(GL_BLEND); glDisable(GL_CULL_FACE); #ifdef GLEW_ENABLED glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); #endif for(int i=0;isize, (vp_rect.pos+vp_rect.size)/sb->size, (vp_rect.pos+Vector2(vp_rect.size.x,0))/sb->size, (vp_rect.pos)/sb->size }; /* Vector2 src_uv[4]={ Vector2( 0, 1), Vector2( 1, 1), Vector2( 1, 0), Vector2( 0, 0) }; */ static const Vector2 dst_pos[4]={ Vector2(-1, 1), Vector2( 1, 1), Vector2( 1,-1), Vector2(-1,-1) }; glBindFramebuffer(GL_FRAMEBUFFER, blur_shadow_buffer.fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, sb->depth); #ifdef GLEW_ENABLED //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); #endif copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,true); copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false); copy_shader.bind(); copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale); copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1); //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv); Vector2 src_bb_uv[4]={ (vp_rect.pos+Vector2(0,vp_rect.size.y))/blur_shadow_buffer.size, (vp_rect.pos+vp_rect.size)/blur_shadow_buffer.size, (vp_rect.pos+Vector2(vp_rect.size.x,0))/blur_shadow_buffer.size, (vp_rect.pos)/blur_shadow_buffer.size, }; glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, blur_shadow_buffer.depth); #ifdef GLEW_ENABLED //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); #endif copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false); copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true); copy_shader.bind(); copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale); copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); _draw_gui_primitive(4,dst_pos,NULL,src_bb_uv); } glDepthFunc(GL_LEQUAL); copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,false); copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,false); copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false); copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false); } DEBUG_TEST_ERROR("Drawing Shadow"); shadow=NULL; glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); glColorMask(1, 1, 1, 1); //glDisable(GL_POLYGON_OFFSET_FILL); } void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2& p_rect) { Matrix32 modelview; modelview.translate(p_rect.pos.x, p_rect.pos.y); canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview); glBindTexture(GL_TEXTURE_2D,tex); Vector3 coords[4]= { Vector3(p_rect.pos.x, p_rect.pos.y, 0 ), Vector3(p_rect.pos.x+p_rect.size.width, p_rect.pos.y, 0 ), Vector3(p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height, 0 ), Vector3(p_rect.pos.x, p_rect.pos.y+p_rect.size.height, 0 ) }; Vector3 texcoords[4]={ Vector3( 0.0f,0.0f, 0), Vector3( 1.0f,0.0f, 0), Vector3( 1.0f, 1.0f, 0), Vector3( 0.0f, 1.0f, 0), }; _draw_primitive(4,coords,0,0,texcoords); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); } void RasterizerGLES2::_debug_draw_shadows_type(Vector& p_shadows,Point2& ofs) { Size2 debug_size(128,128); // Size2 debug_size(512,512); int useblur=shadow_filter==SHADOW_FILTER_ESM?1:0; for (int i=0;iowner && i!=p_shadows.size()) continue; _debug_draw_shadow(sb->depth, Rect2( ofs, debug_size )); ofs.x+=debug_size.x; if ( (ofs.x+debug_size.x) > viewport.width ) { ofs.x=0; ofs.y+=debug_size.y; } } } void RasterizerGLES2::_debug_luminances() { canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,!use_fp16_fb); canvas_begin(); glDisable(GL_BLEND); canvas_shader.bind(); Size2 debug_size(128,128); Size2 ofs; for (int i=0;i<=framebuffer.luminance.size();i++) { if (i==framebuffer.luminance.size()) { if (!current_vd) break; _debug_draw_shadow(current_vd->lum_color, Rect2( ofs, debug_size )); } else { _debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size )); } ofs.x+=debug_size.x/2; if ( (ofs.x+debug_size.x) > viewport.width ) { ofs.x=0; ofs.y+=debug_size.y; } } canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false); } void RasterizerGLES2::_debug_samplers() { canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false); canvas_begin(); glDisable(GL_BLEND); _set_color_attrib(Color(1,1,1,1)); canvas_shader.bind(); List samplers; sampled_light_owner.get_owned_list(&samplers); Size2 debug_size(128,128); Size2 ofs; for (List::Element *E=samplers.front();E;E=E->next()) { SampledLight *sl=sampled_light_owner.get(E->get()); _debug_draw_shadow(sl->texture, Rect2( ofs, debug_size )); ofs.x+=debug_size.x/2; if ( (ofs.x+debug_size.x) > viewport.width ) { ofs.x=0; ofs.y+=debug_size.y; } } } void RasterizerGLES2::_debug_shadows() { canvas_begin(); glDisable(GL_BLEND); Size2 ofs; /* for(int i=0;i<16;i++) { glActiveTexture(GL_TEXTURE0+i); //glDisable(GL_TEXTURE_2D); } glActiveTexture(GL_TEXTURE0); //glEnable(GL_TEXTURE_2D); */ _debug_draw_shadows_type(near_shadow_buffers,ofs); // _debug_draw_shadows_type(far_shadow_buffers,ofs); } void RasterizerGLES2::end_frame() { //print_line("VTX: "+itos(_rinfo.vertex_count)+" OBJ: "+itos(_rinfo.object_count)+" MAT: "+itos(_rinfo.mat_change_count)+" SHD: "+itos(_rinfo.shader_change_count)+" CI: "+itos(_rinfo.ci_draw_commands)); //print_line("TOTAL VTX: "+itos(_rinfo.vertex_count)); OS::get_singleton()->swap_buffers(); } void RasterizerGLES2::flush_frame() { glFlush(); } /* CANVAS API */ void RasterizerGLES2::begin_canvas_bg() { if (framebuffer.active) { using_canvas_bg=true; glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo); glViewport( 0,0,viewport.width , viewport.height ); } else { using_canvas_bg=false; } } void RasterizerGLES2::canvas_begin() { if (using_canvas_bg) { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo); glColorMask(1,1,1,0); //don't touch alpha } glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); #ifdef GLEW_ENABLED glDisable(GL_POINT_SPRITE); glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); #endif glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); glLineWidth(1.0); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); for(int i=0;irender_target) texture->render_target->last_pass=frame; glBindTexture(GL_TEXTURE_2D,texture->tex_id); canvas_tex=p_texture; if (uses_texpixel_size) { canvas_shader.set_uniform(CanvasShaderGLES2::TEXPIXEL_SIZE,Size2(1.0/texture->width,1.0/texture->height)); } return texture; } else { glBindTexture(GL_TEXTURE_2D,white_tex); canvas_tex=p_texture; } return NULL; } void RasterizerGLES2::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width) { _bind_canvas_texture(RID()); Color c=p_color; c.a*=canvas_opacity; _set_color_attrib(c); Vector3 verts[2]={ Vector3(p_from.x,p_from.y,0), Vector3(p_to.x,p_to.y,0) }; glLineWidth(p_width); _draw_primitive(2,verts,0,0,0); _rinfo.ci_draw_commands++; } void RasterizerGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) { static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN}; //#define GLES_USE_PRIMITIVE_BUFFER #ifndef GLES_NO_CLIENT_ARRAYS glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices ); if (p_colors) { glEnableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors ); } else { glDisableVertexAttribArray(VS::ARRAY_COLOR); } if (p_uvs) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs ); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } glDrawArrays(prim[p_points],0,p_points); #else glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer); float b[32]; int ofs=0; glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs ); for(int i=0;iwidth,texture->height); _draw_textured_quad(p_rect,region,region.size,p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V,p_flags&CANVAS_RECT_TRANSPOSE); } else { _draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height),p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V,p_flags&CANVAS_RECT_TRANSPOSE); } } else { //glDisable(GL_TEXTURE_2D); _draw_quad( p_rect ); //print_line("rect: "+p_rect); } _rinfo.ci_draw_commands++; } void RasterizerGLES2::canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margin, bool p_draw_center,const Color& p_modulate) { Color m = p_modulate; m.a*=canvas_opacity; _set_color_attrib(m); Texture* texture=_bind_canvas_texture(p_texture); ERR_FAIL_COND(!texture); /* CORNERS */ _draw_textured_quad( // top left Rect2( p_rect.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])), Rect2( Point2(), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])), Size2( texture->width, texture->height ) ); _draw_textured_quad( // top right Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])), Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],0), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])), Size2( texture->width, texture->height ) ); _draw_textured_quad( // bottom left Rect2( Point2(p_rect.pos.x,p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])), Rect2( Point2(0,texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])), Size2( texture->width, texture->height ) ); _draw_textured_quad( // bottom right Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])), Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])), Size2( texture->width, texture->height ) ); Rect2 rect_center( p_rect.pos+Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] )); Rect2 src_center( Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( texture->width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], texture->height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] )); _draw_textured_quad( // top Rect2( Point2(rect_center.pos.x,p_rect.pos.y),Size2(rect_center.size.width,p_margin[MARGIN_TOP])), Rect2( Point2(p_margin[MARGIN_LEFT],0), Size2(src_center.size.width,p_margin[MARGIN_TOP])), Size2( texture->width, texture->height ) ); _draw_textured_quad( // bottom Rect2( Point2(rect_center.pos.x,rect_center.pos.y+rect_center.size.height),Size2(rect_center.size.width,p_margin[MARGIN_BOTTOM])), Rect2( Point2(p_margin[MARGIN_LEFT],src_center.pos.y+src_center.size.height), Size2(src_center.size.width,p_margin[MARGIN_BOTTOM])), Size2( texture->width, texture->height ) ); _draw_textured_quad( // left Rect2( Point2(p_rect.pos.x,rect_center.pos.y),Size2(p_margin[MARGIN_LEFT],rect_center.size.height)), Rect2( Point2(0,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT],src_center.size.height)), Size2( texture->width, texture->height ) ); _draw_textured_quad( // right Rect2( Point2(rect_center.pos.x+rect_center.size.width,rect_center.pos.y),Size2(p_margin[MARGIN_RIGHT],rect_center.size.height)), Rect2( Point2(src_center.pos.x+src_center.size.width,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT],src_center.size.height)), Size2( texture->width, texture->height ) ); if (p_draw_center) { _draw_textured_quad( rect_center, src_center, Size2( texture->width, texture->height )); } _rinfo.ci_draw_commands++; } void RasterizerGLES2::canvas_draw_primitive(const Vector& p_points, const Vector& p_colors,const Vector& p_uvs, RID p_texture,float p_width) { ERR_FAIL_COND(p_points.size()<1); _set_color_attrib(Color(1,1,1,canvas_opacity)); _bind_canvas_texture(p_texture); _draw_gui_primitive(p_points.size(),p_points.ptr(),p_colors.ptr(),p_uvs.ptr()); _rinfo.ci_draw_commands++; } void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) { bool do_colors=false; Color m; if (p_singlecolor) { m = *p_colors; m.a*=canvas_opacity; _set_color_attrib(m); } else if (!p_colors) { m = Color(1, 1, 1, canvas_opacity); _set_color_attrib(m); } else do_colors=true; Texture *texture = _bind_canvas_texture(p_texture); #ifndef GLES_NO_CLIENT_ARRAYS glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices ); if (do_colors) { glEnableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors ); } else { glDisableVertexAttribArray(VS::ARRAY_COLOR); } if (texture && p_uvs) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs ); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } if (p_indices) { #ifdef GLEW_ENABLED glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices ); #else static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!! ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices); static uint16_t _draw_poly_indices[_max_draw_poly_indices]; for (int i=0; i MAX_POLYGON_VERTICES){ print_line("Too many vertices to render"); return; } glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs ); for(int i=0;i _max_draw_poly_indices); static uint16_t _draw_poly_indices[_max_draw_poly_indices]; for (int i=0; iprint("ind: %d ", p_indices[i]); }; //copy the data to GPU. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]); //draw the triangles. glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif _rinfo.ci_draw_commands++; }; void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) { canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,p_transform); //canvas_transform = Variant(p_transform); } RID RasterizerGLES2::canvas_light_occluder_create() { CanvasOccluder *co = memnew( CanvasOccluder ); co->index_id=0; co->vertex_id=0; co->len=0; return canvas_occluder_owner.make_rid(co); } void RasterizerGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const DVector& p_lines) { CanvasOccluder *co = canvas_occluder_owner.get(p_occluder); ERR_FAIL_COND(!co); co->lines=p_lines; if (p_lines.size()!=co->len) { if (co->index_id) glDeleteBuffers(1,&co->index_id); if (co->vertex_id) glDeleteBuffers(1,&co->vertex_id); co->index_id=0; co->vertex_id=0; co->len=0; } if (p_lines.size()) { DVector geometry; DVector indices; int lc = p_lines.size(); geometry.resize(lc*6); indices.resize(lc*3); DVector::Write vw=geometry.write(); DVector::Write iw=indices.write(); DVector::Read lr=p_lines.read(); const int POLY_HEIGHT = 16384; for(int i=0;ivertex_id) { glGenBuffers(1,&co->vertex_id); glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id); glBufferData(GL_ARRAY_BUFFER,lc*6*sizeof(real_t),vw.ptr(),GL_STATIC_DRAW); } else { glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id); glBufferSubData(GL_ARRAY_BUFFER,0,lc*6*sizeof(real_t),vw.ptr()); } glBindBuffer(GL_ARRAY_BUFFER,0); //unbind if (!co->index_id) { glGenBuffers(1,&co->index_id); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id); glBufferData(GL_ELEMENT_ARRAY_BUFFER,lc*3*sizeof(uint16_t),iw.ptr(),GL_STATIC_DRAW); } else { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,lc*3*sizeof(uint16_t),iw.ptr()); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind co->len=lc; } } RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) { CanvasLightShadow *cls = memnew( CanvasLightShadow ); if (p_width>max_texture_size) p_width=max_texture_size; cls->size=p_width; glActiveTexture(GL_TEXTURE0); glGenFramebuffers(1, &cls->fbo); glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); // Create a render buffer glGenRenderbuffers(1, &cls->rbo); glBindRenderbuffer(GL_RENDERBUFFER, cls->rbo); // Create a texture for storing the depth glGenTextures(1, &cls->depth); glBindTexture(GL_TEXTURE_2D, cls->depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Remove artifact on the edges of the shadowmap glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); cls->height=16; //print_line("ERROR? "+itos(glGetError())); if ( read_depth_supported ) { // We'll use a depth texture to store the depths in the shadow map glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cls->size, cls->height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); #ifdef GLEW_ENABLED glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #endif // Attach the depth texture to FBO depth attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, cls->depth, 0); #ifdef GLEW_ENABLED glDrawBuffer(GL_NONE); #endif } else { // We'll use a RGBA texture into which we pack the depth info glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Attach the RGBA texture to FBO color attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->depth, 0); cls->rgba=cls->depth; // Allocate 16-bit depth buffer glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height); // Attach the render buffer as depth buffer - will be ignored glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->rbo); } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); //printf("errnum: %x\n",status); #ifdef GLEW_ENABLED if (read_depth_supported) { //glDrawBuffer(GL_BACK); } #endif glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); DEBUG_TEST_ERROR("2D Shadow Buffer Init"); ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() ); #ifdef GLEW_ENABLED if (read_depth_supported) { //glDrawBuffer(GL_BACK); } #endif return canvas_light_shadow_owner.make_rid(cls); } void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) { CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer); ERR_FAIL_COND(!cls); glDisable(GL_BLEND); glDisable(GL_SCISSOR_TEST); glDisable(GL_DITHER); glDisable(GL_CULL_FACE); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glDepthMask(true); glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); if (!use_rgba_shadowmaps) glColorMask(0, 0, 0, 0); glEnableVertexAttribArray(VS::ARRAY_VERTEX); canvas_shadow_shader.bind(); const int vp_height = 10; glViewport(0, 0, cls->size,cls->height); _glClearDepth(1.0f); glClearColor(1,1,1,1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; for(int i=0;i<4;i++) { //make sure it remains orthogonal, makes easy to read angle later Transform light; light.origin[0]=p_light_xform[2][0]; light.origin[1]=p_light_xform[2][1]; light.basis[0][0]=p_light_xform[0][0]; light.basis[0][1]=p_light_xform[1][0]; light.basis[1][0]=p_light_xform[0][1]; light.basis[1][1]=p_light_xform[1][1]; //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); /// p_near=1; CameraMatrix projection; { real_t fov = 90; real_t near = p_near; real_t far = p_far; real_t aspect = 1.0; real_t ymax = near * Math::tan( Math::deg2rad( fov * 0.5 ) ); real_t ymin = - ymax; real_t xmin = ymin * aspect; real_t xmax = ymax * aspect; projection.set_frustum( xmin, xmax, ymin, ymax, near, far ); } Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0)); projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse()); //print_line("near: "+rtos(p_near)); //print_line("far: "+rtos(p_far)); //projection.set_perspective(60,size/float(vp_height),p_near,p_far); // CameraMatrix light_mat = projection * CameraMatrix(camera); canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX,projection); canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX,light); if (i==0) *p_xform_cache=projection; glViewport(0, (cls->height/4)*i, cls->size,cls->height/4); CanvasLightOccluderInstance *instance=p_occluders; while(instance) { CanvasOccluder *cc = canvas_occluder_owner.get(instance->polygon_buffer); if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) { instance=instance->next; continue; } canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX,instance->xform_cache); if (cull!=instance->cull_cache) { cull=instance->cull_cache; switch(cull) { case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { glDisable(GL_CULL_FACE); } break; case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: { glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); } break; case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); } break; } } /* if (i==0) { for(int i=0;ilines.size();i++) { Vector2 p = instance->xform_cache.xform(cc->lines.get(i)); Plane pp(Vector3(p.x,p.y,0),1); pp.normal = light.xform(pp.normal); pp = projection.xform4(pp); print_line(itos(i)+": "+pp.normal/pp.d); //pp=light_mat.xform4(pp); //print_line(itos(i)+": "+pp.normal/pp.d); } } */ glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id); glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0); glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0); instance=instance->next; } } glDisableVertexAttribArray(VS::ARRAY_VERTEX); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); if (shadow_filter==SHADOW_FILTER_ESM) { //blur the buffer #if 0 //this is ignord, it did not make any difference.. if (read_depth_supported) { glDepthFunc(GL_ALWAYS); } else { glDisable(GL_DEPTH_TEST); glDepthMask(false); } glDisable(GL_CULL_FACE); glViewport(0, 0, cls->size,cls->height); int passes=1; CanvasLightShadow *blur = canvas_light_shadow_owner.get(canvas_shadow_blur); copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true); copy_shader.bind(); copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,1); copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); for(int i=0;ifbo); glActiveTexture(GL_TEXTURE0); if (read_depth_supported) glBindTexture(GL_TEXTURE_2D,cls->depth); else glBindTexture(GL_TEXTURE_2D,cls->rgba); { Vector2 src_sb_uv[4]={ Vector2( 0, 1), Vector2( 1, 1), Vector2( 1, 0), Vector2( 0, 0) }; static const Vector2 dst_pos[4]={ Vector2(-1, 1), Vector2( 1, 1), Vector2( 1,-1), Vector2(-1,-1) }; copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/cls->size); _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv); } glActiveTexture(GL_TEXTURE0); if (read_depth_supported) glBindTexture(GL_TEXTURE_2D,blur->depth); else glBindTexture(GL_TEXTURE_2D,blur->rgba); glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); { float hlimit = float(cls->size) / blur->size; //hlimit*=2.0; Vector2 src_sb_uv[4]={ Vector2( 0, 1), Vector2( hlimit, 1), Vector2( hlimit, 0), Vector2( 0, 0) }; static const Vector2 dst_pos[4]={ Vector2(-1, 1), Vector2( 1, 1), Vector2( 1,-1), Vector2(-1,-1) }; copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/blur->size); _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv); } } copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false); glDepthFunc(GL_LEQUAL); #endif } glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); glColorMask(1, 1, 1, 1); } void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow) { CanvasLight* light=p_lights_with_shadow; canvas_begin(); //reset int h = 10; int w = viewport.width; int ofs = h; //print_line(" debug lights "); while(light) { // print_line("debug light"); if (light->shadow_buffer.is_valid()) { // print_line("sb is valid"); CanvasLightShadow * sb = canvas_light_shadow_owner.get(light->shadow_buffer); if (sb) { glActiveTexture(GL_TEXTURE0); if (read_depth_supported) glBindTexture(GL_TEXTURE_2D,sb->depth); else glBindTexture(GL_TEXTURE_2D,sb->rgba); _draw_textured_quad(Rect2(h,ofs,w-h*2,h),Rect2(0,0,sb->size,10),Size2(sb->size,10),false,false); ofs+=h*2; } } light=light->shadows_next_ptr; } } void RasterizerGLES2::_canvas_normal_set_flip(const Vector2& p_flip) { if (p_flip==normal_flip) return; normal_flip=p_flip; canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,normal_flip); } template void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip) { int cc=p_item->commands.size(); CanvasItem::Command **commands = p_item->commands.ptr(); for(int i=0;itype) { case CanvasItem::Command::TYPE_LINE: { CanvasItem::CommandLine* line = static_cast(c); canvas_draw_line(line->from,line->to,line->color,line->width); } break; case CanvasItem::Command::TYPE_RECT: { CanvasItem::CommandRect* rect = static_cast(c); // canvas_draw_rect(rect->rect,rect->region,rect->source,rect->flags&CanvasItem::CommandRect::FLAG_TILE,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V,rect->texture,rect->modulate); #if 0 int flags=0; if (rect->flags&CanvasItem::CommandRect::FLAG_REGION) { flags|=Rasterizer::CANVAS_RECT_REGION; } if (rect->flags&CanvasItem::CommandRect::FLAG_TILE) { flags|=Rasterizer::CANVAS_RECT_TILE; } if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H) { flags|=Rasterizer::CANVAS_RECT_FLIP_H; } if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V) { flags|=Rasterizer::CANVAS_RECT_FLIP_V; } #else int flags=rect->flags; #endif if (use_normalmap) _canvas_normal_set_flip(Vector2((flags&CANVAS_RECT_FLIP_H)?-1:1,(flags&CANVAS_RECT_FLIP_V)?-1:1)); canvas_draw_rect(rect->rect,flags,rect->source,rect->texture,rect->modulate); } break; case CanvasItem::Command::TYPE_STYLE: { CanvasItem::CommandStyle* style = static_cast(c); if (use_normalmap) _canvas_normal_set_flip(Vector2(1,1)); canvas_draw_style_box(style->rect,style->texture,style->margin,style->draw_center,style->color); } break; case CanvasItem::Command::TYPE_PRIMITIVE: { if (use_normalmap) _canvas_normal_set_flip(Vector2(1,1)); CanvasItem::CommandPrimitive* primitive = static_cast(c); canvas_draw_primitive(primitive->points,primitive->colors,primitive->uvs,primitive->texture,primitive->width); } break; case CanvasItem::Command::TYPE_POLYGON: { if (use_normalmap) _canvas_normal_set_flip(Vector2(1,1)); CanvasItem::CommandPolygon* polygon = static_cast(c); canvas_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1); } break; case CanvasItem::Command::TYPE_POLYGON_PTR: { if (use_normalmap) _canvas_normal_set_flip(Vector2(1,1)); CanvasItem::CommandPolygonPtr* polygon = static_cast(c); canvas_draw_polygon(polygon->count,polygon->indices,polygon->points,polygon->uvs,polygon->colors,polygon->texture,false); } break; case CanvasItem::Command::TYPE_CIRCLE: { CanvasItem::CommandCircle* circle = static_cast(c); static const int numpoints=32; Vector2 points[numpoints+1]; points[numpoints]=circle->pos; int indices[numpoints*3]; for(int i=0;ipos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius; indices[i*3+0]=i; indices[i*3+1]=(i+1)%numpoints; indices[i*3+2]=numpoints; } canvas_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1); } break; case CanvasItem::Command::TYPE_TRANSFORM: { CanvasItem::CommandTransform* transform = static_cast(c); canvas_set_transform(transform->xform); } break; case CanvasItem::Command::TYPE_BLEND_MODE: { CanvasItem::CommandBlendMode* bm = static_cast(c); canvas_set_blend_mode(bm->blend_mode); } break; case CanvasItem::Command::TYPE_CLIP_IGNORE: { CanvasItem::CommandClipIgnore* ci = static_cast(c); if (current_clip) { if (ci->ignore!=reclip) { if (ci->ignore) { glDisable(GL_SCISSOR_TEST); reclip=true; } else { glEnable(GL_SCISSOR_TEST); //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)), //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); int x; int y; int w; int h; if (current_rt) { x = current_clip->final_clip_rect.pos.x; y = current_clip->final_clip_rect.pos.y; w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; } else { x = current_clip->final_clip_rect.pos.x; y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y); w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; } glScissor(x,y,w,h); reclip=false; } } } } break; } } } void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) { if (canvas_shader.bind()) rebind_texpixel_size=true; if (material->shader_version!=shader->version) { //todo optimize uniforms material->shader_version=shader->version; } if (shader->has_texscreen && framebuffer.active) { int x = viewport.x; int y = window_size.height-(viewport.height+viewport.y); canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height)); canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height)); canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1); glActiveTexture(GL_TEXTURE0+max_texture_units-1); glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); if (framebuffer.scale==1 && !canvas_texscreen_used) { #ifdef GLEW_ENABLED if (current_rt) { glReadBuffer(GL_COLOR_ATTACHMENT0); } else { glReadBuffer(GL_BACK); } #endif glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); // if (current_clip) { // // print_line(" a clip "); // } canvas_texscreen_used=true; } glActiveTexture(GL_TEXTURE0); } if (shader->has_screen_uv) { canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height)); } uses_texpixel_size=shader->uses_texpixel_size; } void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* shader) { //this can be optimized.. int tex_id=1; int idx=0; for(Map::Element *E=shader->uniforms.front();E;E=E->next()) { Map::Element *F=material->shader_param.find(E->key()); if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) { RID rid; if (F) { rid=F->get(); } if (!rid.is_valid()) { Map::Element *DT=shader->default_textures.find(E->key()); if (DT) { rid=DT->get(); } } if (rid.is_valid()) { int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic.. glActiveTexture(GL_TEXTURE0+tex_id); Texture *t=texture_owner.get(rid); if (!t) glBindTexture(GL_TEXTURE_2D,white_tex); else glBindTexture(t->target,t->tex_id); glUniform1i(loc,tex_id); tex_id++; } } else { Variant &v=F?F->get():E->get().default_value; canvas_shader.set_custom_uniform(idx,v); } idx++; } if (tex_id>1) { glActiveTexture(GL_TEXTURE0); } if (shader->uses_time) { canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback)); draw_next_frame=true; } //if uses TIME - draw_next_frame=true } void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light) { CanvasItem *current_clip=NULL; Shader *shader_cache=NULL; bool rebind_shader=true; canvas_opacity=1.0; canvas_use_modulate=p_modulate!=Color(1,1,1,1); canvas_modulate=p_modulate; canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate); canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false); bool reset_modulate=false; bool prev_distance_field=false; while(p_item_list) { CanvasItem *ci=p_item_list; if (ci->vp_render) { if (draw_viewport_func) { draw_viewport_func(ci->vp_render->owner,ci->vp_render->udata,ci->vp_render->rect); } memdelete(ci->vp_render); ci->vp_render=NULL; canvas_last_material=NULL; canvas_use_modulate=p_modulate!=Color(1,1,1,1); canvas_modulate=p_modulate; canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate); canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false); prev_distance_field=false; rebind_shader=true; reset_modulate=true; } if (prev_distance_field!=ci->distance_field) { canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,ci->distance_field); prev_distance_field=ci->distance_field; rebind_shader=true; } if (current_clip!=ci->final_clip_owner) { current_clip=ci->final_clip_owner; //setup clip if (current_clip) { glEnable(GL_SCISSOR_TEST); //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)), //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); /* int x = viewport.x+current_clip->final_clip_rect.pos.x; int y = window_size.height-(viewport.y+current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.y); int w = current_clip->final_clip_rect.size.x; int h = current_clip->final_clip_rect.size.y; */ int x; int y; int w; int h; if (current_rt) { x = current_clip->final_clip_rect.pos.x; y = current_clip->final_clip_rect.pos.y; w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; } else { x = current_clip->final_clip_rect.pos.x; y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y); w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; } glScissor(x,y,w,h); } else { glDisable(GL_SCISSOR_TEST); } } if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) { Rect2 rect; int x,y,w,h; if (ci->copy_back_buffer->full) { x = viewport.x; y = window_size.height-(viewport.height+viewport.y); w = viewport.width; h = viewport.height; } else { x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x; y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y); w = ci->copy_back_buffer->screen_rect.size.x; h = ci->copy_back_buffer->screen_rect.size.y; } glActiveTexture(GL_TEXTURE0+max_texture_units-1); glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); #ifdef GLEW_ENABLED if (current_rt) { glReadBuffer(GL_COLOR_ATTACHMENT0); } else { glReadBuffer(GL_BACK); } #endif glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,w,h); // if (current_clip) { // // print_line(" a clip "); // } canvas_texscreen_used=true; glActiveTexture(GL_TEXTURE0); } //begin rect CanvasItem *material_owner = ci->material_owner?ci->material_owner:ci; CanvasItemMaterial *material = material_owner->material; if (material!=canvas_last_material || rebind_shader) { Shader *shader = NULL; if (material && material->shader.is_valid()) { shader = shader_owner.get(material->shader); if (shader && !shader->valid) { shader=NULL; } } shader_cache=shader; if (shader) { canvas_shader.set_custom_shader(shader->custom_code_id); _canvas_item_setup_shader_params(material,shader); } else { shader_cache=NULL; canvas_shader.set_custom_shader(0); canvas_shader.bind(); uses_texpixel_size=false; } canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform); if (canvas_use_modulate) reset_modulate=true; canvas_last_material=material; rebind_shader=false; } if (material && shader_cache) { _canvas_item_setup_shader_uniforms(material,shader_cache); } bool unshaded = (material && material->shading_mode==VS::CANVAS_ITEM_SHADING_UNSHADED) || ci->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX; if (unshaded) { canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,Color(1,1,1,1)); reset_modulate=true; } else if (reset_modulate) { canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate); reset_modulate=false; } canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform); canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32()); bool reclip=false; if (ci==p_item_list || ci->blend_mode!=canvas_blend_mode) { switch(ci->blend_mode) { case VS::MATERIAL_BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } break; case VS::MATERIAL_BLEND_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA,GL_ONE); } break; case VS::MATERIAL_BLEND_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); glBlendFunc(GL_SRC_ALPHA,GL_ONE); } break; case VS::MATERIAL_BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_DST_COLOR,GL_ZERO); } break; case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); } break; } canvas_blend_mode=ci->blend_mode; } canvas_opacity = ci->final_opacity; if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT))) _canvas_item_render_commands(ci,current_clip,reclip); if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) { CanvasLight *light = p_light; bool light_used=false; VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD; while(light) { if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) { //intersects this light if (!light_used || mode!=light->mode) { mode=light->mode; switch(mode) { case VS::CANVAS_LIGHT_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA,GL_ONE); } break; case VS::CANVAS_LIGHT_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); glBlendFunc(GL_SRC_ALPHA,GL_ONE); } break; case VS::CANVAS_LIGHT_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } break; } } if (!light_used) { canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,true); canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false); light_used=true; normal_flip=Vector2(1,1); } bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask; canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,has_shadow); bool light_rebind = canvas_shader.bind(); if (light_rebind) { if (material && shader_cache) { _canvas_item_setup_shader_params(material,shader_cache); _canvas_item_setup_shader_uniforms(material,shader_cache); } canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform); canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32()); canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform); if (canvas_use_modulate) canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate); canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,Vector2(1,1)); canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE,1.0/light->shadow_buffer_size); } canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX,light->light_shader_xform); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,Color(light->color.r*light->energy,light->color.g*light->energy,light->color.b*light->energy,light->color.a)); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse()); if (has_shadow) { CanvasLightShadow *cls = canvas_light_shadow_owner.get(light->shadow_buffer); glActiveTexture(GL_TEXTURE0+max_texture_units-3); if (read_depth_supported) glBindTexture(GL_TEXTURE_2D,cls->depth); else glBindTexture(GL_TEXTURE_2D,cls->rgba); canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE,max_texture_units-3); canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache); canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color); } glActiveTexture(GL_TEXTURE0+max_texture_units-2); canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_TEXTURE,max_texture_units-2); Texture *t = texture_owner.get(light->texture); if (!t) { glBindTexture(GL_TEXTURE_2D,white_tex); } else { glBindTexture(t->target,t->tex_id); } glActiveTexture(GL_TEXTURE0); _canvas_item_render_commands(ci,current_clip,reclip); //redraw using light } light=light->next_ptr; } if (light_used) { canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,false); canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate); canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,false); canvas_shader.bind(); if (material && shader_cache) { _canvas_item_setup_shader_params(material,shader_cache); _canvas_item_setup_shader_uniforms(material,shader_cache); } canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform); canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32()); if (canvas_use_modulate) canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate); glBlendEquation(GL_FUNC_ADD); if (current_rt && current_rt_transparent) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } } if (reclip) { glEnable(GL_SCISSOR_TEST); //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)), //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); int x; int y; int w; int h; if (current_rt) { x = current_clip->final_clip_rect.pos.x; y = current_clip->final_clip_rect.pos.y; w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; } else { x = current_clip->final_clip_rect.pos.x; y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y); w = current_clip->final_clip_rect.size.x; h = current_clip->final_clip_rect.size.y; } glScissor(x,y,w,h); } p_item_list=p_item_list->next; } if (current_clip) { glDisable(GL_SCISSOR_TEST); } } /* ENVIRONMENT */ RID RasterizerGLES2::environment_create() { Environment * env = memnew( Environment ); return environment_owner.make_rid(env); } void RasterizerGLES2::environment_set_background(RID p_env,VS::EnvironmentBG p_bg) { ERR_FAIL_INDEX(p_bg,VS::ENV_BG_MAX); Environment * env = environment_owner.get(p_env); ERR_FAIL_COND(!env); env->bg_mode=p_bg; } VS::EnvironmentBG RasterizerGLES2::environment_get_background(RID p_env) const{ const Environment * env = environment_owner.get(p_env); ERR_FAIL_COND_V(!env,VS::ENV_BG_MAX); return env->bg_mode; } void RasterizerGLES2::environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value){ ERR_FAIL_INDEX(p_param,VS::ENV_BG_PARAM_MAX); Environment * env = environment_owner.get(p_env); ERR_FAIL_COND(!env); env->bg_param[p_param]=p_value; } Variant RasterizerGLES2::environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const{ ERR_FAIL_INDEX_V(p_param,VS::ENV_BG_PARAM_MAX,Variant()); const Environment * env = environment_owner.get(p_env); ERR_FAIL_COND_V(!env,Variant()); return env->bg_param[p_param]; } void RasterizerGLES2::environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled){ ERR_FAIL_INDEX(p_effect,VS::ENV_FX_MAX); Environment * env = environment_owner.get(p_env); ERR_FAIL_COND(!env); env->fx_enabled[p_effect]=p_enabled; } bool RasterizerGLES2::environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const{ ERR_FAIL_INDEX_V(p_effect,VS::ENV_FX_MAX,false); const Environment * env = environment_owner.get(p_env); ERR_FAIL_COND_V(!env,false); return env->fx_enabled[p_effect]; } void RasterizerGLES2::environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value){ ERR_FAIL_INDEX(p_param,VS::ENV_FX_PARAM_MAX); Environment * env = environment_owner.get(p_env); ERR_FAIL_COND(!env); env->fx_param[p_param]=p_value; } Variant RasterizerGLES2::environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const{ ERR_FAIL_INDEX_V(p_param,VS::ENV_FX_PARAM_MAX,Variant()); const Environment * env = environment_owner.get(p_env); ERR_FAIL_COND_V(!env,Variant()); return env->fx_param[p_param]; } RID RasterizerGLES2::sampled_light_dp_create(int p_width,int p_height) { SampledLight *slight = memnew(SampledLight); slight->w=p_width; slight->h=p_height; slight->multiplier=1.0; slight->is_float=float_linear_supported; glActiveTexture(GL_TEXTURE0); glGenTextures(1,&slight->texture); glBindTexture(GL_TEXTURE_2D, slight->texture); // for debug, but glitchy // 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_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Remove artifact on the edges of the shadowmap glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (slight->is_float) { #ifdef GLEW_ENABLED glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL); #endif } else { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } return sampled_light_owner.make_rid(slight); } void RasterizerGLES2::sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier) { SampledLight *slight = sampled_light_owner.get(p_sampled_light); ERR_FAIL_COND(!slight); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, slight->texture); if (slight->is_float) { #ifdef GLEW_ENABLED glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data); #else glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data); #endif } else { //convert to bytes uint8_t *tex8 = (uint8_t*)alloca(slight->w*slight->h*4); const float* src=(const float*)p_data; for(int i=0;iw*slight->h*4;i++) { tex8[i]=Math::fast_ftoi(CLAMP(src[i]*255.0,0.0,255.0)); } glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_UNSIGNED_BYTE,p_data); } slight->multiplier=p_multiplier; } /*MISC*/ bool RasterizerGLES2::is_texture(const RID& p_rid) const { return texture_owner.owns(p_rid); } bool RasterizerGLES2::is_material(const RID& p_rid) const { return material_owner.owns(p_rid); } bool RasterizerGLES2::is_mesh(const RID& p_rid) const { return mesh_owner.owns(p_rid); } bool RasterizerGLES2::is_immediate(const RID& p_rid) const { return immediate_owner.owns(p_rid); } bool RasterizerGLES2::is_multimesh(const RID& p_rid) const { return multimesh_owner.owns(p_rid); } bool RasterizerGLES2::is_particles(const RID &p_beam) const { return particles_owner.owns(p_beam); } bool RasterizerGLES2::is_light(const RID& p_rid) const { return light_owner.owns(p_rid); } bool RasterizerGLES2::is_light_instance(const RID& p_rid) const { return light_instance_owner.owns(p_rid); } bool RasterizerGLES2::is_particles_instance(const RID& p_rid) const { return particles_instance_owner.owns(p_rid); } bool RasterizerGLES2::is_skeleton(const RID& p_rid) const { return skeleton_owner.owns(p_rid); } bool RasterizerGLES2::is_environment(const RID& p_rid) const { return environment_owner.owns(p_rid); } bool RasterizerGLES2::is_shader(const RID& p_rid) const { return shader_owner.owns(p_rid); } bool RasterizerGLES2::is_canvas_light_occluder(const RID& p_rid) const { return false; } void RasterizerGLES2::free(const RID& p_rid) { if (texture_owner.owns(p_rid)) { // delete the texture Texture *texture = texture_owner.get(p_rid); // glDeleteTextures( 1,&texture->tex_id ); _rinfo.texture_mem-=texture->total_data_size; texture_owner.free(p_rid); memdelete(texture); } else if (shader_owner.owns(p_rid)) { // delete the texture Shader *shader = shader_owner.get(p_rid); switch(shader->mode) { case VS::SHADER_MATERIAL: { material_shader.free_custom_shader(shader->custom_code_id); } break; case VS::SHADER_POST_PROCESS: { //postprocess_shader.free_custom_shader(shader->custom_code_id); } break; } if (shader->dirty_list.in_list()) _shader_dirty_list.remove(&shader->dirty_list); //material_shader.free_custom_shader(shader->custom_code_id); shader_owner.free(p_rid); memdelete(shader); } else if (material_owner.owns(p_rid)) { Material *material = material_owner.get( p_rid ); ERR_FAIL_COND(!material); _free_fixed_material(p_rid); //just in case material_owner.free(p_rid); memdelete(material); } else if (mesh_owner.owns(p_rid)) { Mesh *mesh = mesh_owner.get(p_rid); ERR_FAIL_COND(!mesh); for (int i=0;isurfaces.size();i++) { Surface *surface = mesh->surfaces[i]; if (surface->array_local != 0) { memfree(surface->array_local); }; if (surface->index_array_local != 0) { memfree(surface->index_array_local); }; if (mesh->morph_target_count>0) { for(int i=0;imorph_target_count;i++) { memdelete_arr(surface->morph_targets_local[i].array); } memdelete_arr(surface->morph_targets_local); surface->morph_targets_local=NULL; } if (surface->vertex_id) glDeleteBuffers(1,&surface->vertex_id); if (surface->index_id) glDeleteBuffers(1,&surface->index_id); memdelete( surface ); }; mesh->surfaces.clear(); mesh_owner.free(p_rid); memdelete(mesh); } else if (multimesh_owner.owns(p_rid)) { MultiMesh *multimesh = multimesh_owner.get(p_rid); ERR_FAIL_COND(!multimesh); if (multimesh->tex_id) { glDeleteTextures(1,&multimesh->tex_id); } multimesh_owner.free(p_rid); memdelete(multimesh); } else if (immediate_owner.owns(p_rid)) { Immediate *immediate = immediate_owner.get(p_rid); ERR_FAIL_COND(!immediate); immediate_owner.free(p_rid); memdelete(immediate); } else if (particles_owner.owns(p_rid)) { Particles *particles = particles_owner.get(p_rid); ERR_FAIL_COND(!particles); particles_owner.free(p_rid); memdelete(particles); } else if (particles_instance_owner.owns(p_rid)) { ParticlesInstance *particles_isntance = particles_instance_owner.get(p_rid); ERR_FAIL_COND(!particles_isntance); particles_instance_owner.free(p_rid); memdelete(particles_isntance); } else if (skeleton_owner.owns(p_rid)) { Skeleton *skeleton = skeleton_owner.get( p_rid ); ERR_FAIL_COND(!skeleton); if (skeleton->dirty_list.in_list()) _skeleton_dirty_list.remove(&skeleton->dirty_list); if (skeleton->tex_id) { glDeleteTextures(1,&skeleton->tex_id); } skeleton_owner.free(p_rid); memdelete(skeleton); } else if (light_owner.owns(p_rid)) { Light *light = light_owner.get( p_rid ); ERR_FAIL_COND(!light) light_owner.free(p_rid); memdelete(light); } else if (light_instance_owner.owns(p_rid)) { LightInstance *light_instance = light_instance_owner.get( p_rid ); ERR_FAIL_COND(!light_instance); light_instance->clear_shadow_buffers(); light_instance_owner.free(p_rid); memdelete( light_instance ); } else if (environment_owner.owns(p_rid)) { Environment *env = environment_owner.get( p_rid ); ERR_FAIL_COND(!env); environment_owner.free(p_rid); memdelete( env ); } else if (viewport_data_owner.owns(p_rid)) { ViewportData *viewport_data = viewport_data_owner.get( p_rid ); ERR_FAIL_COND(!viewport_data); glDeleteFramebuffers(1,&viewport_data->lum_fbo); glDeleteTextures(1,&viewport_data->lum_color); viewport_data_owner.free(p_rid); memdelete( viewport_data ); } else if (render_target_owner.owns(p_rid)) { RenderTarget *render_target = render_target_owner.get( p_rid ); ERR_FAIL_COND(!render_target); render_target_set_size(p_rid,0,0); //clears framebuffer texture_owner.free(render_target->texture); memdelete(render_target->texture_ptr); render_target_owner.free(p_rid); memdelete( render_target ); } else if (sampled_light_owner.owns(p_rid)) { SampledLight *sampled_light = sampled_light_owner.get( p_rid ); ERR_FAIL_COND(!sampled_light); glDeleteTextures(1,&sampled_light->texture); sampled_light_owner.free(p_rid); memdelete( sampled_light ); } else if (canvas_occluder_owner.owns(p_rid)) { CanvasOccluder *co = canvas_occluder_owner.get(p_rid); if (co->index_id) glDeleteBuffers(1,&co->index_id); if (co->vertex_id) glDeleteBuffers(1,&co->vertex_id); canvas_occluder_owner.free(p_rid); memdelete(co); } else if (canvas_light_shadow_owner.owns(p_rid)) { CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid); glDeleteFramebuffers(1,&cls->fbo); glDeleteRenderbuffers(1,&cls->rbo); glDeleteTextures(1,&cls->depth); //if (!read_depth_supported) { // glDeleteTextures(1,&cls->rgba); //} canvas_light_shadow_owner.free(p_rid); memdelete(cls); }; } bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) { size=p_size; // Create a framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Create a render buffer glGenRenderbuffers(1, &rbo); glBindRenderbuffer(GL_RENDERBUFFER, rbo); // Create a texture for storing the depth glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Remove artifact on the edges of the shadowmap glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //print_line("ERROR? "+itos(glGetError())); if ( p_use_depth ) { // We'll use a depth texture to store the depths in the shadow map glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); #ifdef GLEW_ENABLED glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #endif // Attach the depth texture to FBO depth attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); #ifdef GLEW_ENABLED glDrawBuffer(GL_NONE); #endif } else { // We'll use a RGBA texture into which we pack the depth info glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // Attach the RGBA texture to FBO color attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, depth, 0); // Allocate 16-bit depth buffer glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size,size); // Attach the render buffer as depth buffer - will be ignored glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); } #if 0 if (!p_use_depth) { print_line("try no depth!"); glGenTextures(1, &rgba); glBindTexture(GL_TEXTURE_2D, rgba); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rgba, 0); /* glGenRenderbuffers(1, &depth); glBindRenderbuffer(GL_RENDERBUFFER, depth); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, p_size, p_size); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); */ glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); } else { // glGenRenderbuffers(1, &rbo); // glBindRenderbuffer(GL_RENDERBUFFER, rbo); glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); } #endif GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); //printf("errnum: %x\n",status); #ifdef GLEW_ENABLED if (p_use_depth) { //glDrawBuffer(GL_BACK); } #endif glBindFramebuffer(GL_FRAMEBUFFER, 0); DEBUG_TEST_ERROR("Shadow Buffer Init"); ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false ); #ifdef GLEW_ENABLED if (p_use_depth) { //glDrawBuffer(GL_BACK); } #endif #if 0 glGenFramebuffers(1, &fbo_blur); glBindFramebuffer(GL_FRAMEBUFFER, fbo_blur); glGenRenderbuffers(1, &rbo_blur); glBindRenderbuffer(GL_RENDERBUFFER, rbo_blur); glGenTextures(1, &blur); glBindTexture(GL_TEXTURE_2D, blur); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); // glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0, // GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL); // Attach the RGBA texture to FBO color attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blur, 0); // Allocate 16-bit depth buffer /* glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); // Attach the render buffer as depth buffer - will be ignored glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo_blur); */ status = glCheckFramebufferStatus(GL_FRAMEBUFFER); OS::get_singleton()->print("Status: %x\n",status); glBindFramebuffer(GL_FRAMEBUFFER, 0); DEBUG_TEST_ERROR("Shadow Blur Buffer Init"); ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false ); #endif return true; } void RasterizerGLES2::_update_framebuffer() { if (!use_framebuffers) return; int scale = GLOBAL_DEF("rasterizer/framebuffer_shrink",1); int dwidth = OS::get_singleton()->get_video_mode().width/scale; int dheight = OS::get_singleton()->get_video_mode().height/scale; if (framebuffer.fbo && dwidth==framebuffer.width && dheight==framebuffer.height) return; bool use_fbo=true; if (framebuffer.fbo!=0) { glDeleteFramebuffers(1,&framebuffer.fbo); #if 0 glDeleteTextures(1,&framebuffer.depth); #else glDeleteRenderbuffers(1,&framebuffer.depth); #endif glDeleteTextures(1,&framebuffer.color); for(int i=0;i0) { FrameBuffer::Luminance lb; lb.size=base_size; glGenFramebuffers(1, &lb.fbo); glBindFramebuffer(GL_FRAMEBUFFER, lb.fbo); glGenTextures(1, &lb.color); glBindTexture(GL_TEXTURE_2D, lb.color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0, format_luminance_components, format_luminance_type, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, lb.color, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, 0); base_size/=3; DEBUG_TEST_ERROR("Shadow Buffer Init"); ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE ); framebuffer.luminance.push_back(lb); } } } void RasterizerGLES2::set_base_framebuffer(GLuint p_id, Vector2 p_size) { base_framebuffer=p_id; if (p_size.x != 0) { window_size = p_size; }; } #if 0 void RasterizerGLES2::_update_blur_buffer() { int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256); if (size!=framebuffer.blur_size) { for(int i=0;i<3;i++) { if (framebuffer.blur[i].fbo) { glDeleteFramebuffers(1,&framebuffer.blur[i].fbo); glDeleteTextures(1,&framebuffer.blur[i].color); framebuffer.blur[i].fbo=0; framebuffer.blur[i].color=0; } } framebuffer.blur_size=size; for(int i=0;i<3;i++) { glGenFramebuffers(1, &framebuffer.blur[i].fbo); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo); glGenTextures(1, &framebuffer.blur[i].color); glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.blur[i].color, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, 0); DEBUG_TEST_ERROR("Shadow Buffer Init"); ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE ); } } } #endif bool RasterizerGLES2::_test_depth_shadow_buffer() { int size=16; GLuint fbo; GLuint rbo; GLuint depth; glActiveTexture(GL_TEXTURE0); glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); // Create a render buffer glGenRenderbuffers(1, &rbo); glBindRenderbuffer(GL_RENDERBUFFER, rbo); // Create a texture for storing the depth glGenTextures(1, &depth); glBindTexture(GL_TEXTURE_2D, depth); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Remove artifact on the edges of the shadowmap glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // We'll use a depth texture to store the depths in the shadow map glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); #ifdef GLEW_ENABLED glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #endif // Attach the depth texture to FBO depth attachment point glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glDeleteFramebuffers(1,&fbo); glDeleteRenderbuffers(1,&rbo); glDeleteTextures(1,&depth); return status == GL_FRAMEBUFFER_COMPLETE; } void RasterizerGLES2::init() { #ifdef GLEW_ENABLED GLuint res = glewInit(); ERR_FAIL_COND(res!=GLEW_OK); #endif scene_pass=1; if (extensions.size()==0) { set_extensions( (const char*)glGetString( GL_EXTENSIONS )); } GLint tmp = 0; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &tmp); //print_line("GL_MAX_VERTEX_ATTRIBS "+itos(tmp)); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glFrontFace(GL_CW); //glEnable(GL_TEXTURE_2D); default_material=create_default_material(); material_shader.init(); canvas_shader.init(); copy_shader.init(); canvas_shadow_shader.init(); #ifdef GLEW_ENABLED material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL,true); canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL,true); canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_GLES_OVER_GL,true); copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL,true); #endif shadow=NULL; shadow_pass=0; framebuffer.fbo=0; framebuffer.width=0; framebuffer.height=0; // framebuffer.buff16=false; // framebuffer.blur[0].fbo=false; // framebuffer.blur[1].fbo=false; framebuffer.active=false; //do a single initial clear glClearColor(0,0,0,1); //glClearDepth(1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glGenTextures(1, &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,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); #ifdef GLEW_ENABLED pvr_supported=false; etc_supported=false; use_depth24 =true; s3tc_supported = true; atitc_supported = false; use_hw_skeleton_xform = false; // use_texture_instancing=false; // use_attribute_instancing=true; use_texture_instancing=false; use_attribute_instancing=true; full_float_fb_supported=true; srgb_supported=true; latc_supported=true; s3tc_srgb_supported=true; use_anisotropic_filter=true; float_linear_supported=true; float_supported=true; read_depth_supported=_test_depth_shadow_buffer(); use_rgba_shadowmaps=!read_depth_supported; //print_line("read depth support? "+itos(read_depth_supported)); glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level); anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0))); #ifdef OSX_ENABLED use_rgba_shadowmaps=true; use_fp16_fb=false; #else #endif use_half_float=true; #else for (Set::Element *E=extensions.front();E;E=E->next()) { print_line(E->get()); } read_depth_supported=extensions.has("GL_OES_depth_texture"); use_rgba_shadowmaps=!read_depth_supported; if (shadow_filter>=SHADOW_FILTER_ESM && !extensions.has("GL_EXT_frag_depth")) { use_rgba_shadowmaps=true; //no other way, go back to rgba } pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc"); pvr_srgb_supported=extensions.has("GL_EXT_pvrtc_sRGB"); etc_supported=extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); use_depth24 = extensions.has("GL_OES_depth24"); s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc"); use_half_float = extensions.has("GL_OES_vertex_half_float"); atitc_supported=extensions.has("GL_AMD_compressed_ATC_texture"); srgb_supported=extensions.has("GL_EXT_sRGB"); s3tc_srgb_supported = s3tc_supported && extensions.has("GL_EXT_texture_compression_s3tc"); latc_supported = extensions.has("GL_EXT_texture_compression_latc"); anisotropic_level=1.0; use_anisotropic_filter=extensions.has("GL_EXT_texture_filter_anisotropic"); if (use_anisotropic_filter) { glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level); anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0))); } print_line("S3TC: "+itos(s3tc_supported)+" ATITC: "+itos(atitc_supported)); GLint vtf; glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf); float_supported = extensions.has("GL_OES_texture_float"); use_hw_skeleton_xform=vtf>0 && float_supported; float_linear_supported = extensions.has("GL_OES_texture_float_linear"); //if (extensions.has("GL_QCOM_tiled_rendering")) // use_hw_skeleton_xform=false; GLint mva; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,&mva); if (vtf==0 && mva>8) { //tegra 3, mali 400 use_attribute_instancing=true; use_texture_instancing=false; } else if (vtf>0 && extensions.has("GL_OES_texture_float")){ //use_texture_instancing=true; use_texture_instancing=false; // i don't get it, uniforms are faster. use_attribute_instancing=false; } else { use_texture_instancing=false; use_attribute_instancing=false; } if (use_fp16_fb) { use_fp16_fb=extensions.has("GL_OES_texture_half_float") && extensions.has("GL_EXT_color_buffer_half_float") && extensions.has("GL_EXT_texture_rg"); } full_float_fb_supported=extensions.has("GL_EXT_color_buffer_float"); //etc_supported=false; use_hw_skeleton_xform=false; #endif //use_rgba_shadowmaps=true; glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units); glGetIntegerv(GL_MAX_TEXTURE_SIZE,&max_texture_size); //read_depth_supported=false; canvas_shadow_blur = canvas_light_shadow_buffer_create(max_texture_size); { //shadowmaps OS::VideoMode vm=OS::get_singleton()->get_video_mode(); //don't use a shadowbuffer too big in GLES, this should be the maximum int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);//nearest_power_of_2(MIN(vm.width,vm.height))/2; int smsize=max_shadow_size; while(smsize>=16) { ShadowBuffer sb; bool s = sb.init(smsize,!use_rgba_shadowmaps); if (s) near_shadow_buffers.push_back(sb); smsize/=2; } blur_shadow_buffer.init(max_shadow_size,!use_rgba_shadowmaps); //material_shader material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps); canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps); } shadow_material = material_create(); //empty with nothing shadow_mat_ptr = material_owner.get(shadow_material); overdraw_material = create_overdraw_debug_material(); copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb); canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported); canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false)); npo2_textures_available=true; //fragment_lighting=false; _rinfo.texture_mem=0; current_env=NULL; current_rt=NULL; current_vd=NULL; current_debug=VS::SCENARIO_DEBUG_DISABLED; camera_ortho=false; glGenBuffers(1,&gui_quad_buffer); glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer); #ifdef GLES_NO_CLIENT_ARRAYS //WebGL specific implementation. glBufferData(GL_ARRAY_BUFFER, 8 * MAX_POLYGON_VERTICES,NULL,GL_DYNAMIC_DRAW); #else glBufferData(GL_ARRAY_BUFFER,128,NULL,GL_DYNAMIC_DRAW); #endif glBindBuffer(GL_ARRAY_BUFFER,0); //unbind #ifdef GLES_NO_CLIENT_ARRAYS //webgl indices buffer glGenBuffers(1, &indices_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, 16*1024, NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);// unbind #endif shader_time_rollback = GLOBAL_DEF("rasterizer/shader_time_rollback",300); using_canvas_bg=false; _update_framebuffer(); DEBUG_TEST_ERROR("Initializing"); } void RasterizerGLES2::finish() { free(default_material); free(shadow_material); free(canvas_shadow_blur); free( overdraw_material ); } int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) { switch(p_info) { case VS::INFO_OBJECTS_IN_FRAME: { return _rinfo.object_count; } break; case VS::INFO_VERTICES_IN_FRAME: { return _rinfo.vertex_count; } break; case VS::INFO_MATERIAL_CHANGES_IN_FRAME: { return _rinfo.mat_change_count; } break; case VS::INFO_SHADER_CHANGES_IN_FRAME: { return _rinfo.shader_change_count; } break; case VS::INFO_DRAW_CALLS_IN_FRAME: { return _rinfo.draw_calls; } break; case VS::INFO_SURFACE_CHANGES_IN_FRAME: { return _rinfo.surface_count; } break; case VS::INFO_USAGE_VIDEO_MEM_TOTAL: { return 0; } break; case VS::INFO_VIDEO_MEM_USED: { return get_render_info(VS::INFO_TEXTURE_MEM_USED)+get_render_info(VS::INFO_VERTEX_MEM_USED); } break; case VS::INFO_TEXTURE_MEM_USED: { return _rinfo.texture_mem; } break; case VS::INFO_VERTEX_MEM_USED: { return 0; } break; } return 0; } void RasterizerGLES2::set_extensions(const char *p_strings) { Vector strings = String(p_strings).split(" ",false); for(int i=0;i textures; texture_owner.get_owned_list(&textures); keep_copies=false; for(List::Element *E=textures.front();E;E=E->next()) { RID tid = E->get(); Texture *t=texture_owner.get(tid); ERR_CONTINUE(!t); t->tex_id=0; t->data_size=0; glGenTextures(1, &t->tex_id); t->active=false; if (t->render_target) continue; texture_allocate(tid,t->width,t->height,t->format,t->flags); bool had_image=false; for(int i=0;i<6;i++) { if (!t->image[i].empty()) { texture_set_data(tid,t->image[i],VS::CubeMapSide(i)); had_image=true; } } if (!had_image && t->reloader) { Object *rl = ObjectDB::get_instance(t->reloader); if (rl) rl->call(t->reloader_func,tid); } } keep_copies=true; List render_targets; render_target_owner.get_owned_list(&render_targets); for(List::Element *E=render_targets.front();E;E=E->next()) { RenderTarget *rt = render_target_owner.get(E->get()); int w = rt->width; int h = rt->height; rt->width=0; rt->height=0; render_target_set_size(E->get(),w,h); } List meshes; mesh_owner.get_owned_list(&meshes); for(List::Element *E=meshes.front();E;E=E->next()) { Mesh *mesh = mesh_owner.get(E->get()); Vector surfaces =mesh->surfaces; mesh->surfaces.clear(); for(int i=0;iget(),surfaces[i]->primitive,surfaces[i]->data,surfaces[i]->morph_data,surfaces[i]->alpha_sort); mesh_surface_set_material(E->get(),i,surfaces[i]->material); if (surfaces[i]->array_local != 0) { memfree(surfaces[i]->array_local); }; if (surfaces[i]->index_array_local != 0) { memfree(surfaces[i]->index_array_local); }; memdelete( surfaces[i] ); } } List skeletons; skeleton_owner.get_owned_list(&skeletons); for(List::Element *E=skeletons.front();E;E=E->next()) { Skeleton *sk = skeleton_owner.get(E->get()); if (!sk->tex_id) continue; //does not use hw transform, leave alone Vector bones = sk->bones; sk->bones.clear(); sk->tex_id=0; sk->pixel_size=1.0; skeleton_resize(E->get(),bones.size()); sk->bones=bones; } List multimeshes; multimesh_owner.get_owned_list(&multimeshes); for(List::Element *E=multimeshes.front();E;E=E->next()) { MultiMesh *mm = multimesh_owner.get(E->get()); if (!mm->tex_id) continue; //does not use hw transform, leave alone Vector elements = mm->elements; mm->elements.clear(); mm->tw=1; mm->th=1; mm->tex_id=0; mm->last_pass=0; mm->visible = -1; multimesh_set_instance_count(E->get(),elements.size()); mm->elements=elements; } if (framebuffer.fbo!=0) { framebuffer.fbo=0; framebuffer.depth=0; framebuffer.color=0; for(int i=0;i<3;i++) { framebuffer.blur[i].fbo=0; framebuffer.blur[i].color=0; } framebuffer.luminance.clear(); } for(int i=0;i shaders; shader_owner.get_owned_list(&shaders); for(List::Element *E=shaders.front();E;E=E->next()) { Shader *s = shader_owner.get(E->get()); s->custom_code_id=0; s->version=1; s->valid=false; shader_set_mode(E->get(),s->mode); } List materials; material_owner.get_owned_list(&materials); for(List::Element *E=materials.front();E;E=E->next()) { Material *m = material_owner.get(E->get()); RID shader = m->shader; m->shader_version=0; material_set_shader(E->get(),shader); } } void RasterizerGLES2::set_use_framebuffers(bool p_use) { use_framebuffers=p_use; } RasterizerGLES2* RasterizerGLES2::get_singleton() { return _singleton; }; int RasterizerGLES2::RenderList::max_elements=RenderList::DEFAULT_MAX_ELEMENTS; void RasterizerGLES2::set_force_16_bits_fbo(bool p_force) { use_16bits_fbo=p_force; } RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) { _singleton = this; RenderList::max_elements=GLOBAL_DEF("rasterizer/max_render_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS); if (RenderList::max_elements>64000) RenderList::max_elements=64000; if (RenderList::max_elements<1024) RenderList::max_elements=1024; opaque_render_list.init(); alpha_render_list.init(); skinned_buffer_size = GLOBAL_DEF("rasterizer/skeleton_buffer_size_kb",DEFAULT_SKINNED_BUFFER_SIZE); if (skinned_buffer_size<256) skinned_buffer_size=256; if (skinned_buffer_size>16384) skinned_buffer_size=16384; skinned_buffer_size*=1024; skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size ); keep_copies=p_keep_ram_copy; use_reload_hooks=p_use_reload_hooks; pack_arrays=p_compress_arrays; p_default_fragment_lighting=false; fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true); read_depth_supported=true; //todo check for extension shadow_filter=ShadowFilterTechnique((int)(GLOBAL_DEF("rasterizer/shadow_filter",SHADOW_FILTER_PCF5))); Globals::get_singleton()->set_custom_property_info("rasterizer/shadow_filter",PropertyInfo(Variant::INT,"rasterizer/shadow_filter",PROPERTY_HINT_ENUM,"None,PCF5,PCF13,ESM")); use_fp16_fb=bool(GLOBAL_DEF("rasterizer/fp16_framebuffer",true)); use_shadow_mapping=true; use_fast_texture_filter=!bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true)); low_memory_2d=bool(GLOBAL_DEF("rasterizer/low_memory_2d_mode",false)); skel_default.resize(1024*4); for(int i=0;i<1024/3;i++) { float * ptr = skel_default.ptr(); ptr+=i*4*4; ptr[0]=1.0; ptr[1]=0.0; ptr[2]=0.0; ptr[3]=0.0; ptr[4]=0.0; ptr[5]=1.0; ptr[6]=0.0; ptr[7]=0.0; ptr[8]=0.0; ptr[9]=0.0; ptr[10]=1.0; ptr[12]=0.0; } base_framebuffer=0; frame = 0; draw_next_frame=false; use_framebuffers=true; framebuffer.active=false; tc0_id_cache=0; tc0_idx=0; use_16bits_fbo=false; }; void RasterizerGLES2::restore_framebuffer() { glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); } RasterizerGLES2::~RasterizerGLES2() { memdelete_arr(skinned_buffer); }; #endif