/*************************************************************************/ /* rasterizer_storage_gles2.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZERSTORAGEGLES2_H #define RASTERIZERSTORAGEGLES2_H #include "core/dvector.h" #include "core/self_list.h" #include "servers/visual/rasterizer.h" #include "servers/visual/shader_language.h" #include "shader_compiler_gles2.h" #include "shader_gles2.h" #include "shaders/copy.glsl.gen.h" #include "shaders/cubemap_filter.glsl.gen.h" /* #include "shaders/blend_shape.glsl.gen.h" #include "shaders/canvas.glsl.gen.h" #include "shaders/copy.glsl.gen.h" #include "shaders/particles.glsl.gen.h" */ class RasterizerCanvasGLES2; class RasterizerSceneGLES2; class RasterizerStorageGLES2 : public RasterizerStorage { public: RasterizerCanvasGLES2 *canvas; RasterizerSceneGLES2 *scene; static GLuint system_fbo; struct Config { bool shrink_textures_x2; bool use_fast_texture_filter; // bool use_anisotropic_filter; bool hdr_supported; bool use_rgba_2d_shadows; // float anisotropic_level; int max_texture_image_units; int max_texture_size; bool generate_wireframes; bool use_texture_array_environment; Set extensions; bool float_texture_supported; bool s3tc_supported; bool etc1_supported; bool keep_original_textures; bool no_depth_prepass; bool force_vertex_shading; } config; struct Resources { GLuint white_tex; GLuint black_tex; GLuint normal_tex; GLuint aniso_tex; GLuint radical_inverse_vdc_cache_tex; GLuint quadie; size_t skeleton_transform_buffer_size; GLuint skeleton_transform_buffer; PoolVector skeleton_transform_cpu_buffer; } resources; mutable struct Shaders { ShaderCompilerGLES2 compiler; CopyShaderGLES2 copy; CubemapFilterShaderGLES2 cubemap_filter; ShaderCompilerGLES2::IdentifierActions actions_canvas; ShaderCompilerGLES2::IdentifierActions actions_scene; ShaderCompilerGLES2::IdentifierActions actions_particles; } shaders; struct Info { uint64_t texture_mem; uint64_t vertex_mem; struct Render { uint32_t object_count; uint32_t draw_call_count; uint32_t material_switch_count; uint32_t surface_switch_count; uint32_t shader_rebind_count; uint32_t vertices_count; void reset() { object_count = 0; draw_call_count = 0; material_switch_count = 0; surface_switch_count = 0; shader_rebind_count = 0; vertices_count = 0; } } render, render_final, snap; Info() { texture_mem = 0; vertex_mem = 0; render.reset(); render_final.reset(); } } info; void bind_quad_array() const; ///////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////DATA/////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// struct Instanciable : public RID_Data { SelfList::List instance_list; _FORCE_INLINE_ void instance_change_notify() { SelfList *instances = instance_list.first(); while (instances) { instances->self()->base_changed(); instances = instances->next(); } } _FORCE_INLINE_ void instance_material_change_notify() { SelfList *instances = instance_list.first(); while (instances) { instances->self()->base_material_changed(); instances = instances->next(); } } _FORCE_INLINE_ void instance_remove_deps() { SelfList *instances = instance_list.first(); while (instances) { instances->self()->base_removed(); instances = instances->next(); } } Instanciable() {} virtual ~Instanciable() {} }; struct GeometryOwner : public Instanciable { }; struct Geometry : public Instanciable { enum Type { GEOMETRY_INVALID, GEOMETRY_SURFACE, GEOMETRY_IMMEDIATE, GEOMETRY_MULTISURFACE }; Type type; RID material; uint64_t last_pass; uint32_t index; virtual void material_changed_notify() {} Geometry() { last_pass = 0; index = 0; } }; ///////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////API//////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// /* TEXTURE API */ struct RenderTarget; struct Texture : RID_Data { Texture *proxy; Set proxy_owners; String path; uint32_t flags; int width, height, depth; int alloc_width, alloc_height; Image::Format format; VS::TextureType type; GLenum target; GLenum gl_format_cache; GLenum gl_internal_format_cache; GLenum gl_type_cache; int data_size; int total_data_size; bool ignore_mipmaps; bool compressed; bool srgb; int mipmaps; bool active; GLenum tex_id; uint16_t stored_cube_sides; RenderTarget *render_target; Vector > images; bool redraw_if_visible; VisualServer::TextureDetectCallback detect_3d; void *detect_3d_ud; VisualServer::TextureDetectCallback detect_srgb; void *detect_srgb_ud; VisualServer::TextureDetectCallback detect_normal; void *detect_normal_ud; Texture() { flags = 0; width = 0; height = 0; alloc_width = 0; alloc_height = 0; format = Image::FORMAT_L8; target = 0; data_size = 0; total_data_size = 0; ignore_mipmaps = false; compressed = false; active = false; tex_id = 0; stored_cube_sides = 0; proxy = NULL; render_target = NULL; redraw_if_visible = false; } _ALWAYS_INLINE_ Texture *get_ptr() { if (proxy) { return proxy; //->get_ptr(); only one level of indirection, else not inlining possible. } else { return this; } } ~Texture() { if (tex_id != 0) { glDeleteTextures(1, &tex_id); } for (Set::Element *E = proxy_owners.front(); E; E = E->next()) { E->get()->proxy = NULL; } if (proxy) { proxy->proxy_owners.erase(this); } } }; mutable RID_Owner texture_owner; Ref _get_gl_image_and_format(const Ref &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed) const; virtual RID texture_create(); virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); virtual void texture_set_data(RID p_texture, const Ref &p_image, int p_layer = 0); virtual void texture_set_data_partial(RID p_texture, const Ref &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0); virtual Ref texture_get_data(RID p_texture, int p_layer = 0) const; virtual void texture_set_flags(RID p_texture, uint32_t p_flags); virtual uint32_t texture_get_flags(RID p_texture) const; virtual Image::Format texture_get_format(RID p_texture) const; virtual VS::TextureType texture_get_type(RID p_texture) const; virtual uint32_t texture_get_texid(RID p_texture) const; virtual uint32_t texture_get_width(RID p_texture) const; virtual uint32_t texture_get_height(RID p_texture) const; virtual uint32_t texture_get_depth(RID p_texture) const; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth); virtual void texture_set_path(RID p_texture, const String &p_path); virtual String texture_get_path(RID p_texture) const; virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable); virtual void texture_debug_usage(List *r_info); virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const; virtual void textures_keep_original(bool p_enable); virtual void texture_set_proxy(RID p_texture, RID p_proxy); virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable); /* SKY API */ struct Sky : public RID_Data { RID panorama; GLuint radiance; int radiance_size; }; mutable RID_Owner sky_owner; virtual RID sky_create(); virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size); /* SHADER API */ struct Material; struct Shader : public RID_Data { RID self; VS::ShaderMode mode; ShaderGLES2 *shader; String code; SelfList::List materials; Map uniforms; uint32_t texture_count; uint32_t custom_code_id; uint32_t version; SelfList dirty_list; Map default_textures; Vector texture_hints; bool valid; String path; struct CanvasItem { enum BlendMode { BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_PMALPHA, }; int blend_mode; /* enum LightMode { LIGHT_MODE_NORMAL, LIGHT_MODE_UNSHADED, LIGHT_MODE_LIGHT_ONLY }; int light_mode; */ bool uses_screen_texture; bool uses_screen_uv; bool uses_time; } canvas_item; struct Spatial { enum BlendMode { BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, }; int blend_mode; enum DepthDrawMode { DEPTH_DRAW_OPAQUE, DEPTH_DRAW_ALWAYS, DEPTH_DRAW_NEVER, DEPTH_DRAW_ALPHA_PREPASS, }; int depth_draw_mode; enum CullMode { CULL_MODE_FRONT, CULL_MODE_BACK, CULL_MODE_DISABLED, }; int cull_mode; bool uses_alpha; bool uses_alpha_scissor; bool unshaded; bool no_depth_test; bool uses_vertex; bool uses_discard; bool uses_sss; bool uses_screen_texture; bool uses_depth_texture; bool uses_time; bool writes_modelview_or_projection; bool uses_vertex_lighting; bool uses_world_coordinates; } spatial; struct Particles { } particles; bool uses_vertex_time; bool uses_fragment_time; Shader() : dirty_list(this) { shader = NULL; valid = false; custom_code_id = 0; version = 1; } }; mutable RID_Owner shader_owner; mutable SelfList::List _shader_dirty_list; void _shader_make_dirty(Shader *p_shader); virtual RID shader_create(); virtual void shader_set_code(RID p_shader, const String &p_code); virtual String shader_get_code(RID p_shader) const; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const; virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture); virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const; void _update_shader(Shader *p_shader) const; void update_dirty_shaders(); /* COMMON MATERIAL API */ struct Material : public RID_Data { Shader *shader; Map params; SelfList list; SelfList dirty_list; Vector > textures; float line_width; int render_priority; RID next_pass; uint32_t index; uint64_t last_pass; Map geometry_owners; Map instance_owners; bool can_cast_shadow_cache; bool is_animated_cache; Material() : list(this), dirty_list(this) { can_cast_shadow_cache = false; is_animated_cache = false; shader = NULL; line_width = 1.0; last_pass = 0; render_priority = 0; } }; mutable SelfList::List _material_dirty_list; void _material_make_dirty(Material *p_material) const; void _material_add_geometry(RID p_material, Geometry *p_geometry); void _material_remove_geometry(RID p_material, Geometry *p_geometry); void _update_material(Material *p_material); mutable RID_Owner material_owner; virtual RID material_create(); virtual void material_set_shader(RID p_material, RID p_shader); virtual RID material_get_shader(RID p_material) const; virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value); virtual Variant material_get_param(RID p_material, const StringName &p_param) const; virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const; virtual void material_set_line_width(RID p_material, float p_width); virtual void material_set_next_pass(RID p_material, RID p_next_material); virtual bool material_is_animated(RID p_material); virtual bool material_casts_shadows(RID p_material); virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); virtual void material_set_render_priority(RID p_material, int priority); void update_dirty_materials(); /* MESH API */ struct Mesh; struct Surface : public Geometry { struct Attrib { bool enabled; bool integer; GLuint index; GLint size; GLenum type; GLboolean normalized; GLsizei stride; uint32_t offset; }; Attrib attribs[VS::ARRAY_MAX]; Mesh *mesh; uint32_t format; GLuint vertex_id; GLuint index_id; struct BlendShape { GLuint vertex_id; GLuint array_id; }; Vector blend_shapes; AABB aabb; int array_len; int index_array_len; int max_bone; int array_byte_size; int index_array_byte_size; VS::PrimitiveType primitive; Vector skeleton_bone_aabb; Vector skeleton_bone_used; bool active; PoolVector data; PoolVector index_data; int total_data_size; Surface() { array_byte_size = 0; index_array_byte_size = 0; array_len = 0; index_array_len = 0; mesh = NULL; primitive = VS::PRIMITIVE_POINTS; active = false; total_data_size = 0; } }; struct MultiMesh; struct Mesh : public GeometryOwner { bool active; Vector surfaces; int blend_shape_count; VS::BlendShapeMode blend_shape_mode; AABB custom_aabb; mutable uint64_t last_pass; SelfList::List multimeshes; _FORCE_INLINE_ void update_multimeshes() { SelfList *mm = multimeshes.first(); while (mm) { mm->self()->instance_material_change_notify(); mm = mm->next(); } } Mesh() { blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED; blend_shape_count = 0; } }; mutable RID_Owner mesh_owner; virtual RID mesh_create(); virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector &p_array, int p_vertex_count, const PoolVector &p_index_array, int p_index_count, const AABB &p_aabb, const Vector > &p_blend_shapes = Vector >(), const Vector &p_bone_aabbs = Vector()); virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount); virtual int mesh_get_blend_shape_count(RID p_mesh) const; virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode); virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const; virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector &p_data); virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material); virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; virtual PoolVector mesh_surface_get_array(RID p_mesh, int p_surface) const; virtual PoolVector mesh_surface_get_index_array(RID p_mesh, int p_surface) const; virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const; virtual Vector > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const; virtual Vector mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const; virtual void mesh_remove_surface(RID p_mesh, int p_surface); virtual int mesh_get_surface_count(RID p_mesh) const; virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb); virtual AABB mesh_get_custom_aabb(RID p_mesh) const; virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const; virtual void mesh_clear(RID p_mesh); /* MULTIMESH API */ struct MultiMesh : public GeometryOwner { RID mesh; int size; VS::MultimeshTransformFormat transform_format; VS::MultimeshColorFormat color_format; VS::MultimeshCustomDataFormat custom_data_format; Vector data; AABB aabb; SelfList update_list; SelfList mesh_list; int visible_instances; int xform_floats; int color_floats; int custom_data_floats; bool dirty_aabb; bool dirty_data; MultiMesh() : update_list(this), mesh_list(this) { dirty_aabb = true; dirty_data = true; xform_floats = 0; color_floats = 0; custom_data_floats = 0; visible_instances = -1; size = 0; transform_format = VS::MULTIMESH_TRANSFORM_2D; color_format = VS::MULTIMESH_COLOR_NONE; custom_data_format = VS::MULTIMESH_CUSTOM_DATA_NONE; } }; mutable RID_Owner multimesh_owner; SelfList::List multimesh_update_list; virtual RID multimesh_create(); virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE); virtual int multimesh_get_instance_count(RID p_multimesh) const; virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh); virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform); virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform); virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color); virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_custom_data); virtual RID multimesh_get_mesh(RID p_multimesh) const; virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const; virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const; virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const; virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const; virtual void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector &p_array); virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible); virtual int multimesh_get_visible_instances(RID p_multimesh) const; virtual AABB multimesh_get_aabb(RID p_multimesh) const; void update_dirty_multimeshes(); /* IMMEDIATE API */ struct Immediate : public Geometry { struct Chunk { RID texture; VS::PrimitiveType primitive; Vector vertices; Vector normals; Vector tangents; Vector colors; Vector uvs; Vector uv2s; }; List chunks; bool building; int mask; AABB aabb; Immediate() { type = GEOMETRY_IMMEDIATE; building = false; } }; Vector3 chunk_normal; Plane chunk_tangent; Color chunk_color; Vector2 chunk_uv; Vector2 chunk_uv2; mutable RID_Owner immediate_owner; virtual RID immediate_create(); virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture = RID()); virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex); virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal); virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent); virtual void immediate_color(RID p_immediate, const Color &p_color); virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv); virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv); virtual void immediate_end(RID p_immediate); virtual void immediate_clear(RID p_immediate); virtual void immediate_set_material(RID p_immediate, RID p_material); virtual RID immediate_get_material(RID p_immediate) const; virtual AABB immediate_get_aabb(RID p_immediate) const; /* SKELETON API */ struct Skeleton : RID_Data { bool use_2d; int size; // TODO use float textures for storage Vector bone_data; GLuint tex_id; SelfList update_list; Set instances; Skeleton() : update_list(this) { tex_id = 0; size = 0; use_2d = false; } }; mutable RID_Owner skeleton_owner; SelfList::List skeleton_update_list; void update_dirty_skeletons(); virtual RID skeleton_create(); virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false); virtual int skeleton_get_bone_count(RID p_skeleton) const; virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform); virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const; virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform); virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const; virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform); void _update_skeleton_transform_buffer(const PoolVector &p_data, size_t p_size); /* Light API */ struct Light : Instanciable { VS::LightType type; float param[VS::LIGHT_PARAM_MAX]; Color color; Color shadow_color; RID projector; bool shadow; bool negative; bool reverse_cull; uint32_t cull_mask; VS::LightOmniShadowMode omni_shadow_mode; VS::LightOmniShadowDetail omni_shadow_detail; VS::LightDirectionalShadowMode directional_shadow_mode; VS::LightDirectionalShadowDepthRangeMode directional_range_mode; bool directional_blend_splits; uint64_t version; }; mutable RID_Owner light_owner; virtual RID light_create(VS::LightType p_type); virtual void light_set_color(RID p_light, const Color &p_color); virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value); virtual void light_set_shadow(RID p_light, bool p_enabled); virtual void light_set_shadow_color(RID p_light, const Color &p_color); virtual void light_set_projector(RID p_light, RID p_texture); virtual void light_set_negative(RID p_light, bool p_enable); virtual void light_set_cull_mask(RID p_light, uint32_t p_mask); virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled); virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode); virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail); virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode); virtual void light_directional_set_blend_splits(RID p_light, bool p_enable); virtual bool light_directional_get_blend_splits(RID p_light) const; virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode); virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const; virtual bool light_has_shadow(RID p_light) const; virtual VS::LightType light_get_type(RID p_light) const; virtual float light_get_param(RID p_light, VS::LightParam p_param); virtual Color light_get_color(RID p_light); virtual AABB light_get_aabb(RID p_light) const; virtual uint64_t light_get_version(RID p_light) const; /* PROBE API */ virtual RID reflection_probe_create(); virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode); virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity); virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient); virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy); virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib); virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance); virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents); virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset); virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable); virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable); virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); virtual AABB reflection_probe_get_aabb(RID p_probe) const; virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const; virtual Vector3 reflection_probe_get_extents(RID p_probe) const; virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const; virtual float reflection_probe_get_origin_max_distance(RID p_probe) const; virtual bool reflection_probe_renders_shadows(RID p_probe) const; /* GI PROBE API */ virtual RID gi_probe_create(); virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds); virtual AABB gi_probe_get_bounds(RID p_probe) const; virtual void gi_probe_set_cell_size(RID p_probe, float p_size); virtual float gi_probe_get_cell_size(RID p_probe) const; virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform); virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const; virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector &p_data); virtual PoolVector gi_probe_get_dynamic_data(RID p_probe) const; virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range); virtual int gi_probe_get_dynamic_range(RID p_probe) const; virtual void gi_probe_set_energy(RID p_probe, float p_range); virtual float gi_probe_get_energy(RID p_probe) const; virtual void gi_probe_set_bias(RID p_probe, float p_range); virtual float gi_probe_get_bias(RID p_probe) const; virtual void gi_probe_set_normal_bias(RID p_probe, float p_range); virtual float gi_probe_get_normal_bias(RID p_probe) const; virtual void gi_probe_set_propagation(RID p_probe, float p_range); virtual float gi_probe_get_propagation(RID p_probe) const; virtual void gi_probe_set_interior(RID p_probe, bool p_enable); virtual bool gi_probe_is_interior(RID p_probe) const; virtual void gi_probe_set_compress(RID p_probe, bool p_enable); virtual bool gi_probe_is_compressed(RID p_probe) const; virtual uint32_t gi_probe_get_version(RID p_probe); virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const; virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression); virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data); /* LIGHTMAP */ virtual RID lightmap_capture_create(); virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds); virtual AABB lightmap_capture_get_bounds(RID p_capture) const; virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector &p_octree); virtual PoolVector lightmap_capture_get_octree(RID p_capture) const; virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform); virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const; virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv); virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const; virtual void lightmap_capture_set_energy(RID p_capture, float p_energy); virtual float lightmap_capture_get_energy(RID p_capture) const; virtual const PoolVector *lightmap_capture_get_octree_ptr(RID p_capture) const; /* PARTICLES */ void update_particles(); virtual RID particles_create(); virtual void particles_set_emitting(RID p_particles, bool p_emitting); virtual bool particles_get_emitting(RID p_particles); virtual void particles_set_amount(RID p_particles, int p_amount); virtual void particles_set_lifetime(RID p_particles, float p_lifetime); virtual void particles_set_one_shot(RID p_particles, bool p_one_shot); virtual void particles_set_pre_process_time(RID p_particles, float p_time); virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio); virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio); virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb); virtual void particles_set_speed_scale(RID p_particles, float p_scale); virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); virtual void particles_set_process_material(RID p_particles, RID p_material); virtual void particles_set_fixed_fps(RID p_particles, int p_fps); virtual void particles_set_fractional_delta(RID p_particles, bool p_enable); virtual void particles_restart(RID p_particles); virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order); virtual void particles_set_draw_passes(RID p_particles, int p_passes); virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh); virtual void particles_request_process(RID p_particles); virtual AABB particles_get_current_aabb(RID p_particles); virtual AABB particles_get_aabb(RID p_particles) const; virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform); virtual int particles_get_draw_passes(RID p_particles) const; virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const; /* INSTANCE */ virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance); virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance); virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance); virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance); /* RENDER TARGET */ struct RenderTarget : public RID_Data { GLuint fbo; GLuint color; GLuint depth; // TODO post processing effects? // TODO HDR? // TODO this is hardcoded for texscreen copies for now struct Effect { GLuint fbo; int width; int height; GLuint color; Effect() { fbo = 0; width = 0; height = 0; color = 0; } }; Effect copy_screen_effect; int width, height; bool flags[RENDER_TARGET_FLAG_MAX]; bool used_in_frame; VS::ViewportMSAA msaa; RID texture; RenderTarget() { fbo = 0; color = 0; depth = 0; width = 0; height = 0; for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) { flags[i] = false; } used_in_frame = false; msaa = VS::VIEWPORT_MSAA_DISABLED; } }; mutable RID_Owner render_target_owner; void _render_target_clear(RenderTarget *rt); void _render_target_allocate(RenderTarget *rt); virtual RID render_target_create(); virtual void render_target_set_size(RID p_render_target, int p_width, int p_height); virtual RID render_target_get_texture(RID p_render_target) const; virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value); virtual bool render_target_was_used(RID p_render_target); virtual void render_target_clear_used(RID p_render_target); virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa); /* CANVAS SHADOW */ virtual RID canvas_light_shadow_buffer_create(int p_width); /* LIGHT SHADOW MAPPING */ virtual RID canvas_light_occluder_create(); virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector &p_lines); virtual VS::InstanceType get_base_type(RID p_rid) const; virtual bool free(RID p_rid); struct Frame { RenderTarget *current_rt; bool clear_request; Color clear_request_color; int canvas_draw_commands; float time[4]; float delta; uint64_t count; } frame; void initialize(); void finalize(); void _copy_screen(); virtual bool has_os_feature(const String &p_feature) const; virtual void update_dirty_resources(); virtual void set_debug_generate_wireframes(bool p_generate); virtual void render_info_begin_capture(); virtual void render_info_end_capture(); virtual int get_captured_render_info(VS::RenderInfo p_info); virtual int get_render_info(VS::RenderInfo p_info); RasterizerStorageGLES2(); }; #endif // RASTERIZERSTORAGEGLES2_H