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|
/*************************************************************************/
/* rasterizer_gles1.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 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. */
/*************************************************************************/
#ifndef RASTERIZER_GLES1_H
#define RASTERIZER_GLES1_H
#include "servers/visual/rasterizer.h"
#ifdef GLES1_ENABLED
#include "image.h"
#include "rid.h"
#include "servers/visual_server.h"
#include "list.h"
#include "map.h"
#include "camera_matrix.h"
#include "sort.h"
#include "platform_config.h"
#ifndef GLES1_INCLUDE_H
#include <GLES/gl.h>
#else
#include GLES1_INCLUDE_H
#endif
#include "servers/visual/particle_system_sw.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class RasterizerGLES1 : public Rasterizer {
enum {
MAX_SCENE_LIGHTS=2048,
LIGHT_SPOT_BIT=0x80,
DEFAULT_SKINNED_BUFFER_SIZE = 1024 * 1024, // 10k vertices
MAX_HW_LIGHTS = 1,
};
uint8_t *skinned_buffer;
int skinned_buffer_size;
bool pvr_supported;
bool s3tc_supported;
bool etc_supported;
bool npo2_textures_available;
bool pack_arrays;
bool use_reload_hooks;
Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed);
struct Texture {
uint32_t flags;
int width,height;
int alloc_width, alloc_height;
Image::Format format;
GLenum target;
GLenum gl_format_cache;
int gl_components_cache;
int data_size; //original data size, useful for retrieving back
bool format_has_alpha;
bool compressed;
bool disallow_mipmaps;
int total_data_size;
Image image[6];
bool active;
GLuint tex_id;
ObjectID reloader;
StringName reloader_func;
Texture() {
flags=width=height=0;
tex_id=0;
data_size=0;
format=Image::FORMAT_GRAYSCALE;
gl_components_cache=0;
format_has_alpha=false;
active=false;
disallow_mipmaps=false;
// gen_mipmap=true;
compressed=false;
total_data_size=0;
}
~Texture() {
if (tex_id!=0) {
glDeleteTextures(1,&tex_id);
}
}
};
mutable RID_Owner<Texture> texture_owner;
struct Shader {
String vertex_code;
String fragment_code;
String light_code;
VS::ShaderMode mode;
Map<StringName,Variant> params;
int fragment_line;
int vertex_line;
int light_line;
bool valid;
bool has_alpha;
bool use_world_transform;
};
mutable RID_Owner<Shader> shader_owner;
struct Material {
bool fixed_flags[VS::FIXED_MATERIAL_FLAG_MAX];
bool flags[VS::MATERIAL_FLAG_MAX];
Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX];
RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX];
VS::MaterialDepthDrawMode depth_draw_mode;
Transform uv_transform;
VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
VS::MaterialBlendMode blend_mode;
float line_width;
float point_size;
bool has_alpha;
RID shader; // shader material
uint64_t last_pass;
Map<StringName,Variant> shader_params;
Material() {
for(int i=0;i<VS::FIXED_MATERIAL_FLAG_MAX;i++)
flags[i]=false;
for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
flags[i]=false;
flags[VS::MATERIAL_FLAG_VISIBLE]=true;
parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8);
parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12;
for (int i=0; i<VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) {
texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
};
depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
line_width=1;
has_alpha=false;
blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
last_pass = 0;
point_size = 1.0;
}
};
mutable RID_Owner<Material> material_owner;
void _material_check_alpha(Material *p_material);
struct Geometry {
enum Type {
GEOMETRY_INVALID,
GEOMETRY_SURFACE,
GEOMETRY_POLY,
GEOMETRY_PARTICLES,
GEOMETRY_MULTISURFACE,
};
Type type;
RID material;
bool has_alpha;
bool material_owned;
Geometry() { has_alpha=false; material_owned = false; }
virtual ~Geometry() {};
};
struct GeometryOwner {
virtual ~GeometryOwner() {}
};
class Mesh;
struct Surface : public Geometry {
struct ArrayData {
uint32_t ofs,size,datatype,count;
bool normalize;
bool bind;
ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;}
};
Mesh *mesh;
Array data;
Array morph_data;
ArrayData array[VS::ARRAY_MAX];
// support for vertex array objects
GLuint array_object_id;
// support for vertex buffer object
GLuint vertex_id; // 0 means, unconfigured
GLuint index_id; // 0 means, unconfigured
// no support for the above, array in localmem.
uint8_t *array_local;
uint8_t *index_array_local;
bool packed;
struct MorphTarget {
uint32_t configured_format;
uint8_t *array;
};
MorphTarget* morph_targets_local;
int morph_target_count;
AABB aabb;
int array_len;
int index_array_len;
int max_bone;
float vertex_scale;
float uv_scale;
float uv2_scale;
VS::PrimitiveType primitive;
uint32_t format;
uint32_t configured_format;
int stride;
int local_stride;
uint32_t morph_format;
bool active;
Point2 uv_min;
Point2 uv_max;
Surface() {
array_len=0;
local_stride=0;
morph_format=0;
type=GEOMETRY_SURFACE;
primitive=VS::PRIMITIVE_POINTS;
index_array_len=0;
vertex_scale=1.0;
uv_scale=1.0;
uv2_scale=1.0;
format=0;
stride=0;
morph_targets_local=0;
morph_target_count=0;
array_local = index_array_local = 0;
vertex_id = index_id = 0;
active=false;
packed=false;
}
~Surface() {
}
};
struct Mesh {
bool active;
Vector<Surface*> surfaces;
int morph_target_count;
VS::MorphTargetMode morph_target_mode;
AABB custom_aabb;
mutable uint64_t last_pass;
Mesh() {
morph_target_mode=VS::MORPH_MODE_NORMALIZED;
morph_target_count=0;
last_pass=0;
active=false;
}
};
mutable RID_Owner<Mesh> mesh_owner;
Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main);
struct MultiMesh;
struct MultiMeshSurface : public Geometry {
Surface *surface;
MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; }
};
struct MultiMesh : public GeometryOwner {
struct Element {
float matrix[16];
uint8_t color[4];
};
AABB aabb;
RID mesh;
int visible;
//IDirect3DVertexBuffer9* instance_buffer;
Vector<Element> elements;
Vector<MultiMeshSurface> cache_surfaces;
mutable uint64_t last_pass;
MultiMesh() {
last_pass=0;
visible = -1;
}
};
mutable RID_Owner<MultiMesh> multimesh_owner;
struct Immediate {
RID material;
int empty;
};
mutable RID_Owner<Immediate> immediate_owner;
struct Particles : public Geometry {
ParticleSystemSW data; // software particle system
Particles() {
type=GEOMETRY_PARTICLES;
}
};
mutable RID_Owner<Particles> particles_owner;
struct ParticlesInstance : public GeometryOwner {
RID particles;
ParticleSystemProcessSW particles_process;
Transform transform;
ParticlesInstance() { }
};
mutable RID_Owner<ParticlesInstance> particles_instance_owner;
ParticleSystemDrawInfoSW particle_draw_info;
struct Skeleton {
Vector<Transform> bones;
};
mutable RID_Owner<Skeleton> skeleton_owner;
struct Light {
VS::LightType type;
float vars[VS::LIGHT_PARAM_MAX];
Color colors[3];
bool shadow_enabled;
RID projector;
bool volumetric_enabled;
Color volumetric_color;
Light() {
vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1;
vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
vars[VS::LIGHT_PARAM_ATTENUATION]=1.0;
vars[VS::LIGHT_PARAM_ENERGY]=1.0;
vars[VS::LIGHT_PARAM_RADIUS]=1.0;
vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05;
colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
shadow_enabled=false;
volumetric_enabled=false;
}
};
struct Environment {
VS::EnvironmentBG bg_mode;
Variant bg_param[VS::ENV_BG_PARAM_MAX];
bool fx_enabled[VS::ENV_FX_MAX];
Variant fx_param[VS::ENV_FX_PARAM_MAX];
Environment() {
bg_mode=VS::ENV_BG_DEFAULT_COLOR;
bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0);
bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID();
bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID();
bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0;
for(int i=0;i<VS::ENV_FX_MAX;i++)
fx_enabled[i]=false;
fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]=1;
fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]=0.0;
fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]=0.5;
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1;
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]=8.0;
fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]=0.5;
fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]=100.0;
fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]=1.0;
fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]=Color(0,0,0);
fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]=Color(0,0,0);
fx_param[VS::ENV_FX_PARAM_FOG_BG]=true;
fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;
}
};
mutable RID_Owner<Environment> environment_owner;
struct ShadowBuffer;
struct LightInstance {
struct SplitInfo {
CameraMatrix camera;
Transform transform;
float near;
float far;
};
RID light;
Light *base;
Transform transform;
CameraMatrix projection;
Transform custom_transform;
CameraMatrix custom_projection;
Vector3 light_vector;
Vector3 spot_vector;
float linear_att;
uint64_t shadow_pass;
uint64_t last_pass;
uint16_t sort_key;
Vector<ShadowBuffer*> shadow_buffers;
void clear_shadow_buffers() {
for (int i=0;i<shadow_buffers.size();i++) {
ShadowBuffer *sb=shadow_buffers[i];
ERR_CONTINUE( sb->owner != this );
sb->owner=NULL;
}
shadow_buffers.clear();
}
LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; }
};
mutable RID_Owner<Light> light_owner;
mutable RID_Owner<LightInstance> light_instance_owner;
LightInstance *light_instances[MAX_SCENE_LIGHTS];
LightInstance *directional_lights[4];
// LightInstance *directional_light_instances[MAX_SCENE_LIGHTS];
int light_instance_count;
int directional_light_count;
int last_light_id;
struct RenderList {
enum {
MAX_ELEMENTS=4096,
MAX_LIGHTS=4
};
struct Element {
float depth;
const InstanceData *instance;
const Skeleton *skeleton;
union {
uint16_t lights[MAX_HW_LIGHTS];
uint64_t light_key;
};
const Geometry *geometry;
const Material *material;
const GeometryOwner *owner;
uint16_t light_count;
bool mirror;
};
Element _elements[MAX_ELEMENTS];
Element *elements[MAX_ELEMENTS];
int element_count;
void clear() {
element_count=0;
}
struct SortZ {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
return A->depth > B->depth;
}
};
void sort_z() {
SortArray<Element*,SortZ> sorter;
sorter.sort(elements,element_count);
}
struct SortMat {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
// TODO move to a single uint64 (one comparison)
if (A->material == B->material) {
return A->light_key < B->light_key;
} else {
return (A->material < B->material);
}
}
};
void sort_mat() {
SortArray<Element*,SortMat> sorter;
sorter.sort(elements,element_count);
}
struct SortMatLight {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
if (A->material->flags[VS::MATERIAL_FLAG_UNSHADED] == B->material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
if (A->material == B->material) {
if (A->geometry == B->geometry) {
return A->light_key<B->light_key;
} else
return (A->geometry < B->geometry);
} else {
return (A->material < B->material);
}
} else {
return (int(A->material->flags[VS::MATERIAL_FLAG_UNSHADED]) < int(B->material->flags[VS::MATERIAL_FLAG_UNSHADED]));
}
}
};
void sort_mat_light() {
SortArray<Element*,SortMatLight> sorter;
sorter.sort(elements,element_count);
}
_FORCE_INLINE_ Element* add_element() {
if (element_count>MAX_ELEMENTS)
return NULL;
elements[element_count]=&_elements[element_count];
return elements[element_count++];
}
RenderList() {
element_count = 0;
for (int i=0;i<MAX_ELEMENTS;i++)
elements[i]=&_elements[i]; // assign elements
}
};
RenderList opaque_render_list;
RenderList alpha_render_list;
RID default_material;
struct FX {
bool bgcolor_active;
Color bgcolor;
bool skybox_active;
RID skybox_cubemap;
bool antialias_active;
float antialias_tolerance;
bool glow_active;
int glow_passes;
float glow_attenuation;
float glow_bloom;
bool ssao_active;
float ssao_attenuation;
float ssao_radius;
float ssao_max_distance;
float ssao_range_max;
float ssao_range_min;
bool ssao_only;
bool fog_active;
float fog_near;
float fog_far;
float fog_attenuation;
Color fog_color_near;
Color fog_color_far;
bool fog_bg;
bool toon_active;
float toon_treshold;
float toon_soft;
bool edge_active;
Color edge_color;
float edge_size;
FX();
};
mutable RID_Owner<FX> fx_owner;
FX *scene_fx;
CameraMatrix camera_projection;
Transform camera_transform;
Transform camera_transform_inverse;
float camera_z_near;
float camera_z_far;
Size2 camera_vp_size;
Color last_color;
Plane camera_plane;
bool keep_copies;
bool depth_write;
bool depth_test;
int blend_mode;
bool lighting;
_FORCE_INLINE_ void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner);
void _render_list_forward(RenderList *p_render_list,bool p_reverse_cull=false);
void _setup_light(LightInstance* p_instance, int p_idx);
void _setup_lights(const uint16_t * p_lights,int p_light_count);
_FORCE_INLINE_ void _setup_shader_params(const Material *p_material);
void _setup_fixed_material(const Geometry *p_geometry,const Material *p_material);
void _setup_material(const Geometry *p_geometry,const Material *p_material);
Error _setup_geometry(const Geometry *p_geometry, const Material* p_material,const Skeleton *p_skeleton, const float *p_morphs);
void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner);
/***********/
/* SHADOWS */
/***********/
struct ShadowBuffer {
int size;
GLuint fbo;
GLuint depth;
LightInstance *owner;
void init(int p_size);
ShadowBuffer() { size=0; depth=0; owner=NULL; }
};
Vector<ShadowBuffer> near_shadow_buffers;
Vector<ShadowBuffer> far_shadow_buffers;
LightInstance *shadow;
int shadow_pass;
void _init_shadow_buffers();
float shadow_near_far_split_size_ratio;
bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer>& p_buffers);
void _debug_draw_shadow(ShadowBuffer *p_buffer, const Rect2& p_rect);
void _debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs);
void _debug_shadows();
void reset_state();
/***********/
/* FBOs */
/***********/
struct FrameBuffer {
GLuint fbo;
GLuint color;
GLuint depth;
int width,height;
bool buff16;
bool active;
struct Blur {
GLuint fbo;
GLuint color;
} blur[2];
} framebuffer;
void _update_framebuffer();
void _process_glow_and_bloom();
/*********/
/* FRAME */
/*********/
struct _Rinfo {
int texture_mem;
int vertex_count;
int object_count;
int mat_change_count;
int shader_change_count;
} _rinfo;
GLuint white_tex;
RID canvas_tex;
float canvas_opacity;
VS::MaterialBlendMode canvas_blend;
_FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
int _setup_geometry_vinfo;
bool cull_front;
_FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false);
Size2 window_size;
VS::ViewportRect viewport;
double last_time;
double time_delta;
uint64_t frame;
uint64_t scene_pass;
//void _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=NULL,int p_instanced=1);
//void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false );
//void _draw_quad(const Rect2& p_rect);
public:
/* TEXTURE API */
virtual RID texture_create();
virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT);
virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
virtual uint32_t texture_get_flags(RID p_texture) const;
virtual Image::Format texture_get_format(RID p_texture) const;
virtual uint32_t texture_get_width(RID p_texture) const;
virtual uint32_t texture_get_height(RID p_texture) const;
virtual bool texture_has_alpha(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
/* SHADER API */
virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL);
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
virtual String shader_get_fragment_code(RID p_shader) const;
virtual String shader_get_vertex_code(RID p_shader) const;
virtual String shader_get_light_code(RID p_shader) const;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
/* COMMON MATERIAL API */
virtual RID material_create();
virtual void material_set_shader(RID p_shader_material, RID p_shader);
virtual RID material_get_shader(RID p_shader_material) const;
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
virtual void material_set_line_width(RID p_material,float p_line_width);
virtual float material_get_line_width(RID p_material) const;
/* FIXED MATERIAL */
virtual RID fixed_material_create();
virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled);
virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const;
virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value);
virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
virtual Transform fixed_material_get_uv_transform(RID p_material) const;
virtual void fixed_material_set_point_size(RID p_material,float p_size);
virtual float fixed_material_get_point_size(RID p_material) const;
/* MESH API */
virtual RID mesh_create();
virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false);
virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat);
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
virtual int mesh_get_morph_target_count(RID p_mesh) const;
virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
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 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 void mesh_remove_surface(RID p_mesh,int p_index);
virtual int mesh_get_surface_count(RID p_mesh) const;
virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) const;
virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
/* MULTIMESH API */
virtual RID multimesh_create();
virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual AABB multimesh_get_aabb(RID p_multimesh) const;;
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
/* IMMEDIATE API */
virtual RID immediate_create();
virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID());
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
virtual void immediate_color(RID p_immediate,const Color& p_color);
virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
virtual void immediate_end(RID p_immediate);
virtual void immediate_clear(RID p_immediate);
virtual AABB immediate_get_aabb(RID p_immediate) const;
virtual void immediate_set_material(RID p_immediate,RID p_material);
virtual RID immediate_get_material(RID p_immediate) const;
/* PARTICLES API */
virtual RID particles_create();
virtual void particles_set_amount(RID p_particles, int p_amount);
virtual int particles_get_amount(RID p_particles) const;
virtual void particles_set_emitting(RID p_particles, bool p_emitting);
virtual bool particles_is_emitting(RID p_particles) const;
virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
virtual AABB particles_get_visibility_aabb(RID p_particles) const;
virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value);
virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const;
virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness);
virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const;
virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
virtual void particles_set_color_phases(RID p_particles, int p_phases);
virtual int particles_get_color_phases(RID p_particles) const;
virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
virtual void particles_set_attractors(RID p_particles, int p_attractors);
virtual int particles_get_attractors(RID p_particles) const;
virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
virtual RID particles_get_material(RID p_particles) const;
virtual AABB particles_get_aabb(RID p_particles) const;
virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
virtual bool particles_has_height_from_velocity(RID p_particles) const;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
virtual bool particles_is_using_local_coordinates(RID p_particles) const;
/* SKELETON API */
virtual RID skeleton_create();
virtual void skeleton_resize(RID p_skeleton,int p_bones);
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);
/* LIGHT API */
virtual RID light_create(VS::LightType p_type);
virtual VS::LightType light_get_type(RID p_light) const;
virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color);
virtual Color light_get_color(RID p_light,VS::LightColor p_type) const;
virtual void light_set_shadow(RID p_light,bool p_enabled);
virtual bool light_has_shadow(RID p_light) const;
virtual void light_set_volumetric(RID p_light,bool p_enabled);
virtual bool light_is_volumetric(RID p_light) const;
virtual void light_set_projector(RID p_light,RID p_texture);
virtual RID light_get_projector(RID p_light) const;
virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value);
virtual float light_get_var(RID p_light, VS::LightParam p_var) const;
virtual void light_set_operator(RID p_light,VS::LightOp p_op);
virtual VS::LightOp light_get_operator(RID p_light) const;
virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode);
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value);
virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const;
virtual AABB light_get_aabb(RID p_poly) const;
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
virtual bool light_instance_has_shadow(RID p_light_instance) const;
virtual bool light_instance_assign_shadow(RID p_light_instance);
virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const;
virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const;
virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; }
virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const;
virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
virtual void shadow_clear_near();
virtual bool shadow_allocate_near(RID p_light);
virtual bool shadow_allocate_far(RID p_light);
/* PARTICLES INSTANCE */
virtual RID particles_instance_create(RID p_particles);
virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform);
/* VIEWPORT */
virtual RID viewport_data_create();
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 bool render_target_renedered_in_frame(RID p_render_target);
/* RENDER API */
/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
virtual void begin_frame();
virtual void set_viewport(const VS::ViewportRect& p_viewport);
virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false);
virtual void clear_viewport(const Color& p_color);
virtual void capture_viewport(Image* r_capture);
virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug);
virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass );
virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection);
virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls
virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data);
virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data);
virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data) {}
virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data);
virtual void end_scene();
virtual void end_shadow_map();
virtual void end_frame();
/* CANVAS API */
virtual void canvas_begin();
virtual void canvas_disable_blending();
virtual void canvas_set_opacity(float p_opacity);
virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
virtual void canvas_begin_rect(const Matrix32& p_transform);
virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect);
virtual void canvas_end_rect();
virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width);
virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate);
virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width);
virtual void 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);
virtual void canvas_set_transform(const Matrix32& p_transform);
/* FX */
virtual RID fx_create();
virtual void fx_get_effects(RID p_fx,List<String> *p_effects) const;
virtual void fx_set_active(RID p_fx,const String& p_effect, bool p_active);
virtual bool fx_is_active(RID p_fx,const String& p_effect) const;
virtual void fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const;
virtual Variant fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const;
virtual void fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue);
/* ENVIRONMENT */
virtual RID environment_create();
virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
virtual VS::EnvironmentBG environment_get_background(RID p_env) const;
virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value);
virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const;
virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled);
virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const;
virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value);
virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const;
/*MISC*/
virtual bool is_texture(const RID& p_rid) const;
virtual bool is_material(const RID& p_rid) const;
virtual bool is_mesh(const RID& p_rid) const;
virtual bool is_multimesh(const RID& p_rid) const;
virtual bool is_immediate(const RID& p_rid) const;
virtual bool is_particles(const RID &p_beam) const;
virtual bool is_light(const RID& p_rid) const;
virtual bool is_light_instance(const RID& p_rid) const;
virtual bool is_particles_instance(const RID& p_rid) const;
virtual bool is_skeleton(const RID& p_rid) const;
virtual bool is_environment(const RID& p_rid) const;
virtual bool is_fx(const RID& p_rid) const;
virtual bool is_shader(const RID& p_rid) const;
virtual void free(const RID& p_rid);
virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
virtual RID custom_shade_model_get_shader(int p_model) const;
virtual void custom_shade_model_set_name(int p_model, const String& p_name);
virtual String custom_shade_model_get_name(int p_model) const;
virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info);
virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const;
virtual void init();
virtual void finish();
virtual int get_render_info(VS::RenderInfo p_info);
void reload_vram();
virtual bool needs_to_draw_next_frame() const;
virtual bool has_feature(VS::Features p_feature) const;
#ifdef TOOLS_ENABLED
RasterizerGLES1(bool p_keep_copies=true,bool p_use_reload_hooks=false);
#else
RasterizerGLES1(bool p_keep_copies=false,bool p_use_reload_hooks=false);
#endif
virtual ~RasterizerGLES1();
};
#endif
#endif
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