1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
|
/*************************************************************************/
/* rasterizer_storage_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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/pool_vector.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/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_skeleton_software;
int max_vertex_texture_image_units;
int max_texture_image_units;
int max_texture_size;
// TODO implement wireframe in GLES2
// bool generate_wireframes;
Set<String> extensions;
bool float_texture_supported;
bool s3tc_supported;
bool etc1_supported;
bool pvrtc_supported;
bool rgtc_supported;
bool bptc_supported;
bool keep_original_textures;
bool force_vertex_shading;
bool use_rgba_2d_shadows;
bool use_rgba_3d_shadows;
bool support_32_bits_indices;
bool support_write_depth;
bool support_half_float_vertices;
bool support_npot_repeat_mipmap;
bool support_depth_texture;
bool support_depth_cubemaps;
bool support_shadow_cubemaps;
bool multisample_supported;
bool render_to_mipmap_supported;
GLuint depth_internalformat;
GLuint depth_type;
GLuint depth_buffer_internalformat;
} config;
struct Resources {
GLuint white_tex;
GLuint black_tex;
GLuint normal_tex;
GLuint aniso_tex;
GLuint mipmap_blur_fbo;
GLuint mipmap_blur_color;
GLuint radical_inverse_vdc_cache_tex;
bool use_rgba_2d_shadows;
GLuint quadie;
size_t skeleton_transform_buffer_size;
GLuint skeleton_transform_buffer;
PoolVector<float> 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 Instantiable : public RID_Data {
SelfList<RasterizerScene::InstanceBase>::List instance_list;
_FORCE_INLINE_ void instance_change_notify(bool p_aabb, bool p_materials) {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
while (instances) {
instances->self()->base_changed(p_aabb, p_materials);
instances = instances->next();
}
}
_FORCE_INLINE_ void instance_remove_deps() {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
while (instances) {
instances->self()->base_removed();
instances = instances->next();
}
}
Instantiable() {}
virtual ~Instantiable() {}
};
struct GeometryOwner : public Instantiable {
};
struct Geometry : public Instantiable {
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<Texture *> 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 resize_to_po2;
bool active;
GLenum tex_id;
uint16_t stored_cube_sides;
RenderTarget *render_target;
Vector<Ref<Image> > 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() :
proxy(NULL),
flags(0),
width(0),
height(0),
alloc_width(0),
alloc_height(0),
format(Image::FORMAT_L8),
type(VS::TEXTURE_TYPE_2D),
target(0),
data_size(0),
total_data_size(0),
ignore_mipmaps(false),
compressed(false),
mipmaps(0),
resize_to_po2(false),
active(false),
tex_id(0),
stored_cube_sides(0),
render_target(NULL),
redraw_if_visible(false),
detect_3d(NULL),
detect_3d_ud(NULL),
detect_srgb(NULL),
detect_srgb_ud(NULL),
detect_normal(NULL),
detect_normal_ud(NULL) {
}
_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<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
E->get()->proxy = NULL;
}
if (proxy) {
proxy->proxy_owners.erase(this);
}
}
};
mutable RID_Owner<Texture> texture_owner;
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
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<Image> &p_image, int p_layer = 0);
virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
virtual Ref<Image> 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_bind(RID p_texture, uint32_t p_texture_no);
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<VS::TextureInfo> *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 Size2 texture_size_with_proxy(RID p_texture) const;
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> 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<Material>::List materials;
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
uint32_t texture_count;
uint32_t custom_code_id;
uint32_t version;
SelfList<Shader> dirty_list;
Map<StringName, RID> default_textures;
Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
bool valid;
String path;
uint32_t index;
uint64_t last_pass;
struct CanvasItem {
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_PMALPHA,
};
int blend_mode;
enum LightMode {
LIGHT_MODE_NORMAL,
LIGHT_MODE_UNSHADED,
LIGHT_MODE_LIGHT_ONLY
};
int light_mode;
bool uses_screen_texture;
bool uses_screen_uv;
bool uses_time;
} 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;
last_pass = 0;
}
};
mutable RID_Owner<Shader> shader_owner;
mutable SelfList<Shader>::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<PropertyInfo> *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<StringName, Variant> params;
SelfList<Material> list;
SelfList<Material> dirty_list;
Vector<Pair<StringName, RID> > textures;
float line_width;
int render_priority;
RID next_pass;
uint32_t index;
uint64_t last_pass;
Map<Geometry *, int> geometry_owners;
Map<RasterizerScene::InstanceBase *, int> instance_owners;
bool can_cast_shadow_cache;
bool is_animated_cache;
Material() :
list(this),
dirty_list(this) {
can_cast_shadow_cache = false;
is_animated_cache = false;
shader = NULL;
line_width = 1.0;
last_pass = 0;
render_priority = 0;
}
};
mutable SelfList<Material>::List _material_dirty_list;
void _material_make_dirty(Material *p_material) const;
void _material_add_geometry(RID p_material, Geometry *p_geometry);
void _material_remove_geometry(RID p_material, Geometry *p_geometry);
void _update_material(Material *p_material);
mutable RID_Owner<Material> 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<BlendShape> 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<AABB> skeleton_bone_aabb;
Vector<bool> skeleton_bone_used;
bool active;
PoolVector<uint8_t> data;
PoolVector<uint8_t> index_data;
Vector<PoolVector<uint8_t> > blend_shape_data;
int total_data_size;
Surface() :
mesh(NULL),
array_len(0),
index_array_len(0),
array_byte_size(0),
index_array_byte_size(0),
primitive(VS::PRIMITIVE_POINTS),
active(false),
total_data_size(0) {
}
};
struct MultiMesh;
struct Mesh : public GeometryOwner {
bool active;
Vector<Surface *> surfaces;
int blend_shape_count;
VS::BlendShapeMode blend_shape_mode;
AABB custom_aabb;
mutable uint64_t last_pass;
SelfList<MultiMesh>::List multimeshes;
_FORCE_INLINE_ void update_multimeshes() {
SelfList<MultiMesh> *mm = multimeshes.first();
while (mm) {
mm->self()->instance_change_notify(false, true);
mm = mm->next();
}
}
Mesh() :
blend_shape_count(0),
blend_shape_mode(VS::BLEND_SHAPE_MODE_NORMALIZED) {
}
};
mutable RID_Owner<Mesh> mesh_owner;
virtual RID mesh_create();
virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>());
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<uint8_t> &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<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
virtual PoolVector<uint8_t> 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<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const;
virtual Vector<AABB> 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<float> data;
AABB aabb;
SelfList<MultiMesh> update_list;
SelfList<MultiMesh> mesh_list;
int visible_instances;
int xform_floats;
int color_floats;
int custom_data_floats;
bool dirty_aabb;
bool dirty_data;
MultiMesh() :
size(0),
transform_format(VS::MULTIMESH_TRANSFORM_2D),
color_format(VS::MULTIMESH_COLOR_NONE),
custom_data_format(VS::MULTIMESH_CUSTOM_DATA_NONE),
update_list(this),
mesh_list(this),
visible_instances(-1),
xform_floats(0),
color_floats(0),
custom_data_floats(0),
dirty_aabb(true),
dirty_data(true) {
}
};
mutable RID_Owner<MultiMesh> multimesh_owner;
SelfList<MultiMesh>::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<float> &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<Vector3> vertices;
Vector<Vector3> normals;
Vector<Plane> tangents;
Vector<Color> colors;
Vector<Vector2> uvs;
Vector<Vector2> uv2s;
};
List<Chunk> 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> 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<float> bone_data;
GLuint tex_id;
SelfList<Skeleton> update_list;
Set<RasterizerScene::InstanceBase *> instances;
Transform2D base_transform_2d;
Skeleton() :
use_2d(false),
size(0),
tex_id(0),
update_list(this) {
}
};
mutable RID_Owner<Skeleton> skeleton_owner;
SelfList<Skeleton>::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<float> &p_data, size_t p_size);
/* Light API */
struct Light : Instantiable {
VS::LightType type;
float param[VS::LIGHT_PARAM_MAX];
Color color;
Color shadow_color;
RID projector;
bool shadow;
bool negative;
bool reverse_cull;
bool use_gi;
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> 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_set_use_gi(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 bool light_get_use_gi(RID p_light);
virtual AABB light_get_aabb(RID p_light) const;
virtual uint64_t light_get_version(RID p_light) const;
/* PROBE API */
struct ReflectionProbe : Instantiable {
VS::ReflectionProbeUpdateMode update_mode;
float intensity;
Color interior_ambient;
float interior_ambient_energy;
float interior_ambient_probe_contrib;
float max_distance;
Vector3 extents;
Vector3 origin_offset;
bool interior;
bool box_projection;
bool enable_shadows;
uint32_t cull_mask;
int resolution;
};
mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
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 void reflection_probe_set_resolution(RID p_probe, int p_resolution);
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 int reflection_probe_get_resolution(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<int> &p_data);
virtual PoolVector<int> 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 */
struct LightmapCapture : public Instantiable {
PoolVector<LightmapCaptureOctree> octree;
AABB bounds;
Transform cell_xform;
int cell_subdiv;
float energy;
LightmapCapture() {
energy = 1.0;
cell_subdiv = 1;
}
};
mutable RID_Owner<LightmapCapture> lightmap_capture_data_owner;
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<uint8_t> &p_octree);
virtual PoolVector<uint8_t> 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<LightmapCaptureOctree> *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;
virtual bool particles_is_inactive(RID p_particles) 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;
GLuint multisample_fbo;
GLuint multisample_color;
GLuint multisample_depth;
bool multisample_active;
struct Effect {
GLuint fbo;
int width;
int height;
GLuint color;
Effect() :
fbo(0),
width(0),
height(0),
color(0) {
}
};
Effect copy_screen_effect;
struct MipMaps {
struct Size {
GLuint fbo;
GLuint color;
int width;
int height;
};
Vector<Size> sizes;
GLuint color;
int levels;
MipMaps() :
color(0),
levels(0) {
}
};
MipMaps mip_maps[2];
struct External {
GLuint fbo;
GLuint color;
GLuint depth;
RID texture;
External() :
fbo(0),
color(0),
depth(0) {
}
} external;
int x, y, width, height;
bool flags[RENDER_TARGET_FLAG_MAX];
bool used_in_frame;
VS::ViewportMSAA msaa;
RID texture;
bool used_dof_blur_near;
bool mip_maps_allocated;
RenderTarget() :
fbo(0),
color(0),
depth(0),
multisample_fbo(0),
multisample_color(0),
multisample_depth(0),
multisample_active(false),
x(0),
y(0),
width(0),
height(0),
used_in_frame(false),
msaa(VS::VIEWPORT_MSAA_DISABLED),
used_dof_blur_near(false),
mip_maps_allocated(false) {
for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) {
flags[i] = false;
}
external.fbo = 0;
}
};
mutable RID_Owner<RenderTarget> 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_position(RID p_render_target, int p_x, int p_y);
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_external_texture(RID p_render_target, unsigned int p_texture_id);
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 */
struct CanvasLightShadow : public RID_Data {
int size;
int height;
GLuint fbo;
GLuint depth;
GLuint distance; //for older devices
};
RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
virtual RID canvas_light_shadow_buffer_create(int p_width);
/* LIGHT SHADOW MAPPING */
struct CanvasOccluder : public RID_Data {
GLuint vertex_id; // 0 means, unconfigured
GLuint index_id; // 0 means, unconfigured
PoolVector<Vector2> lines;
int len;
};
RID_Owner<CanvasOccluder> canvas_occluder_owner;
virtual RID canvas_light_occluder_create();
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &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
|