rasterizer_gles2.cpp 323 KB

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  1. /*************************************************************************/
  2. /* rasterizer_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifdef GLES2_ENABLED
  31. #include "rasterizer_gles2.h"
  32. #include "gl_context/context_gl.h"
  33. #include "globals.h"
  34. #include "os/os.h"
  35. #include "servers/visual/particle_system_sw.h"
  36. #include "servers/visual/shader_language.h"
  37. #include <stdio.h>
  38. #include <stdlib.h>
  39. #include <string.h>
  40. #ifdef GLEW_ENABLED
  41. #define _GL_HALF_FLOAT_OES 0x140B
  42. #else
  43. #define _GL_HALF_FLOAT_OES 0x8D61
  44. #endif
  45. #define _GL_RGBA16F_EXT 0x881A
  46. #define _GL_RGB16F_EXT 0x881B
  47. #define _GL_RG16F_EXT 0x822F
  48. #define _GL_R16F_EXT 0x822D
  49. #define _GL_R32F_EXT 0x822E
  50. #define _GL_RED_EXT 0x1903
  51. #define _GL_RG_EXT 0x8227
  52. #define _GL_R8_EXT 0x8229
  53. #define _GL_RG8_EXT 0x822B
  54. #define _DEPTH_COMPONENT24_OES 0x81A6
  55. #ifdef GLEW_ENABLED
  56. #define _glClearDepth glClearDepth
  57. #else
  58. #define _glClearDepth glClearDepthf
  59. #endif
  60. #define _GL_SRGB_EXT 0x8C40
  61. #define _GL_SRGB_ALPHA_EXT 0x8C42
  62. #define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
  63. #define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
  64. //#define DEBUG_OPENGL
  65. #ifdef DEBUG_OPENGL
  66. #define DEBUG_TEST_ERROR(m_section) \
  67. { \
  68. print_line("AT: " + String(m_section)); \
  69. glFlush(); \
  70. uint32_t err = glGetError(); \
  71. if (err) { \
  72. print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
  73. } \
  74. }
  75. #else
  76. #define DEBUG_TEST_ERROR(m_section)
  77. #endif
  78. static RasterizerGLES2 *_singleton = NULL;
  79. #ifdef GLES_NO_CLIENT_ARRAYS
  80. static float GlobalVertexBuffer[MAX_POLYGON_VERTICES * 8] = { 0 };
  81. #endif
  82. static const GLenum prim_type[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  83. _FORCE_INLINE_ static void _set_color_attrib(const Color &p_color) {
  84. GLfloat c[4] = { p_color.r, p_color.g, p_color.b, p_color.a };
  85. glVertexAttrib4fv(VS::ARRAY_COLOR, c);
  86. }
  87. static _FORCE_INLINE_ uint16_t make_half_float(float f) {
  88. union {
  89. float fv;
  90. uint32_t ui;
  91. } ci;
  92. ci.fv = f;
  93. unsigned int x = ci.ui;
  94. unsigned int sign = (unsigned short)(x >> 31);
  95. unsigned int mantissa;
  96. unsigned int exp;
  97. uint16_t hf;
  98. // get mantissa
  99. mantissa = x & ((1 << 23) - 1);
  100. // get exponent bits
  101. exp = x & (0xFF << 23);
  102. if (exp >= 0x47800000) {
  103. // check if the original single precision float number is a NaN
  104. if (mantissa && (exp == (0xFF << 23))) {
  105. // we have a single precision NaN
  106. mantissa = (1 << 23) - 1;
  107. } else {
  108. // 16-bit half-float representation stores number as Inf
  109. mantissa = 0;
  110. }
  111. hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) |
  112. (uint16_t)(mantissa >> 13);
  113. }
  114. // check if exponent is <= -15
  115. else if (exp <= 0x38000000) {
  116. /*// store a denorm half-float value or zero
  117. exp = (0x38000000 - exp) >> 23;
  118. mantissa >>= (14 + exp);
  119. hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa);
  120. */
  121. hf = 0; //denormals do not work for 3D, convert to zero
  122. } else {
  123. hf = (((uint16_t)sign) << 15) |
  124. (uint16_t)((exp - 0x38000000) >> 13) |
  125. (uint16_t)(mantissa >> 13);
  126. }
  127. return hf;
  128. }
  129. void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color *p_colors, const Vector3 *p_uvs, const Plane *p_tangents, int p_instanced) {
  130. ERR_FAIL_COND(!p_vertices);
  131. ERR_FAIL_COND(p_points < 1 || p_points > 4);
  132. bool quad = false;
  133. GLenum type;
  134. switch (p_points) {
  135. case 1: type = GL_POINTS; break;
  136. case 2: type = GL_LINES; break;
  137. case 4: quad = true; p_points = 3;
  138. case 3: type = GL_TRIANGLES; break;
  139. };
  140. glBindBuffer(GL_ARRAY_BUFFER, 0);
  141. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  142. GLfloat vert_array[18];
  143. GLfloat normal_array[18];
  144. GLfloat color_array[24];
  145. GLfloat tangent_array[24];
  146. GLfloat uv_array[18];
  147. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  148. glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, vert_array);
  149. for (int i = 0; i < p_points; i++) {
  150. vert_array[i * 3 + 0] = p_vertices[i].x;
  151. vert_array[i * 3 + 1] = p_vertices[i].y;
  152. vert_array[i * 3 + 2] = p_vertices[i].z;
  153. if (quad) {
  154. int idx = 2 + i;
  155. if (idx == 4)
  156. idx = 0;
  157. vert_array[9 + i * 3 + 0] = p_vertices[idx].x;
  158. vert_array[9 + i * 3 + 1] = p_vertices[idx].y;
  159. vert_array[9 + i * 3 + 2] = p_vertices[idx].z;
  160. }
  161. }
  162. if (p_normals) {
  163. glEnableVertexAttribArray(VS::ARRAY_NORMAL);
  164. glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, 0, normal_array);
  165. for (int i = 0; i < p_points; i++) {
  166. normal_array[i * 3 + 0] = p_normals[i].x;
  167. normal_array[i * 3 + 1] = p_normals[i].y;
  168. normal_array[i * 3 + 2] = p_normals[i].z;
  169. if (quad) {
  170. int idx = 2 + i;
  171. if (idx == 4)
  172. idx = 0;
  173. normal_array[9 + i * 3 + 0] = p_normals[idx].x;
  174. normal_array[9 + i * 3 + 1] = p_normals[idx].y;
  175. normal_array[9 + i * 3 + 2] = p_normals[idx].z;
  176. }
  177. }
  178. } else {
  179. glDisableVertexAttribArray(VS::ARRAY_NORMAL);
  180. }
  181. if (p_colors) {
  182. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  183. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, 0, color_array);
  184. for (int i = 0; i < p_points; i++) {
  185. color_array[i * 4 + 0] = p_colors[i].r;
  186. color_array[i * 4 + 1] = p_colors[i].g;
  187. color_array[i * 4 + 2] = p_colors[i].b;
  188. color_array[i * 4 + 3] = p_colors[i].a;
  189. if (quad) {
  190. int idx = 2 + i;
  191. if (idx == 4)
  192. idx = 0;
  193. color_array[12 + i * 4 + 0] = p_colors[idx].r;
  194. color_array[12 + i * 4 + 1] = p_colors[idx].g;
  195. color_array[12 + i * 4 + 2] = p_colors[idx].b;
  196. color_array[12 + i * 4 + 3] = p_colors[idx].a;
  197. }
  198. }
  199. } else {
  200. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  201. }
  202. if (p_tangents) {
  203. glEnableVertexAttribArray(VS::ARRAY_TANGENT);
  204. glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, 0, tangent_array);
  205. for (int i = 0; i < p_points; i++) {
  206. tangent_array[i * 4 + 0] = p_tangents[i].normal.x;
  207. tangent_array[i * 4 + 1] = p_tangents[i].normal.y;
  208. tangent_array[i * 4 + 2] = p_tangents[i].normal.z;
  209. tangent_array[i * 4 + 3] = p_tangents[i].d;
  210. if (quad) {
  211. int idx = 2 + i;
  212. if (idx == 4)
  213. idx = 0;
  214. tangent_array[12 + i * 4 + 0] = p_tangents[idx].normal.x;
  215. tangent_array[12 + i * 4 + 1] = p_tangents[idx].normal.y;
  216. tangent_array[12 + i * 4 + 2] = p_tangents[idx].normal.z;
  217. tangent_array[12 + i * 4 + 3] = p_tangents[idx].d;
  218. }
  219. }
  220. } else {
  221. glDisableVertexAttribArray(VS::ARRAY_TANGENT);
  222. }
  223. if (p_uvs) {
  224. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  225. glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, false, 0, uv_array);
  226. for (int i = 0; i < p_points; i++) {
  227. uv_array[i * 3 + 0] = p_uvs[i].x;
  228. uv_array[i * 3 + 1] = p_uvs[i].y;
  229. uv_array[i * 3 + 2] = p_uvs[i].z;
  230. if (quad) {
  231. int idx = 2 + i;
  232. if (idx == 4)
  233. idx = 0;
  234. uv_array[9 + i * 3 + 0] = p_uvs[idx].x;
  235. uv_array[9 + i * 3 + 1] = p_uvs[idx].y;
  236. uv_array[9 + i * 3 + 2] = p_uvs[idx].z;
  237. }
  238. }
  239. } else {
  240. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  241. }
  242. /*
  243. if (p_instanced>1)
  244. glDrawArraysInstanced(type,0,p_points,p_instanced);
  245. else
  246. */
  247. glDrawArrays(type, 0, quad ? 6 : p_points);
  248. };
  249. /* TEXTURE API */
  250. #define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
  251. #define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
  252. #define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
  253. #define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
  254. #define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
  255. #define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
  256. #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
  257. #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
  258. #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
  259. #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
  260. #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
  261. #define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
  262. #define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71
  263. #define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
  264. #define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73
  265. #define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
  266. #define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
  267. #define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
  268. #define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
  269. #define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
  270. #define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
  271. #define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
  272. #define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
  273. #define _EXT_ETC1_RGB8_OES 0x8D64
  274. #define _EXT_SLUMINANCE_NV 0x8C46
  275. #define _EXT_SLUMINANCE_ALPHA_NV 0x8C44
  276. #define _EXT_SRGB8_NV 0x8C41
  277. #define _EXT_SLUMINANCE8_NV 0x8C47
  278. #define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45
  279. #define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C
  280. #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D
  281. #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E
  282. #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F
  283. #define _EXT_ATC_RGB_AMD 0x8C92
  284. #define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
  285. #define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
  286. /* TEXTURE API */
  287. Image RasterizerGLES2::_get_gl_image_and_format(const Image &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, int &r_gl_components, bool &r_has_alpha_cache, bool &r_compressed) {
  288. r_has_alpha_cache = false;
  289. r_compressed = false;
  290. r_gl_format = 0;
  291. Image image = p_image;
  292. switch (p_format) {
  293. case Image::FORMAT_GRAYSCALE: {
  294. r_gl_components = 1;
  295. r_gl_format = GL_LUMINANCE;
  296. r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_SLUMINANCE_NV : GL_LUMINANCE;
  297. } break;
  298. case Image::FORMAT_INTENSITY: {
  299. if (!image.empty())
  300. image.convert(Image::FORMAT_RGBA);
  301. r_gl_components = 4;
  302. r_gl_format = GL_RGBA;
  303. r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _GL_SRGB_ALPHA_EXT : GL_RGBA;
  304. r_has_alpha_cache = true;
  305. } break;
  306. case Image::FORMAT_GRAYSCALE_ALPHA: {
  307. //image.convert(Image::FORMAT_RGBA);
  308. r_gl_components = 2;
  309. r_gl_format = GL_LUMINANCE_ALPHA;
  310. r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_SLUMINANCE_ALPHA_NV : GL_LUMINANCE_ALPHA;
  311. r_has_alpha_cache = true;
  312. } break;
  313. case Image::FORMAT_INDEXED: {
  314. if (!image.empty())
  315. image.convert(Image::FORMAT_RGB);
  316. r_gl_components = 3;
  317. r_gl_format = GL_RGB;
  318. r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _GL_SRGB_EXT : GL_RGB;
  319. } break;
  320. case Image::FORMAT_INDEXED_ALPHA: {
  321. if (!image.empty())
  322. image.convert(Image::FORMAT_RGBA);
  323. r_gl_components = 4;
  324. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  325. if (srgb_supported) {
  326. r_gl_format = GL_RGBA;
  327. r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
  328. } else {
  329. r_gl_internal_format = GL_RGBA;
  330. if (!image.empty())
  331. image.srgb_to_linear();
  332. }
  333. } else {
  334. r_gl_internal_format = GL_RGBA;
  335. }
  336. r_has_alpha_cache = true;
  337. } break;
  338. case Image::FORMAT_RGB: {
  339. r_gl_components = 3;
  340. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  341. if (srgb_supported) {
  342. r_gl_internal_format = _GL_SRGB_EXT;
  343. r_gl_format = GL_RGB;
  344. } else {
  345. r_gl_internal_format = GL_RGB;
  346. if (!image.empty())
  347. image.srgb_to_linear();
  348. }
  349. } else {
  350. r_gl_internal_format = GL_RGB;
  351. }
  352. } break;
  353. case Image::FORMAT_RGBA: {
  354. r_gl_components = 4;
  355. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  356. if (srgb_supported) {
  357. r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
  358. r_gl_format = GL_RGBA;
  359. //r_gl_internal_format=GL_RGBA;
  360. } else {
  361. r_gl_internal_format = GL_RGBA;
  362. if (!image.empty())
  363. image.srgb_to_linear();
  364. }
  365. } else {
  366. r_gl_internal_format = GL_RGBA;
  367. }
  368. r_has_alpha_cache = true;
  369. } break;
  370. case Image::FORMAT_BC1: {
  371. if (!s3tc_supported || (!s3tc_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  372. if (!image.empty()) {
  373. image.decompress();
  374. }
  375. r_gl_components = 4;
  376. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  377. if (srgb_supported) {
  378. r_gl_format = GL_RGBA;
  379. r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
  380. } else {
  381. r_gl_internal_format = GL_RGBA;
  382. if (!image.empty())
  383. image.srgb_to_linear();
  384. }
  385. } else {
  386. r_gl_internal_format = GL_RGBA;
  387. }
  388. r_has_alpha_cache = true;
  389. } else {
  390. r_gl_components = 1; //doesn't matter much
  391. r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  392. r_compressed = true;
  393. };
  394. } break;
  395. case Image::FORMAT_BC2: {
  396. if (!s3tc_supported || (!s3tc_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  397. if (!image.empty()) {
  398. image.decompress();
  399. }
  400. r_gl_components = 4;
  401. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  402. if (srgb_supported) {
  403. r_gl_format = GL_RGBA;
  404. r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
  405. } else {
  406. r_gl_internal_format = GL_RGBA;
  407. if (!image.empty())
  408. image.srgb_to_linear();
  409. }
  410. } else {
  411. r_gl_internal_format = GL_RGBA;
  412. }
  413. r_has_alpha_cache = true;
  414. } else {
  415. r_gl_components = 1; //doesn't matter much
  416. r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  417. r_has_alpha_cache = true;
  418. r_compressed = true;
  419. };
  420. } break;
  421. case Image::FORMAT_BC3: {
  422. if (!s3tc_supported || (!s3tc_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  423. if (!image.empty()) {
  424. image.decompress();
  425. }
  426. r_gl_components = 4;
  427. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  428. if (srgb_supported) {
  429. r_gl_format = GL_RGBA;
  430. r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
  431. } else {
  432. r_gl_internal_format = GL_RGBA;
  433. if (!image.empty())
  434. image.srgb_to_linear();
  435. }
  436. } else {
  437. r_gl_internal_format = GL_RGBA;
  438. }
  439. r_has_alpha_cache = true;
  440. } else {
  441. r_gl_components = 1; //doesn't matter much
  442. r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  443. r_has_alpha_cache = true;
  444. r_compressed = true;
  445. };
  446. } break;
  447. case Image::FORMAT_BC4: {
  448. if (!latc_supported) {
  449. if (!image.empty()) {
  450. image.decompress();
  451. }
  452. r_gl_components = 4;
  453. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  454. if (srgb_supported) {
  455. r_gl_format = GL_RGBA;
  456. r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
  457. } else {
  458. r_gl_internal_format = GL_RGBA;
  459. if (!image.empty())
  460. image.srgb_to_linear();
  461. }
  462. } else {
  463. r_gl_internal_format = GL_RGBA;
  464. }
  465. r_has_alpha_cache = true;
  466. } else {
  467. r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_LATC1_EXT;
  468. r_gl_components = 1; //doesn't matter much
  469. r_compressed = true;
  470. };
  471. } break;
  472. case Image::FORMAT_BC5: {
  473. if (!latc_supported) {
  474. if (!image.empty()) {
  475. image.decompress();
  476. }
  477. r_gl_components = 4;
  478. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  479. if (srgb_supported) {
  480. r_gl_format = GL_RGBA;
  481. r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
  482. } else {
  483. r_gl_internal_format = GL_RGBA;
  484. if (!image.empty())
  485. image.srgb_to_linear();
  486. }
  487. } else {
  488. r_gl_internal_format = GL_RGBA;
  489. }
  490. r_has_alpha_cache = true;
  491. } else {
  492. r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
  493. r_gl_components = 1; //doesn't matter much
  494. r_compressed = true;
  495. };
  496. } break;
  497. case Image::FORMAT_PVRTC2: {
  498. if (!pvr_supported || (!pvr_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  499. if (!image.empty()) {
  500. image.decompress();
  501. }
  502. r_gl_components = 4;
  503. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  504. if (srgb_supported) {
  505. r_gl_format = GL_RGBA;
  506. r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
  507. } else {
  508. r_gl_internal_format = GL_RGBA;
  509. if (!image.empty())
  510. image.srgb_to_linear();
  511. }
  512. } else {
  513. r_gl_internal_format = GL_RGBA;
  514. }
  515. r_has_alpha_cache = true;
  516. } else {
  517. r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  518. r_gl_components = 1; //doesn't matter much
  519. r_compressed = true;
  520. }
  521. } break;
  522. case Image::FORMAT_PVRTC2_ALPHA: {
  523. if (!pvr_supported || (!pvr_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  524. if (!image.empty())
  525. image.decompress();
  526. r_gl_components = 4;
  527. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  528. if (srgb_supported) {
  529. r_gl_format = GL_RGBA;
  530. r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
  531. } else {
  532. r_gl_internal_format = GL_RGBA;
  533. if (!image.empty())
  534. image.srgb_to_linear();
  535. }
  536. } else {
  537. r_gl_internal_format = GL_RGBA;
  538. }
  539. r_has_alpha_cache = true;
  540. } else {
  541. r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  542. r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  543. r_gl_components = 1; //doesn't matter much
  544. r_compressed = true;
  545. }
  546. } break;
  547. case Image::FORMAT_PVRTC4: {
  548. if (!pvr_supported || (!pvr_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  549. if (!image.empty())
  550. image.decompress();
  551. r_gl_components = 4;
  552. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  553. if (srgb_supported) {
  554. r_gl_format = GL_RGBA;
  555. r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
  556. } else {
  557. r_gl_internal_format = GL_RGBA;
  558. if (!image.empty())
  559. image.srgb_to_linear();
  560. }
  561. } else {
  562. r_gl_internal_format = GL_RGBA;
  563. }
  564. r_has_alpha_cache = true;
  565. } else {
  566. r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  567. r_gl_components = 1; //doesn't matter much
  568. r_compressed = true;
  569. }
  570. } break;
  571. case Image::FORMAT_PVRTC4_ALPHA: {
  572. if (!pvr_supported || (!pvr_srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  573. if (!image.empty())
  574. image.decompress();
  575. r_gl_components = 4;
  576. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  577. if (srgb_supported) {
  578. r_gl_format = GL_RGBA;
  579. r_gl_internal_format = _GL_SRGB_ALPHA_EXT;
  580. } else {
  581. r_gl_internal_format = GL_RGBA;
  582. if (!image.empty())
  583. image.srgb_to_linear();
  584. }
  585. } else {
  586. r_gl_internal_format = GL_RGBA;
  587. }
  588. r_has_alpha_cache = true;
  589. } else {
  590. r_gl_internal_format = (srgb_supported && p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  591. r_gl_components = 1; //doesn't matter much
  592. r_compressed = true;
  593. }
  594. } break;
  595. case Image::FORMAT_ETC: {
  596. if (!etc_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  597. if (!image.empty()) {
  598. image.decompress();
  599. }
  600. r_gl_components = 3;
  601. if (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  602. if (srgb_supported) {
  603. r_gl_format = GL_RGB;
  604. r_gl_internal_format = _GL_SRGB_EXT;
  605. } else {
  606. r_gl_internal_format = GL_RGB;
  607. if (!image.empty())
  608. image.srgb_to_linear();
  609. }
  610. } else {
  611. r_gl_internal_format = GL_RGB;
  612. }
  613. r_gl_internal_format = GL_RGB;
  614. } else {
  615. r_gl_internal_format = _EXT_ETC1_RGB8_OES;
  616. r_gl_components = 1; //doesn't matter much
  617. r_compressed = true;
  618. }
  619. } break;
  620. case Image::FORMAT_ATC: {
  621. if (!atitc_supported) {
  622. if (!image.empty()) {
  623. image.decompress();
  624. }
  625. r_gl_components = 3;
  626. r_gl_internal_format = GL_RGB;
  627. } else {
  628. r_gl_internal_format = _EXT_ATC_RGB_AMD;
  629. r_gl_components = 1; //doesn't matter much
  630. r_compressed = true;
  631. }
  632. } break;
  633. case Image::FORMAT_ATC_ALPHA_EXPLICIT: {
  634. if (!atitc_supported) {
  635. if (!image.empty()) {
  636. image.decompress();
  637. }
  638. r_gl_components = 4;
  639. r_gl_internal_format = GL_RGBA;
  640. } else {
  641. r_gl_internal_format = _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD;
  642. r_gl_components = 1; //doesn't matter much
  643. r_compressed = true;
  644. }
  645. } break;
  646. case Image::FORMAT_ATC_ALPHA_INTERPOLATED: {
  647. if (!atitc_supported) {
  648. if (!image.empty()) {
  649. image.decompress();
  650. }
  651. r_gl_components = 4;
  652. r_gl_internal_format = GL_RGBA;
  653. } else {
  654. r_gl_internal_format = _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD;
  655. r_gl_components = 1; //doesn't matter much
  656. r_compressed = true;
  657. }
  658. } break;
  659. case Image::FORMAT_YUV_422:
  660. case Image::FORMAT_YUV_444: {
  661. if (!image.empty())
  662. image.convert(Image::FORMAT_RGB);
  663. r_gl_internal_format = GL_RGB;
  664. r_gl_components = 3;
  665. } break;
  666. default: {
  667. ERR_FAIL_V(Image());
  668. }
  669. }
  670. if (r_gl_format == 0) {
  671. r_gl_format = r_gl_internal_format;
  672. }
  673. return image;
  674. }
  675. static const GLenum _cube_side_enum[6] = {
  676. GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
  677. GL_TEXTURE_CUBE_MAP_POSITIVE_X,
  678. GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
  679. GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
  680. GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
  681. GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
  682. };
  683. RID RasterizerGLES2::texture_create() {
  684. Texture *texture = memnew(Texture);
  685. ERR_FAIL_COND_V(!texture, RID());
  686. glGenTextures(1, &texture->tex_id);
  687. texture->active = false;
  688. texture->total_data_size = 0;
  689. return texture_owner.make_rid(texture);
  690. }
  691. void RasterizerGLES2::texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags) {
  692. bool has_alpha_cache;
  693. int components;
  694. GLenum format;
  695. GLenum internal_format;
  696. bool compressed;
  697. int po2_width = next_power_of_2(p_width);
  698. int po2_height = next_power_of_2(p_height);
  699. if (p_flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  700. p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
  701. }
  702. Texture *texture = texture_owner.get(p_texture);
  703. ERR_FAIL_COND(!texture);
  704. texture->width = p_width;
  705. texture->height = p_height;
  706. texture->format = p_format;
  707. texture->flags = p_flags;
  708. texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
  709. _get_gl_image_and_format(Image(), texture->format, texture->flags, format, internal_format, components, has_alpha_cache, compressed);
  710. bool scale_textures = !compressed && !(p_flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) && (!npo2_textures_available || p_flags & VS::TEXTURE_FLAG_MIPMAPS);
  711. if (scale_textures) {
  712. texture->alloc_width = po2_width;
  713. texture->alloc_height = po2_height;
  714. // print_line("scale because npo2: "+itos(npo2_textures_available)+" mm: "+itos(p_format&VS::TEXTURE_FLAG_MIPMAPS)+" "+itos(p_mipmap_count) );
  715. } else {
  716. texture->alloc_width = texture->width;
  717. texture->alloc_height = texture->height;
  718. };
  719. if (!(p_flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) && shrink_textures_x2) {
  720. texture->alloc_height = MAX(1, texture->alloc_height / 2);
  721. texture->alloc_width = MAX(1, texture->alloc_width / 2);
  722. }
  723. texture->gl_components_cache = components;
  724. texture->gl_format_cache = format;
  725. texture->gl_internal_format_cache = internal_format;
  726. texture->format_has_alpha = has_alpha_cache;
  727. texture->compressed = compressed;
  728. texture->has_alpha = false; //by default it doesn't have alpha unless something with alpha is blitteds
  729. texture->data_size = 0;
  730. texture->mipmaps = 0;
  731. glActiveTexture(GL_TEXTURE0);
  732. glBindTexture(texture->target, texture->tex_id);
  733. if (p_flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  734. //prealloc if video
  735. glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE, NULL);
  736. }
  737. texture->active = true;
  738. }
  739. void RasterizerGLES2::texture_set_data(RID p_texture, const Image &p_image, VS::CubeMapSide p_cube_side) {
  740. Texture *texture = texture_owner.get(p_texture);
  741. ERR_FAIL_COND(!texture);
  742. ERR_FAIL_COND(!texture->active);
  743. ERR_FAIL_COND(texture->render_target);
  744. ERR_FAIL_COND(texture->format != p_image.get_format());
  745. ERR_FAIL_COND(p_image.empty());
  746. int components;
  747. GLenum format;
  748. GLenum internal_format;
  749. bool alpha;
  750. bool compressed;
  751. if (keep_copies && !(texture->flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) && !(use_reload_hooks && texture->reloader)) {
  752. texture->image[p_cube_side] = p_image;
  753. }
  754. Image img = _get_gl_image_and_format(p_image, p_image.get_format(), texture->flags, format, internal_format, components, alpha, compressed);
  755. if (texture->alloc_width != img.get_width() || texture->alloc_height != img.get_height()) {
  756. if (texture->alloc_width == img.get_width() / 2 && texture->alloc_height == img.get_height() / 2) {
  757. img.shrink_x2();
  758. } else if (img.get_format() <= Image::FORMAT_INDEXED_ALPHA) {
  759. img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
  760. }
  761. };
  762. if (!(texture->flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) && img.detect_alpha() == Image::ALPHA_BLEND) {
  763. texture->has_alpha = true;
  764. }
  765. GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_cube_side] : GL_TEXTURE_2D;
  766. texture->data_size = img.get_data().size();
  767. DVector<uint8_t>::Read read = img.get_data().read();
  768. glActiveTexture(GL_TEXTURE0);
  769. glBindTexture(texture->target, texture->tex_id);
  770. texture->ignore_mipmaps = compressed && img.get_mipmaps() == 0;
  771. if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps)
  772. glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
  773. else {
  774. if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
  775. glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  776. } else {
  777. glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  778. }
  779. }
  780. if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
  781. glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
  782. } else {
  783. glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering
  784. }
  785. bool force_clamp_to_edge = !(texture->flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (next_power_of_2(texture->alloc_height) != texture->alloc_height || next_power_of_2(texture->alloc_width) != texture->alloc_width);
  786. if (!force_clamp_to_edge && (texture->flags & VS::TEXTURE_FLAG_REPEAT || texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
  787. if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) {
  788. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
  789. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
  790. } else {
  791. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  792. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  793. }
  794. } else {
  795. //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  796. glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  797. glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  798. }
  799. if (use_anisotropic_filter) {
  800. if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
  801. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level);
  802. } else {
  803. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
  804. }
  805. }
  806. int mipmaps = (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps() > 0) ? img.get_mipmaps() + 1 : 1;
  807. int w = img.get_width();
  808. int h = img.get_height();
  809. int tsize = 0;
  810. for (int i = 0; i < mipmaps; i++) {
  811. int size, ofs;
  812. img.get_mipmap_offset_and_size(i, ofs, size);
  813. //print_line("mipmap: "+itos(i)+" size: "+itos(size)+" w: "+itos(mm_w)+", h: "+itos(mm_h));
  814. if (texture->compressed) {
  815. glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  816. glCompressedTexImage2D(blit_target, i, format, w, h, 0, size, &read[ofs]);
  817. } else {
  818. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  819. if (texture->flags & VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  820. glTexSubImage2D(blit_target, i, 0, 0, w, h, format, GL_UNSIGNED_BYTE, &read[ofs]);
  821. } else {
  822. glTexImage2D(blit_target, i, internal_format, w, h, 0, format, GL_UNSIGNED_BYTE, &read[ofs]);
  823. }
  824. }
  825. tsize += size;
  826. w = MAX(1, w >> 1);
  827. h = MAX(1, h >> 1);
  828. }
  829. _rinfo.texture_mem -= texture->total_data_size;
  830. texture->total_data_size = tsize;
  831. _rinfo.texture_mem += texture->total_data_size;
  832. //printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem);
  833. if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && mipmaps == 1 && !texture->ignore_mipmaps) {
  834. //generate mipmaps if they were requested and the image does not contain them
  835. glGenerateMipmap(texture->target);
  836. }
  837. texture->mipmaps = mipmaps;
  838. if (mipmaps > 1) {
  839. //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps-1 ); - assumed to have all, always
  840. }
  841. //texture_set_flags(p_texture,texture->flags);
  842. }
  843. Image RasterizerGLES2::texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side) const {
  844. Texture *texture = texture_owner.get(p_texture);
  845. ERR_FAIL_COND_V(!texture, Image());
  846. ERR_FAIL_COND_V(!texture->active, Image());
  847. ERR_FAIL_COND_V(texture->data_size == 0, Image());
  848. ERR_FAIL_COND_V(texture->render_target, Image());
  849. return texture->image[p_cube_side];
  850. #if 0
  851. Texture * texture = texture_owner.get(p_texture);
  852. ERR_FAIL_COND_V(!texture,Image());
  853. ERR_FAIL_COND_V(!texture->active,Image());
  854. ERR_FAIL_COND_V(texture->data_size==0,Image());
  855. DVector<uint8_t> data;
  856. GLenum format,type=GL_UNSIGNED_BYTE;
  857. Image::Format fmt;
  858. int pixelsize=0;
  859. int pixelshift=0;
  860. int minw=1,minh=1;
  861. bool compressed=false;
  862. fmt=texture->format;
  863. switch(texture->format) {
  864. case Image::FORMAT_GRAYSCALE: {
  865. format=GL_LUMINANCE;
  866. type=GL_UNSIGNED_BYTE;
  867. data.resize(texture->alloc_width*texture->alloc_height);
  868. pixelsize=1;
  869. } break;
  870. case Image::FORMAT_INTENSITY: {
  871. return Image();
  872. } break;
  873. case Image::FORMAT_GRAYSCALE_ALPHA: {
  874. format=GL_LUMINANCE_ALPHA;
  875. type=GL_UNSIGNED_BYTE;
  876. pixelsize=2;
  877. } break;
  878. case Image::FORMAT_RGB: {
  879. format=GL_RGB;
  880. type=GL_UNSIGNED_BYTE;
  881. pixelsize=3;
  882. } break;
  883. case Image::FORMAT_RGBA: {
  884. format=GL_RGBA;
  885. type=GL_UNSIGNED_BYTE;
  886. pixelsize=4;
  887. } break;
  888. case Image::FORMAT_INDEXED: {
  889. format=GL_RGB;
  890. type=GL_UNSIGNED_BYTE;
  891. fmt=Image::FORMAT_RGB;
  892. pixelsize=3;
  893. } break;
  894. case Image::FORMAT_INDEXED_ALPHA: {
  895. format=GL_RGBA;
  896. type=GL_UNSIGNED_BYTE;
  897. fmt=Image::FORMAT_RGBA;
  898. pixelsize=4;
  899. } break;
  900. case Image::FORMAT_BC1: {
  901. pixelsize=1; //doesn't matter much
  902. format=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  903. compressed=true;
  904. pixelshift=1;
  905. minw=minh=4;
  906. } break;
  907. case Image::FORMAT_BC2: {
  908. pixelsize=1; //doesn't matter much
  909. format=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  910. compressed=true;
  911. minw=minh=4;
  912. } break;
  913. case Image::FORMAT_BC3: {
  914. pixelsize=1; //doesn't matter much
  915. format=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  916. compressed=true;
  917. minw=minh=4;
  918. } break;
  919. case Image::FORMAT_BC4: {
  920. format=GL_COMPRESSED_RED_RGTC1;
  921. pixelsize=1; //doesn't matter much
  922. compressed=true;
  923. pixelshift=1;
  924. minw=minh=4;
  925. } break;
  926. case Image::FORMAT_BC5: {
  927. format=GL_COMPRESSED_RG_RGTC2;
  928. pixelsize=1; //doesn't matter much
  929. compressed=true;
  930. minw=minh=4;
  931. } break;
  932. default:{}
  933. }
  934. data.resize(texture->data_size);
  935. DVector<uint8_t>::Write wb = data.write();
  936. glActiveTexture(GL_TEXTURE0);
  937. int ofs=0;
  938. glBindTexture(texture->target,texture->tex_id);
  939. int w=texture->alloc_width;
  940. int h=texture->alloc_height;
  941. for(int i=0;i<texture->mipmaps+1;i++) {
  942. if (compressed) {
  943. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  944. glGetCompressedTexImage(texture->target,i,&wb[ofs]);
  945. } else {
  946. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  947. glGetTexImage(texture->target,i,format,type,&wb[ofs]);
  948. }
  949. int size = (w*h*pixelsize)>>pixelshift;
  950. ofs+=size;
  951. w=MAX(minw,w>>1);
  952. h=MAX(minh,h>>1);
  953. }
  954. wb=DVector<uint8_t>::Write();
  955. Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps,fmt,data);
  956. if (texture->format<Image::FORMAT_INDEXED && (texture->alloc_width!=texture->width || texture->alloc_height!=texture->height))
  957. img.resize(texture->width,texture->height);
  958. return img;
  959. #endif
  960. }
  961. void RasterizerGLES2::texture_set_flags(RID p_texture, uint32_t p_flags) {
  962. Texture *texture = texture_owner.get(p_texture);
  963. ERR_FAIL_COND(!texture);
  964. if (texture->render_target) {
  965. p_flags &= VS::TEXTURE_FLAG_FILTER; //can change only filter
  966. }
  967. bool had_mipmaps = texture->flags & VS::TEXTURE_FLAG_MIPMAPS;
  968. glActiveTexture(GL_TEXTURE0);
  969. glBindTexture(texture->target, texture->tex_id);
  970. uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
  971. texture->flags = p_flags | cube; // can't remove a cube from being a cube
  972. bool force_clamp_to_edge = !(p_flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (next_power_of_2(texture->alloc_height) != texture->alloc_height || next_power_of_2(texture->alloc_width) != texture->alloc_width);
  973. if (!force_clamp_to_edge && (texture->flags & VS::TEXTURE_FLAG_REPEAT || texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
  974. if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) {
  975. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
  976. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
  977. } else {
  978. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  979. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  980. }
  981. } else {
  982. //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  983. glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  984. glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  985. }
  986. if (use_anisotropic_filter) {
  987. if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
  988. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level);
  989. } else {
  990. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
  991. }
  992. }
  993. if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) {
  994. if (!had_mipmaps && texture->mipmaps == 1) {
  995. glGenerateMipmap(texture->target);
  996. }
  997. glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
  998. } else {
  999. if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
  1000. glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  1001. } else {
  1002. glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  1003. }
  1004. }
  1005. if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
  1006. glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
  1007. } else {
  1008. glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering
  1009. }
  1010. }
  1011. uint32_t RasterizerGLES2::texture_get_flags(RID p_texture) const {
  1012. Texture *texture = texture_owner.get(p_texture);
  1013. ERR_FAIL_COND_V(!texture, 0);
  1014. return texture->flags;
  1015. }
  1016. Image::Format RasterizerGLES2::texture_get_format(RID p_texture) const {
  1017. Texture *texture = texture_owner.get(p_texture);
  1018. ERR_FAIL_COND_V(!texture, Image::FORMAT_GRAYSCALE);
  1019. return texture->format;
  1020. }
  1021. uint32_t RasterizerGLES2::texture_get_width(RID p_texture) const {
  1022. Texture *texture = texture_owner.get(p_texture);
  1023. ERR_FAIL_COND_V(!texture, 0);
  1024. return texture->width;
  1025. }
  1026. uint32_t RasterizerGLES2::texture_get_height(RID p_texture) const {
  1027. Texture *texture = texture_owner.get(p_texture);
  1028. ERR_FAIL_COND_V(!texture, 0);
  1029. return texture->height;
  1030. }
  1031. bool RasterizerGLES2::texture_has_alpha(RID p_texture) const {
  1032. Texture *texture = texture_owner.get(p_texture);
  1033. ERR_FAIL_COND_V(!texture, 0);
  1034. return texture->has_alpha;
  1035. }
  1036. void RasterizerGLES2::texture_set_size_override(RID p_texture, int p_width, int p_height) {
  1037. Texture *texture = texture_owner.get(p_texture);
  1038. ERR_FAIL_COND(!texture);
  1039. ERR_FAIL_COND(texture->render_target);
  1040. ERR_FAIL_COND(p_width <= 0 || p_width > 16384);
  1041. ERR_FAIL_COND(p_height <= 0 || p_height > 16384);
  1042. //real texture size is in alloc width and height
  1043. texture->width = p_width;
  1044. texture->height = p_height;
  1045. }
  1046. void RasterizerGLES2::texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const {
  1047. Texture *texture = texture_owner.get(p_texture);
  1048. ERR_FAIL_COND(!texture);
  1049. ERR_FAIL_COND(texture->render_target);
  1050. texture->reloader = p_owner;
  1051. texture->reloader_func = p_function;
  1052. if (use_reload_hooks && p_owner && keep_copies) {
  1053. for (int i = 0; i < 6; i++)
  1054. texture->image[i] = Image();
  1055. }
  1056. }
  1057. GLuint RasterizerGLES2::_texture_get_name(RID p_tex) {
  1058. Texture *texture = texture_owner.get(p_tex);
  1059. ERR_FAIL_COND_V(!texture, 0);
  1060. return texture->tex_id;
  1061. };
  1062. void RasterizerGLES2::texture_set_path(RID p_texture, const String &p_path) {
  1063. Texture *texture = texture_owner.get(p_texture);
  1064. ERR_FAIL_COND(!texture);
  1065. texture->path = p_path;
  1066. }
  1067. String RasterizerGLES2::texture_get_path(RID p_texture) const {
  1068. Texture *texture = texture_owner.get(p_texture);
  1069. ERR_FAIL_COND_V(!texture, String());
  1070. return texture->path;
  1071. }
  1072. void RasterizerGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info) {
  1073. List<RID> textures;
  1074. texture_owner.get_owned_list(&textures);
  1075. for (List<RID>::Element *E = textures.front(); E; E = E->next()) {
  1076. Texture *t = texture_owner.get(E->get());
  1077. if (!t)
  1078. continue;
  1079. VS::TextureInfo tinfo;
  1080. tinfo.path = t->path;
  1081. tinfo.format = t->format;
  1082. tinfo.size.x = t->alloc_width;
  1083. tinfo.size.y = t->alloc_height;
  1084. tinfo.bytes = t->total_data_size;
  1085. r_info->push_back(tinfo);
  1086. }
  1087. }
  1088. void RasterizerGLES2::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
  1089. shrink_textures_x2 = p_enable;
  1090. }
  1091. /* SHADER API */
  1092. RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) {
  1093. Shader *shader = memnew(Shader);
  1094. shader->mode = p_mode;
  1095. RID rid = shader_owner.make_rid(shader);
  1096. shader_set_mode(rid, p_mode);
  1097. _shader_make_dirty(shader);
  1098. return rid;
  1099. }
  1100. void RasterizerGLES2::shader_set_mode(RID p_shader, VS::ShaderMode p_mode) {
  1101. ERR_FAIL_INDEX(p_mode, 3);
  1102. Shader *shader = shader_owner.get(p_shader);
  1103. ERR_FAIL_COND(!shader);
  1104. if (shader->custom_code_id && p_mode == shader->mode)
  1105. return;
  1106. if (shader->custom_code_id) {
  1107. switch (shader->mode) {
  1108. case VS::SHADER_MATERIAL: {
  1109. material_shader.free_custom_shader(shader->custom_code_id);
  1110. } break;
  1111. case VS::SHADER_CANVAS_ITEM: {
  1112. canvas_shader.free_custom_shader(shader->custom_code_id);
  1113. } break;
  1114. }
  1115. shader->custom_code_id = 0;
  1116. }
  1117. shader->mode = p_mode;
  1118. switch (shader->mode) {
  1119. case VS::SHADER_MATERIAL: {
  1120. shader->custom_code_id = material_shader.create_custom_shader();
  1121. } break;
  1122. case VS::SHADER_CANVAS_ITEM: {
  1123. shader->custom_code_id = canvas_shader.create_custom_shader();
  1124. } break;
  1125. }
  1126. _shader_make_dirty(shader);
  1127. }
  1128. VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const {
  1129. Shader *shader = shader_owner.get(p_shader);
  1130. ERR_FAIL_COND_V(!shader, VS::SHADER_MATERIAL);
  1131. return shader->mode;
  1132. }
  1133. void RasterizerGLES2::shader_set_code(RID p_shader, const String &p_vertex, const String &p_fragment, const String &p_light, int p_vertex_ofs, int p_fragment_ofs, int p_light_ofs) {
  1134. Shader *shader = shader_owner.get(p_shader);
  1135. ERR_FAIL_COND(!shader);
  1136. #ifdef DEBUG_ENABLED
  1137. if (shader->vertex_code == p_vertex && shader->fragment_code == p_fragment && shader->light_code == p_light)
  1138. return;
  1139. #endif
  1140. shader->fragment_code = p_fragment;
  1141. shader->vertex_code = p_vertex;
  1142. shader->light_code = p_light;
  1143. shader->fragment_line = p_fragment_ofs;
  1144. shader->vertex_line = p_vertex_ofs;
  1145. shader->light_line = p_light_ofs;
  1146. _shader_make_dirty(shader);
  1147. }
  1148. String RasterizerGLES2::shader_get_vertex_code(RID p_shader) const {
  1149. Shader *shader = shader_owner.get(p_shader);
  1150. ERR_FAIL_COND_V(!shader, String());
  1151. return shader->vertex_code;
  1152. }
  1153. String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const {
  1154. Shader *shader = shader_owner.get(p_shader);
  1155. ERR_FAIL_COND_V(!shader, String());
  1156. return shader->fragment_code;
  1157. }
  1158. String RasterizerGLES2::shader_get_light_code(RID p_shader) const {
  1159. Shader *shader = shader_owner.get(p_shader);
  1160. ERR_FAIL_COND_V(!shader, String());
  1161. return shader->light_code;
  1162. }
  1163. void RasterizerGLES2::_shader_make_dirty(Shader *p_shader) {
  1164. if (p_shader->dirty_list.in_list())
  1165. return;
  1166. _shader_dirty_list.add(&p_shader->dirty_list);
  1167. }
  1168. void RasterizerGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
  1169. Shader *shader = shader_owner.get(p_shader);
  1170. ERR_FAIL_COND(!shader);
  1171. if (shader->dirty_list.in_list())
  1172. _update_shader(shader); // ok should be not anymore dirty
  1173. Map<int, StringName> order;
  1174. for (Map<StringName, ShaderLanguage::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
  1175. order[E->get().order] = E->key();
  1176. }
  1177. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  1178. PropertyInfo pi;
  1179. ShaderLanguage::Uniform &u = shader->uniforms[E->get()];
  1180. pi.name = E->get();
  1181. switch (u.type) {
  1182. case ShaderLanguage::TYPE_VOID:
  1183. case ShaderLanguage::TYPE_BOOL:
  1184. case ShaderLanguage::TYPE_FLOAT:
  1185. case ShaderLanguage::TYPE_VEC2:
  1186. case ShaderLanguage::TYPE_VEC3:
  1187. case ShaderLanguage::TYPE_MAT3:
  1188. case ShaderLanguage::TYPE_MAT4:
  1189. case ShaderLanguage::TYPE_VEC4:
  1190. pi.type = u.default_value.get_type();
  1191. break;
  1192. case ShaderLanguage::TYPE_TEXTURE:
  1193. pi.type = Variant::_RID;
  1194. pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
  1195. pi.hint_string = "Texture";
  1196. break;
  1197. case ShaderLanguage::TYPE_CUBEMAP:
  1198. pi.type = Variant::_RID;
  1199. pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
  1200. pi.hint_string = "CubeMap";
  1201. break;
  1202. };
  1203. p_param_list->push_back(pi);
  1204. }
  1205. }
  1206. void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {
  1207. Shader *shader = shader_owner.get(p_shader);
  1208. ERR_FAIL_COND(!shader);
  1209. ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
  1210. if (p_texture.is_valid())
  1211. shader->default_textures[p_name] = p_texture;
  1212. else
  1213. shader->default_textures.erase(p_name);
  1214. _shader_make_dirty(shader);
  1215. }
  1216. RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const {
  1217. const Shader *shader = shader_owner.get(p_shader);
  1218. ERR_FAIL_COND_V(!shader, RID());
  1219. const Map<StringName, RID>::Element *E = shader->default_textures.find(p_name);
  1220. if (!E)
  1221. return RID();
  1222. return E->get();
  1223. }
  1224. Variant RasterizerGLES2::shader_get_default_param(RID p_shader, const StringName &p_name) {
  1225. Shader *shader = shader_owner.get(p_shader);
  1226. ERR_FAIL_COND_V(!shader, Variant());
  1227. //update shader params if necesary
  1228. //make sure the shader is compiled and everything
  1229. //so the actual parameters can be properly retrieved!
  1230. if (shader->dirty_list.in_list()) {
  1231. _update_shader(shader);
  1232. }
  1233. if (shader->valid && shader->uniforms.has(p_name))
  1234. return shader->uniforms[p_name].default_value;
  1235. return Variant();
  1236. }
  1237. /* COMMON MATERIAL API */
  1238. RID RasterizerGLES2::material_create() {
  1239. RID material = material_owner.make_rid(memnew(Material));
  1240. return material;
  1241. }
  1242. void RasterizerGLES2::material_set_shader(RID p_material, RID p_shader) {
  1243. Material *material = material_owner.get(p_material);
  1244. ERR_FAIL_COND(!material);
  1245. if (material->shader == p_shader)
  1246. return;
  1247. material->shader = p_shader;
  1248. material->shader_version = 0;
  1249. }
  1250. RID RasterizerGLES2::material_get_shader(RID p_material) const {
  1251. Material *material = material_owner.get(p_material);
  1252. ERR_FAIL_COND_V(!material, RID());
  1253. return material->shader;
  1254. }
  1255. void RasterizerGLES2::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
  1256. Material *material = material_owner.get(p_material);
  1257. ERR_FAIL_COND(!material);
  1258. Map<StringName, Material::UniformData>::Element *E = material->shader_params.find(p_param);
  1259. if (E) {
  1260. if (p_value.get_type() == Variant::NIL) {
  1261. material->shader_params.erase(E);
  1262. material->shader_version = 0; //get default!
  1263. } else {
  1264. E->get().value = p_value;
  1265. E->get().inuse = true;
  1266. }
  1267. } else {
  1268. if (p_value.get_type() == Variant::NIL)
  1269. return;
  1270. Material::UniformData ud;
  1271. ud.index = -1;
  1272. ud.value = p_value;
  1273. ud.istexture = p_value.get_type() == Variant::_RID; /// cache it being texture
  1274. ud.inuse = true;
  1275. material->shader_params[p_param] = ud; //may be got at some point, or erased
  1276. }
  1277. }
  1278. Variant RasterizerGLES2::material_get_param(RID p_material, const StringName &p_param) const {
  1279. Material *material = material_owner.get(p_material);
  1280. ERR_FAIL_COND_V(!material, Variant());
  1281. if (material->shader.is_valid()) {
  1282. //update shader params if necesary
  1283. //make sure the shader is compiled and everything
  1284. //so the actual parameters can be properly retrieved!
  1285. material->shader_cache = shader_owner.get(material->shader);
  1286. if (!material->shader_cache) {
  1287. //invalidate
  1288. material->shader = RID();
  1289. material->shader_cache = NULL;
  1290. } else {
  1291. if (material->shader_cache->dirty_list.in_list())
  1292. _update_shader(material->shader_cache);
  1293. if (material->shader_cache->valid && material->shader_cache->version != material->shader_version) {
  1294. //validate
  1295. _update_material_shader_params(material);
  1296. }
  1297. }
  1298. }
  1299. if (material->shader_params.has(p_param) && material->shader_params[p_param].inuse)
  1300. return material->shader_params[p_param].value;
  1301. else
  1302. return Variant();
  1303. }
  1304. void RasterizerGLES2::material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled) {
  1305. Material *material = material_owner.get(p_material);
  1306. ERR_FAIL_COND(!material);
  1307. ERR_FAIL_INDEX(p_flag, VS::MATERIAL_FLAG_MAX);
  1308. material->flags[p_flag] = p_enabled;
  1309. }
  1310. bool RasterizerGLES2::material_get_flag(RID p_material, VS::MaterialFlag p_flag) const {
  1311. Material *material = material_owner.get(p_material);
  1312. ERR_FAIL_COND_V(!material, false);
  1313. ERR_FAIL_INDEX_V(p_flag, VS::MATERIAL_FLAG_MAX, false);
  1314. return material->flags[p_flag];
  1315. }
  1316. void RasterizerGLES2::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
  1317. Material *material = material_owner.get(p_material);
  1318. ERR_FAIL_COND(!material);
  1319. material->depth_draw_mode = p_mode;
  1320. }
  1321. VS::MaterialDepthDrawMode RasterizerGLES2::material_get_depth_draw_mode(RID p_material) const {
  1322. Material *material = material_owner.get(p_material);
  1323. ERR_FAIL_COND_V(!material, VS::MATERIAL_DEPTH_DRAW_ALWAYS);
  1324. return material->depth_draw_mode;
  1325. }
  1326. void RasterizerGLES2::material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode) {
  1327. Material *material = material_owner.get(p_material);
  1328. ERR_FAIL_COND(!material);
  1329. material->blend_mode = p_mode;
  1330. }
  1331. VS::MaterialBlendMode RasterizerGLES2::material_get_blend_mode(RID p_material) const {
  1332. Material *material = material_owner.get(p_material);
  1333. ERR_FAIL_COND_V(!material, VS::MATERIAL_BLEND_MODE_ADD);
  1334. return material->blend_mode;
  1335. }
  1336. void RasterizerGLES2::material_set_line_width(RID p_material, float p_line_width) {
  1337. Material *material = material_owner.get(p_material);
  1338. ERR_FAIL_COND(!material);
  1339. material->line_width = p_line_width;
  1340. }
  1341. float RasterizerGLES2::material_get_line_width(RID p_material) const {
  1342. Material *material = material_owner.get(p_material);
  1343. ERR_FAIL_COND_V(!material, 0);
  1344. return material->line_width;
  1345. }
  1346. /* MESH API */
  1347. RID RasterizerGLES2::mesh_create() {
  1348. return mesh_owner.make_rid(memnew(Mesh));
  1349. }
  1350. void RasterizerGLES2::mesh_add_surface(RID p_mesh, VS::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, bool p_alpha_sort) {
  1351. Mesh *mesh = mesh_owner.get(p_mesh);
  1352. ERR_FAIL_COND(!mesh);
  1353. ERR_FAIL_INDEX(p_primitive, VS::PRIMITIVE_MAX);
  1354. ERR_FAIL_COND(p_arrays.size() != VS::ARRAY_MAX);
  1355. uint32_t format = 0;
  1356. // validation
  1357. int index_array_len = 0;
  1358. int array_len = 0;
  1359. for (int i = 0; i < p_arrays.size(); i++) {
  1360. if (p_arrays[i].get_type() == Variant::NIL)
  1361. continue;
  1362. format |= (1 << i);
  1363. if (i == VS::ARRAY_VERTEX) {
  1364. array_len = Vector3Array(p_arrays[i]).size();
  1365. ERR_FAIL_COND(array_len == 0);
  1366. } else if (i == VS::ARRAY_INDEX) {
  1367. index_array_len = IntArray(p_arrays[i]).size();
  1368. }
  1369. }
  1370. ERR_FAIL_COND((format & VS::ARRAY_FORMAT_VERTEX) == 0); // mandatory
  1371. ERR_FAIL_COND(mesh->morph_target_count != p_blend_shapes.size());
  1372. if (mesh->morph_target_count) {
  1373. //validate format for morphs
  1374. for (int i = 0; i < p_blend_shapes.size(); i++) {
  1375. uint32_t bsformat = 0;
  1376. Array arr = p_blend_shapes[i];
  1377. for (int j = 0; j < arr.size(); j++) {
  1378. if (arr[j].get_type() != Variant::NIL)
  1379. bsformat |= (1 << j);
  1380. }
  1381. ERR_FAIL_COND((bsformat) != (format & (VS::ARRAY_FORMAT_BONES - 1)));
  1382. }
  1383. }
  1384. Surface *surface = memnew(Surface);
  1385. ERR_FAIL_COND(!surface);
  1386. bool use_VBO = true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
  1387. if ((!use_hw_skeleton_xform && format & VS::ARRAY_FORMAT_WEIGHTS) || mesh->morph_target_count > 0) {
  1388. use_VBO = false;
  1389. }
  1390. // surface->packed=pack_arrays && use_VBO;
  1391. int total_elem_size = 0;
  1392. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  1393. Surface::ArrayData &ad = surface->array[i];
  1394. ad.size = 0;
  1395. ad.ofs = 0;
  1396. int elem_size = 0;
  1397. int elem_count = 0;
  1398. bool valid_local = true;
  1399. GLenum datatype;
  1400. bool normalize = false;
  1401. bool bind = false;
  1402. if (!(format & (1 << i))) // no array
  1403. continue;
  1404. switch (i) {
  1405. case VS::ARRAY_VERTEX: {
  1406. if (use_VBO && use_half_float) {
  1407. elem_size = 3 * sizeof(int16_t); // vertex
  1408. datatype = _GL_HALF_FLOAT_OES;
  1409. } else {
  1410. elem_size = 3 * sizeof(GLfloat); // vertex
  1411. datatype = GL_FLOAT;
  1412. }
  1413. bind = true;
  1414. elem_count = 3;
  1415. } break;
  1416. case VS::ARRAY_NORMAL: {
  1417. if (use_VBO) {
  1418. elem_size = 4 * sizeof(int8_t); // vertex
  1419. datatype = GL_BYTE;
  1420. normalize = true;
  1421. } else {
  1422. elem_size = 3 * sizeof(GLfloat); // vertex
  1423. datatype = GL_FLOAT;
  1424. }
  1425. bind = true;
  1426. elem_count = 3;
  1427. } break;
  1428. case VS::ARRAY_TANGENT: {
  1429. if (use_VBO) {
  1430. elem_size = 4 * sizeof(int8_t); // vertex
  1431. datatype = GL_BYTE;
  1432. normalize = true;
  1433. } else {
  1434. elem_size = 4 * sizeof(GLfloat); // vertex
  1435. datatype = GL_FLOAT;
  1436. }
  1437. bind = true;
  1438. elem_count = 4;
  1439. } break;
  1440. case VS::ARRAY_COLOR: {
  1441. elem_size = 4 * sizeof(uint8_t); /* RGBA */
  1442. datatype = GL_UNSIGNED_BYTE;
  1443. elem_count = 4;
  1444. bind = true;
  1445. normalize = true;
  1446. } break;
  1447. case VS::ARRAY_TEX_UV:
  1448. case VS::ARRAY_TEX_UV2: {
  1449. if (use_VBO && use_half_float) {
  1450. elem_size = 2 * sizeof(int16_t); // vertex
  1451. datatype = _GL_HALF_FLOAT_OES;
  1452. } else {
  1453. elem_size = 2 * sizeof(GLfloat); // vertex
  1454. datatype = GL_FLOAT;
  1455. }
  1456. bind = true;
  1457. elem_count = 2;
  1458. } break;
  1459. case VS::ARRAY_WEIGHTS: {
  1460. if (use_VBO) {
  1461. elem_size = VS::ARRAY_WEIGHTS_SIZE * sizeof(GLushort);
  1462. valid_local = false;
  1463. bind = true;
  1464. normalize = true;
  1465. datatype = GL_UNSIGNED_SHORT;
  1466. elem_count = 4;
  1467. } else {
  1468. elem_size = VS::ARRAY_WEIGHTS_SIZE * sizeof(GLfloat);
  1469. valid_local = false;
  1470. bind = false;
  1471. datatype = GL_FLOAT;
  1472. elem_count = 4;
  1473. }
  1474. } break;
  1475. case VS::ARRAY_BONES: {
  1476. if (use_VBO) {
  1477. elem_size = VS::ARRAY_WEIGHTS_SIZE * sizeof(GLubyte);
  1478. valid_local = false;
  1479. bind = true;
  1480. datatype = GL_UNSIGNED_BYTE;
  1481. elem_count = 4;
  1482. } else {
  1483. elem_size = VS::ARRAY_WEIGHTS_SIZE * sizeof(GLushort);
  1484. valid_local = false;
  1485. bind = false;
  1486. datatype = GL_UNSIGNED_SHORT;
  1487. elem_count = 4;
  1488. }
  1489. } break;
  1490. case VS::ARRAY_INDEX: {
  1491. if (index_array_len <= 0) {
  1492. ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
  1493. break;
  1494. }
  1495. /* determine wether using 16 or 32 bits indices */
  1496. if (array_len > (1 << 16)) {
  1497. elem_size = 4;
  1498. datatype = GL_UNSIGNED_INT;
  1499. } else {
  1500. elem_size = 2;
  1501. datatype = GL_UNSIGNED_SHORT;
  1502. }
  1503. /*
  1504. if (use_VBO) {
  1505. glGenBuffers(1,&surface->index_id);
  1506. ERR_FAIL_COND(surface->index_id==0);
  1507. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
  1508. glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*elem_size,NULL,GL_STATIC_DRAW);
  1509. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
  1510. } else {
  1511. surface->index_array_local = (uint8_t*)memalloc(index_array_len*elem_size);
  1512. };
  1513. */
  1514. surface->index_array_len = index_array_len; // only way it can exist
  1515. ad.ofs = 0;
  1516. ad.size = elem_size;
  1517. continue;
  1518. } break;
  1519. default: {
  1520. ERR_FAIL();
  1521. }
  1522. }
  1523. ad.ofs = total_elem_size;
  1524. ad.size = elem_size;
  1525. ad.datatype = datatype;
  1526. ad.normalize = normalize;
  1527. ad.bind = bind;
  1528. ad.count = elem_count;
  1529. total_elem_size += elem_size;
  1530. if (valid_local) {
  1531. surface->local_stride += elem_size;
  1532. surface->morph_format |= (1 << i);
  1533. }
  1534. }
  1535. surface->stride = total_elem_size;
  1536. surface->array_len = array_len;
  1537. surface->format = format;
  1538. surface->primitive = p_primitive;
  1539. surface->morph_target_count = mesh->morph_target_count;
  1540. surface->configured_format = 0;
  1541. surface->mesh = mesh;
  1542. if (keep_copies) {
  1543. surface->data = p_arrays;
  1544. surface->morph_data = p_blend_shapes;
  1545. }
  1546. uint8_t *array_ptr = NULL;
  1547. uint8_t *index_array_ptr = NULL;
  1548. DVector<uint8_t> array_pre_vbo;
  1549. DVector<uint8_t>::Write vaw;
  1550. DVector<uint8_t> index_array_pre_vbo;
  1551. DVector<uint8_t>::Write iaw;
  1552. /* create pointers */
  1553. if (use_VBO) {
  1554. array_pre_vbo.resize(surface->array_len * surface->stride);
  1555. vaw = array_pre_vbo.write();
  1556. array_ptr = vaw.ptr();
  1557. if (surface->index_array_len) {
  1558. index_array_pre_vbo.resize(surface->index_array_len * surface->array[VS::ARRAY_INDEX].size);
  1559. iaw = index_array_pre_vbo.write();
  1560. index_array_ptr = iaw.ptr();
  1561. }
  1562. _surface_set_arrays(surface, array_ptr, index_array_ptr, p_arrays, true);
  1563. } else {
  1564. surface->array_local = (uint8_t *)memalloc(surface->array_len * surface->stride);
  1565. array_ptr = (uint8_t *)surface->array_local;
  1566. if (surface->index_array_len) {
  1567. surface->index_array_local = (uint8_t *)memalloc(index_array_len * surface->array[VS::ARRAY_INDEX].size);
  1568. index_array_ptr = (uint8_t *)surface->index_array_local;
  1569. }
  1570. _surface_set_arrays(surface, array_ptr, index_array_ptr, p_arrays, true);
  1571. if (mesh->morph_target_count) {
  1572. surface->morph_targets_local = memnew_arr(Surface::MorphTarget, mesh->morph_target_count);
  1573. for (int i = 0; i < mesh->morph_target_count; i++) {
  1574. surface->morph_targets_local[i].array = memnew_arr(uint8_t, surface->local_stride * surface->array_len);
  1575. surface->morph_targets_local[i].configured_format = surface->morph_format;
  1576. _surface_set_arrays(surface, surface->morph_targets_local[i].array, NULL, p_blend_shapes[i], false);
  1577. }
  1578. }
  1579. }
  1580. /* create buffers!! */
  1581. if (use_VBO) {
  1582. glGenBuffers(1, &surface->vertex_id);
  1583. ERR_FAIL_COND(surface->vertex_id == 0);
  1584. glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
  1585. glBufferData(GL_ARRAY_BUFFER, surface->array_len * surface->stride, array_ptr, GL_STATIC_DRAW);
  1586. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1587. if (surface->index_array_len) {
  1588. glGenBuffers(1, &surface->index_id);
  1589. ERR_FAIL_COND(surface->index_id == 0);
  1590. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
  1591. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_array_len * surface->array[VS::ARRAY_INDEX].size, index_array_ptr, GL_STATIC_DRAW);
  1592. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
  1593. }
  1594. }
  1595. mesh->surfaces.push_back(surface);
  1596. }
  1597. Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem, uint8_t *p_index_mem, const Array &p_arrays, bool p_main) {
  1598. uint32_t stride = p_main ? p_surface->stride : p_surface->local_stride;
  1599. for (int ai = 0; ai < VS::ARRAY_MAX; ai++) {
  1600. if (ai >= p_arrays.size())
  1601. break;
  1602. if (p_arrays[ai].get_type() == Variant::NIL)
  1603. continue;
  1604. Surface::ArrayData &a = p_surface->array[ai];
  1605. switch (ai) {
  1606. case VS::ARRAY_VERTEX: {
  1607. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
  1608. DVector<Vector3> array = p_arrays[ai];
  1609. ERR_FAIL_COND_V(array.size() != p_surface->array_len, ERR_INVALID_PARAMETER);
  1610. DVector<Vector3>::Read read = array.read();
  1611. const Vector3 *src = read.ptr();
  1612. // setting vertices means regenerating the AABB
  1613. AABB aabb;
  1614. float scale = 1;
  1615. if (p_surface->array[VS::ARRAY_VERTEX].datatype == _GL_HALF_FLOAT_OES) {
  1616. for (int i = 0; i < p_surface->array_len; i++) {
  1617. uint16_t vector[3] = { make_half_float(src[i].x), make_half_float(src[i].y), make_half_float(src[i].z) };
  1618. copymem(&p_mem[a.ofs + i * stride], vector, a.size);
  1619. if (i == 0) {
  1620. aabb = AABB(src[i], Vector3());
  1621. } else {
  1622. aabb.expand_to(src[i]);
  1623. }
  1624. }
  1625. } else {
  1626. for (int i = 0; i < p_surface->array_len; i++) {
  1627. GLfloat vector[3] = { src[i].x, src[i].y, src[i].z };
  1628. copymem(&p_mem[a.ofs + i * stride], vector, a.size);
  1629. if (i == 0) {
  1630. aabb = AABB(src[i], Vector3());
  1631. } else {
  1632. aabb.expand_to(src[i]);
  1633. }
  1634. }
  1635. }
  1636. if (p_main) {
  1637. p_surface->aabb = aabb;
  1638. p_surface->vertex_scale = scale;
  1639. }
  1640. } break;
  1641. case VS::ARRAY_NORMAL: {
  1642. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
  1643. DVector<Vector3> array = p_arrays[ai];
  1644. ERR_FAIL_COND_V(array.size() != p_surface->array_len, ERR_INVALID_PARAMETER);
  1645. DVector<Vector3>::Read read = array.read();
  1646. const Vector3 *src = read.ptr();
  1647. // setting vertices means regenerating the AABB
  1648. if (p_surface->array[VS::ARRAY_NORMAL].datatype == GL_BYTE) {
  1649. for (int i = 0; i < p_surface->array_len; i++) {
  1650. GLbyte vector[4] = {
  1651. (GLbyte)CLAMP(src[i].x * 127, -128, 127),
  1652. (GLbyte)CLAMP(src[i].y * 127, -128, 127),
  1653. (GLbyte)CLAMP(src[i].z * 127, -128, 127),
  1654. 0,
  1655. };
  1656. copymem(&p_mem[a.ofs + i * stride], vector, a.size);
  1657. }
  1658. } else {
  1659. for (int i = 0; i < p_surface->array_len; i++) {
  1660. GLfloat vector[3] = { src[i].x, src[i].y, src[i].z };
  1661. copymem(&p_mem[a.ofs + i * stride], vector, a.size);
  1662. }
  1663. }
  1664. } break;
  1665. case VS::ARRAY_TANGENT: {
  1666. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER);
  1667. DVector<real_t> array = p_arrays[ai];
  1668. ERR_FAIL_COND_V(array.size() != p_surface->array_len * 4, ERR_INVALID_PARAMETER);
  1669. DVector<real_t>::Read read = array.read();
  1670. const real_t *src = read.ptr();
  1671. if (p_surface->array[VS::ARRAY_TANGENT].datatype == GL_BYTE) {
  1672. for (int i = 0; i < p_surface->array_len; i++) {
  1673. GLbyte xyzw[4] = {
  1674. (GLbyte)CLAMP(src[i * 4 + 0] * 127, -128, 127),
  1675. (GLbyte)CLAMP(src[i * 4 + 1] * 127, -128, 127),
  1676. (GLbyte)CLAMP(src[i * 4 + 2] * 127, -128, 127),
  1677. (GLbyte)CLAMP(src[i * 4 + 3] * 127, -128, 127)
  1678. };
  1679. copymem(&p_mem[a.ofs + i * stride], xyzw, a.size);
  1680. }
  1681. } else {
  1682. for (int i = 0; i < p_surface->array_len; i++) {
  1683. GLfloat xyzw[4] = {
  1684. src[i * 4 + 0],
  1685. src[i * 4 + 1],
  1686. src[i * 4 + 2],
  1687. src[i * 4 + 3]
  1688. };
  1689. copymem(&p_mem[a.ofs + i * stride], xyzw, a.size);
  1690. }
  1691. }
  1692. } break;
  1693. case VS::ARRAY_COLOR: {
  1694. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER);
  1695. DVector<Color> array = p_arrays[ai];
  1696. ERR_FAIL_COND_V(array.size() != p_surface->array_len, ERR_INVALID_PARAMETER);
  1697. DVector<Color>::Read read = array.read();
  1698. const Color *src = read.ptr();
  1699. bool alpha = false;
  1700. for (int i = 0; i < p_surface->array_len; i++) {
  1701. if (src[i].a < 0.98) // tolerate alpha a bit, for crappy exporters
  1702. alpha = true;
  1703. uint8_t colors[4];
  1704. for (int j = 0; j < 4; j++) {
  1705. colors[j] = CLAMP(int((src[i][j]) * 255.0), 0, 255);
  1706. }
  1707. copymem(&p_mem[a.ofs + i * stride], colors, a.size);
  1708. }
  1709. if (p_main)
  1710. p_surface->has_alpha = alpha;
  1711. } break;
  1712. case VS::ARRAY_TEX_UV:
  1713. case VS::ARRAY_TEX_UV2: {
  1714. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER);
  1715. DVector<Vector2> array = p_arrays[ai];
  1716. ERR_FAIL_COND_V(array.size() != p_surface->array_len, ERR_INVALID_PARAMETER);
  1717. DVector<Vector2>::Read read = array.read();
  1718. const Vector2 *src = read.ptr();
  1719. float scale = 1.0;
  1720. if (p_surface->array[ai].datatype == _GL_HALF_FLOAT_OES) {
  1721. for (int i = 0; i < p_surface->array_len; i++) {
  1722. uint16_t uv[2] = { make_half_float(src[i].x), make_half_float(src[i].y) };
  1723. copymem(&p_mem[a.ofs + i * stride], uv, a.size);
  1724. }
  1725. } else {
  1726. for (int i = 0; i < p_surface->array_len; i++) {
  1727. GLfloat uv[2] = { src[i].x, src[i].y };
  1728. copymem(&p_mem[a.ofs + i * stride], uv, a.size);
  1729. }
  1730. }
  1731. if (p_main) {
  1732. if (ai == VS::ARRAY_TEX_UV) {
  1733. p_surface->uv_scale = scale;
  1734. }
  1735. if (ai == VS::ARRAY_TEX_UV2) {
  1736. p_surface->uv2_scale = scale;
  1737. }
  1738. }
  1739. } break;
  1740. case VS::ARRAY_WEIGHTS: {
  1741. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER);
  1742. DVector<real_t> array = p_arrays[ai];
  1743. ERR_FAIL_COND_V(array.size() != p_surface->array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);
  1744. DVector<real_t>::Read read = array.read();
  1745. const real_t *src = read.ptr();
  1746. if (p_surface->array[VS::ARRAY_WEIGHTS].datatype == GL_UNSIGNED_SHORT) {
  1747. for (int i = 0; i < p_surface->array_len; i++) {
  1748. GLushort data[VS::ARRAY_WEIGHTS_SIZE];
  1749. for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
  1750. data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j] * 65535, 0, 65535);
  1751. }
  1752. copymem(&p_mem[a.ofs + i * stride], data, a.size);
  1753. }
  1754. } else {
  1755. for (int i = 0; i < p_surface->array_len; i++) {
  1756. GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
  1757. for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
  1758. data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j];
  1759. }
  1760. copymem(&p_mem[a.ofs + i * stride], data, a.size);
  1761. }
  1762. }
  1763. } break;
  1764. case VS::ARRAY_BONES: {
  1765. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER);
  1766. DVector<int> array = p_arrays[ai];
  1767. ERR_FAIL_COND_V(array.size() != p_surface->array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);
  1768. DVector<int>::Read read = array.read();
  1769. const int *src = read.ptr();
  1770. p_surface->max_bone = 0;
  1771. if (p_surface->array[VS::ARRAY_BONES].datatype == GL_UNSIGNED_BYTE) {
  1772. for (int i = 0; i < p_surface->array_len; i++) {
  1773. GLubyte data[VS::ARRAY_WEIGHTS_SIZE];
  1774. for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
  1775. data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j], 0, 255);
  1776. p_surface->max_bone = MAX(data[j], p_surface->max_bone);
  1777. }
  1778. copymem(&p_mem[a.ofs + i * stride], data, a.size);
  1779. }
  1780. } else {
  1781. for (int i = 0; i < p_surface->array_len; i++) {
  1782. GLushort data[VS::ARRAY_WEIGHTS_SIZE];
  1783. for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
  1784. data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j];
  1785. p_surface->max_bone = MAX(data[j], p_surface->max_bone);
  1786. }
  1787. copymem(&p_mem[a.ofs + i * stride], data, a.size);
  1788. }
  1789. }
  1790. } break;
  1791. case VS::ARRAY_INDEX: {
  1792. ERR_FAIL_COND_V(p_surface->index_array_len <= 0, ERR_INVALID_DATA);
  1793. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER);
  1794. DVector<int> indices = p_arrays[ai];
  1795. ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER);
  1796. ERR_FAIL_COND_V(indices.size() != p_surface->index_array_len, ERR_INVALID_PARAMETER);
  1797. /* determine wether using 16 or 32 bits indices */
  1798. DVector<int>::Read read = indices.read();
  1799. const int *src = read.ptr();
  1800. for (int i = 0; i < p_surface->index_array_len; i++) {
  1801. if (a.size == 2) {
  1802. uint16_t v = src[i];
  1803. copymem(&p_index_mem[i * a.size], &v, a.size);
  1804. } else {
  1805. uint32_t v = src[i];
  1806. copymem(&p_index_mem[i * a.size], &v, a.size);
  1807. }
  1808. }
  1809. } break;
  1810. default: {
  1811. ERR_FAIL_V(ERR_INVALID_PARAMETER);
  1812. }
  1813. }
  1814. p_surface->configured_format |= (1 << ai);
  1815. }
  1816. if (p_surface->format & VS::ARRAY_FORMAT_BONES) {
  1817. //create AABBs for each detected bone
  1818. int total_bones = p_surface->max_bone + 1;
  1819. if (p_main) {
  1820. p_surface->skeleton_bone_aabb.resize(total_bones);
  1821. p_surface->skeleton_bone_used.resize(total_bones);
  1822. for (int i = 0; i < total_bones; i++)
  1823. p_surface->skeleton_bone_used[i] = false;
  1824. }
  1825. DVector<Vector3> vertices = p_arrays[VS::ARRAY_VERTEX];
  1826. DVector<int> bones = p_arrays[VS::ARRAY_BONES];
  1827. DVector<float> weights = p_arrays[VS::ARRAY_WEIGHTS];
  1828. bool any_valid = false;
  1829. if (vertices.size() && bones.size() == vertices.size() * 4 && weights.size() == bones.size()) {
  1830. //print_line("MAKING SKELETHONG");
  1831. int vs = vertices.size();
  1832. DVector<Vector3>::Read rv = vertices.read();
  1833. DVector<int>::Read rb = bones.read();
  1834. DVector<float>::Read rw = weights.read();
  1835. Vector<bool> first;
  1836. first.resize(total_bones);
  1837. for (int i = 0; i < total_bones; i++) {
  1838. first[i] = p_main;
  1839. }
  1840. AABB *bptr = p_surface->skeleton_bone_aabb.ptr();
  1841. bool *fptr = first.ptr();
  1842. bool *usedptr = p_surface->skeleton_bone_used.ptr();
  1843. for (int i = 0; i < vs; i++) {
  1844. Vector3 v = rv[i];
  1845. for (int j = 0; j < 4; j++) {
  1846. int idx = rb[i * 4 + j];
  1847. float w = rw[i * 4 + j];
  1848. if (w == 0)
  1849. continue; //break;
  1850. ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA);
  1851. if (fptr[idx]) {
  1852. bptr[idx].pos = v;
  1853. fptr[idx] = false;
  1854. any_valid = true;
  1855. } else {
  1856. bptr[idx].expand_to(v);
  1857. }
  1858. usedptr[idx] = true;
  1859. }
  1860. }
  1861. }
  1862. if (p_main && !any_valid) {
  1863. p_surface->skeleton_bone_aabb.clear();
  1864. p_surface->skeleton_bone_used.clear();
  1865. }
  1866. }
  1867. return OK;
  1868. }
  1869. void RasterizerGLES2::mesh_add_custom_surface(RID p_mesh, const Variant &p_dat) {
  1870. ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?");
  1871. ERR_FAIL();
  1872. }
  1873. Array RasterizerGLES2::mesh_get_surface_arrays(RID p_mesh, int p_surface) const {
  1874. Mesh *mesh = mesh_owner.get(p_mesh);
  1875. ERR_FAIL_COND_V(!mesh, Array());
  1876. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array());
  1877. Surface *surface = mesh->surfaces[p_surface];
  1878. ERR_FAIL_COND_V(!surface, Array());
  1879. return surface->data;
  1880. }
  1881. Array RasterizerGLES2::mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const {
  1882. Mesh *mesh = mesh_owner.get(p_mesh);
  1883. ERR_FAIL_COND_V(!mesh, Array());
  1884. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array());
  1885. Surface *surface = mesh->surfaces[p_surface];
  1886. ERR_FAIL_COND_V(!surface, Array());
  1887. return surface->morph_data;
  1888. }
  1889. void RasterizerGLES2::mesh_set_morph_target_count(RID p_mesh, int p_amount) {
  1890. Mesh *mesh = mesh_owner.get(p_mesh);
  1891. ERR_FAIL_COND(!mesh);
  1892. ERR_FAIL_COND(mesh->surfaces.size() != 0);
  1893. mesh->morph_target_count = p_amount;
  1894. }
  1895. int RasterizerGLES2::mesh_get_morph_target_count(RID p_mesh) const {
  1896. Mesh *mesh = mesh_owner.get(p_mesh);
  1897. ERR_FAIL_COND_V(!mesh, -1);
  1898. return mesh->morph_target_count;
  1899. }
  1900. void RasterizerGLES2::mesh_set_morph_target_mode(RID p_mesh, VS::MorphTargetMode p_mode) {
  1901. ERR_FAIL_INDEX(p_mode, 2);
  1902. Mesh *mesh = mesh_owner.get(p_mesh);
  1903. ERR_FAIL_COND(!mesh);
  1904. mesh->morph_target_mode = p_mode;
  1905. }
  1906. VS::MorphTargetMode RasterizerGLES2::mesh_get_morph_target_mode(RID p_mesh) const {
  1907. Mesh *mesh = mesh_owner.get(p_mesh);
  1908. ERR_FAIL_COND_V(!mesh, VS::MORPH_MODE_NORMALIZED);
  1909. return mesh->morph_target_mode;
  1910. }
  1911. void RasterizerGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned) {
  1912. Mesh *mesh = mesh_owner.get(p_mesh);
  1913. ERR_FAIL_COND(!mesh);
  1914. ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
  1915. Surface *surface = mesh->surfaces[p_surface];
  1916. ERR_FAIL_COND(!surface);
  1917. if (surface->material_owned && surface->material.is_valid())
  1918. free(surface->material);
  1919. surface->material_owned = p_owned;
  1920. surface->material = p_material;
  1921. }
  1922. RID RasterizerGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const {
  1923. Mesh *mesh = mesh_owner.get(p_mesh);
  1924. ERR_FAIL_COND_V(!mesh, RID());
  1925. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID());
  1926. Surface *surface = mesh->surfaces[p_surface];
  1927. ERR_FAIL_COND_V(!surface, RID());
  1928. return surface->material;
  1929. }
  1930. int RasterizerGLES2::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
  1931. Mesh *mesh = mesh_owner.get(p_mesh);
  1932. ERR_FAIL_COND_V(!mesh, -1);
  1933. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1);
  1934. Surface *surface = mesh->surfaces[p_surface];
  1935. ERR_FAIL_COND_V(!surface, -1);
  1936. return surface->array_len;
  1937. }
  1938. int RasterizerGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
  1939. Mesh *mesh = mesh_owner.get(p_mesh);
  1940. ERR_FAIL_COND_V(!mesh, -1);
  1941. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1);
  1942. Surface *surface = mesh->surfaces[p_surface];
  1943. ERR_FAIL_COND_V(!surface, -1);
  1944. return surface->index_array_len;
  1945. }
  1946. uint32_t RasterizerGLES2::mesh_surface_get_format(RID p_mesh, int p_surface) const {
  1947. Mesh *mesh = mesh_owner.get(p_mesh);
  1948. ERR_FAIL_COND_V(!mesh, 0);
  1949. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
  1950. Surface *surface = mesh->surfaces[p_surface];
  1951. ERR_FAIL_COND_V(!surface, 0);
  1952. return surface->format;
  1953. }
  1954. VS::PrimitiveType RasterizerGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
  1955. Mesh *mesh = mesh_owner.get(p_mesh);
  1956. ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_POINTS);
  1957. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS);
  1958. Surface *surface = mesh->surfaces[p_surface];
  1959. ERR_FAIL_COND_V(!surface, VS::PRIMITIVE_POINTS);
  1960. return surface->primitive;
  1961. }
  1962. void RasterizerGLES2::mesh_remove_surface(RID p_mesh, int p_index) {
  1963. Mesh *mesh = mesh_owner.get(p_mesh);
  1964. ERR_FAIL_COND(!mesh);
  1965. ERR_FAIL_INDEX(p_index, mesh->surfaces.size());
  1966. Surface *surface = mesh->surfaces[p_index];
  1967. ERR_FAIL_COND(!surface);
  1968. if (surface->vertex_id)
  1969. glDeleteBuffers(1, &surface->vertex_id);
  1970. if (surface->index_id)
  1971. glDeleteBuffers(1, &surface->index_id);
  1972. if (mesh->morph_target_count) {
  1973. for (int i = 0; i < mesh->morph_target_count; i++)
  1974. memfree(surface->morph_targets_local[i].array);
  1975. memfree(surface->morph_targets_local);
  1976. }
  1977. memdelete(mesh->surfaces[p_index]);
  1978. mesh->surfaces.remove(p_index);
  1979. }
  1980. int RasterizerGLES2::mesh_get_surface_count(RID p_mesh) const {
  1981. Mesh *mesh = mesh_owner.get(p_mesh);
  1982. ERR_FAIL_COND_V(!mesh, -1);
  1983. return mesh->surfaces.size();
  1984. }
  1985. AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
  1986. Mesh *mesh = mesh_owner.get(p_mesh);
  1987. ERR_FAIL_COND_V(!mesh, AABB());
  1988. if (mesh->custom_aabb != AABB())
  1989. return mesh->custom_aabb;
  1990. Skeleton *sk = NULL;
  1991. if (p_skeleton.is_valid())
  1992. sk = skeleton_owner.get(p_skeleton);
  1993. AABB aabb;
  1994. if (sk && sk->bones.size() != 0) {
  1995. for (int i = 0; i < mesh->surfaces.size(); i++) {
  1996. AABB laabb;
  1997. if (mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
  1998. int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
  1999. const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
  2000. const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
  2001. int sbs = sk->bones.size();
  2002. ERR_CONTINUE(bs > sbs);
  2003. Skeleton::Bone *skb = sk->bones.ptr();
  2004. bool first = true;
  2005. for (int j = 0; j < bs; j++) {
  2006. if (!skused[j])
  2007. continue;
  2008. AABB baabb = skb[j].transform_aabb(skbones[j]);
  2009. if (first) {
  2010. laabb = baabb;
  2011. first = false;
  2012. } else {
  2013. laabb.merge_with(baabb);
  2014. }
  2015. }
  2016. } else {
  2017. laabb = mesh->surfaces[i]->aabb;
  2018. }
  2019. if (i == 0)
  2020. aabb = laabb;
  2021. else
  2022. aabb.merge_with(laabb);
  2023. }
  2024. } else {
  2025. for (int i = 0; i < mesh->surfaces.size(); i++) {
  2026. if (i == 0)
  2027. aabb = mesh->surfaces[i]->aabb;
  2028. else
  2029. aabb.merge_with(mesh->surfaces[i]->aabb);
  2030. }
  2031. }
  2032. return aabb;
  2033. }
  2034. void RasterizerGLES2::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
  2035. Mesh *mesh = mesh_owner.get(p_mesh);
  2036. ERR_FAIL_COND(!mesh);
  2037. mesh->custom_aabb = p_aabb;
  2038. }
  2039. AABB RasterizerGLES2::mesh_get_custom_aabb(RID p_mesh) const {
  2040. const Mesh *mesh = mesh_owner.get(p_mesh);
  2041. ERR_FAIL_COND_V(!mesh, AABB());
  2042. return mesh->custom_aabb;
  2043. }
  2044. /* MULTIMESH API */
  2045. RID RasterizerGLES2::multimesh_create() {
  2046. return multimesh_owner.make_rid(memnew(MultiMesh));
  2047. }
  2048. void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh, int p_count) {
  2049. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2050. ERR_FAIL_COND(!multimesh);
  2051. //multimesh->elements.clear(); // make sure to delete everything, so it "fails" in all implementations
  2052. if (use_texture_instancing) {
  2053. if (next_power_of_2(p_count) != next_power_of_2(multimesh->elements.size())) {
  2054. if (multimesh->tex_id) {
  2055. glDeleteTextures(1, &multimesh->tex_id);
  2056. multimesh->tex_id = 0;
  2057. }
  2058. if (p_count) {
  2059. uint32_t po2 = next_power_of_2(p_count);
  2060. if (po2 & 0xAAAAAAAA) {
  2061. //half width
  2062. multimesh->tw = Math::sqrt(po2 * 2);
  2063. multimesh->th = multimesh->tw / 2;
  2064. } else {
  2065. multimesh->tw = Math::sqrt(po2);
  2066. multimesh->th = multimesh->tw;
  2067. }
  2068. multimesh->tw *= 4;
  2069. if (multimesh->th == 0)
  2070. multimesh->th = 1;
  2071. glGenTextures(1, &multimesh->tex_id);
  2072. glActiveTexture(GL_TEXTURE0);
  2073. glBindTexture(GL_TEXTURE_2D, multimesh->tex_id);
  2074. #ifdef GLEW_ENABLED
  2075. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT, NULL);
  2076. #else
  2077. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT, NULL);
  2078. #endif
  2079. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2080. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2081. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2082. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2083. //multimesh->pixel_size=1.0/ps;
  2084. glBindTexture(GL_TEXTURE_2D, 0);
  2085. }
  2086. }
  2087. if (!multimesh->dirty_list.in_list()) {
  2088. _multimesh_dirty_list.add(&multimesh->dirty_list);
  2089. }
  2090. }
  2091. multimesh->elements.resize(p_count);
  2092. }
  2093. int RasterizerGLES2::multimesh_get_instance_count(RID p_multimesh) const {
  2094. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2095. ERR_FAIL_COND_V(!multimesh, -1);
  2096. return multimesh->elements.size();
  2097. }
  2098. void RasterizerGLES2::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
  2099. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2100. ERR_FAIL_COND(!multimesh);
  2101. multimesh->mesh = p_mesh;
  2102. }
  2103. void RasterizerGLES2::multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb) {
  2104. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2105. ERR_FAIL_COND(!multimesh);
  2106. multimesh->aabb = p_aabb;
  2107. }
  2108. void RasterizerGLES2::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {
  2109. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2110. ERR_FAIL_COND(!multimesh);
  2111. ERR_FAIL_INDEX(p_index, multimesh->elements.size());
  2112. MultiMesh::Element &e = multimesh->elements[p_index];
  2113. e.matrix[0] = p_transform.basis.elements[0][0];
  2114. e.matrix[1] = p_transform.basis.elements[1][0];
  2115. e.matrix[2] = p_transform.basis.elements[2][0];
  2116. e.matrix[3] = 0;
  2117. e.matrix[4] = p_transform.basis.elements[0][1];
  2118. e.matrix[5] = p_transform.basis.elements[1][1];
  2119. e.matrix[6] = p_transform.basis.elements[2][1];
  2120. e.matrix[7] = 0;
  2121. e.matrix[8] = p_transform.basis.elements[0][2];
  2122. e.matrix[9] = p_transform.basis.elements[1][2];
  2123. e.matrix[10] = p_transform.basis.elements[2][2];
  2124. e.matrix[11] = 0;
  2125. e.matrix[12] = p_transform.origin.x;
  2126. e.matrix[13] = p_transform.origin.y;
  2127. e.matrix[14] = p_transform.origin.z;
  2128. e.matrix[15] = 1;
  2129. if (!multimesh->dirty_list.in_list()) {
  2130. _multimesh_dirty_list.add(&multimesh->dirty_list);
  2131. }
  2132. }
  2133. void RasterizerGLES2::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
  2134. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2135. ERR_FAIL_COND(!multimesh)
  2136. ERR_FAIL_INDEX(p_index, multimesh->elements.size());
  2137. MultiMesh::Element &e = multimesh->elements[p_index];
  2138. e.color[0] = CLAMP(p_color.r * 255, 0, 255);
  2139. e.color[1] = CLAMP(p_color.g * 255, 0, 255);
  2140. e.color[2] = CLAMP(p_color.b * 255, 0, 255);
  2141. e.color[3] = CLAMP(p_color.a * 255, 0, 255);
  2142. if (!multimesh->dirty_list.in_list()) {
  2143. _multimesh_dirty_list.add(&multimesh->dirty_list);
  2144. }
  2145. }
  2146. RID RasterizerGLES2::multimesh_get_mesh(RID p_multimesh) const {
  2147. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2148. ERR_FAIL_COND_V(!multimesh, RID());
  2149. return multimesh->mesh;
  2150. }
  2151. AABB RasterizerGLES2::multimesh_get_aabb(RID p_multimesh) const {
  2152. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2153. ERR_FAIL_COND_V(!multimesh, AABB());
  2154. return multimesh->aabb;
  2155. }
  2156. Transform RasterizerGLES2::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
  2157. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2158. ERR_FAIL_COND_V(!multimesh, Transform());
  2159. ERR_FAIL_INDEX_V(p_index, multimesh->elements.size(), Transform());
  2160. MultiMesh::Element &e = multimesh->elements[p_index];
  2161. Transform tr;
  2162. tr.basis.elements[0][0] = e.matrix[0];
  2163. tr.basis.elements[1][0] = e.matrix[1];
  2164. tr.basis.elements[2][0] = e.matrix[2];
  2165. tr.basis.elements[0][1] = e.matrix[4];
  2166. tr.basis.elements[1][1] = e.matrix[5];
  2167. tr.basis.elements[2][1] = e.matrix[6];
  2168. tr.basis.elements[0][2] = e.matrix[8];
  2169. tr.basis.elements[1][2] = e.matrix[9];
  2170. tr.basis.elements[2][2] = e.matrix[10];
  2171. tr.origin.x = e.matrix[12];
  2172. tr.origin.y = e.matrix[13];
  2173. tr.origin.z = e.matrix[14];
  2174. return tr;
  2175. }
  2176. Color RasterizerGLES2::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
  2177. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2178. ERR_FAIL_COND_V(!multimesh, Color());
  2179. ERR_FAIL_INDEX_V(p_index, multimesh->elements.size(), Color());
  2180. MultiMesh::Element &e = multimesh->elements[p_index];
  2181. Color c;
  2182. c.r = e.color[0] / 255.0;
  2183. c.g = e.color[1] / 255.0;
  2184. c.b = e.color[2] / 255.0;
  2185. c.a = e.color[3] / 255.0;
  2186. return c;
  2187. }
  2188. void RasterizerGLES2::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
  2189. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2190. ERR_FAIL_COND(!multimesh);
  2191. multimesh->visible = p_visible;
  2192. }
  2193. int RasterizerGLES2::multimesh_get_visible_instances(RID p_multimesh) const {
  2194. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2195. ERR_FAIL_COND_V(!multimesh, -1);
  2196. return multimesh->visible;
  2197. }
  2198. /* IMMEDIATE API */
  2199. RID RasterizerGLES2::immediate_create() {
  2200. Immediate *im = memnew(Immediate);
  2201. return immediate_owner.make_rid(im);
  2202. }
  2203. void RasterizerGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture) {
  2204. Immediate *im = immediate_owner.get(p_immediate);
  2205. ERR_FAIL_COND(!im);
  2206. ERR_FAIL_COND(im->building);
  2207. Immediate::Chunk ic;
  2208. ic.texture = p_texture;
  2209. ic.primitive = p_rimitive;
  2210. im->chunks.push_back(ic);
  2211. im->mask = 0;
  2212. im->building = true;
  2213. }
  2214. void RasterizerGLES2::immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {
  2215. Immediate *im = immediate_owner.get(p_immediate);
  2216. ERR_FAIL_COND(!im);
  2217. ERR_FAIL_COND(!im->building);
  2218. Immediate::Chunk *c = &im->chunks.back()->get();
  2219. if (c->vertices.empty() && im->chunks.size() == 1) {
  2220. im->aabb.pos = p_vertex;
  2221. im->aabb.size = Vector3();
  2222. } else {
  2223. im->aabb.expand_to(p_vertex);
  2224. }
  2225. if (im->mask & VS::ARRAY_FORMAT_NORMAL)
  2226. c->normals.push_back(chunk_normal);
  2227. if (im->mask & VS::ARRAY_FORMAT_TANGENT)
  2228. c->tangents.push_back(chunk_tangent);
  2229. if (im->mask & VS::ARRAY_FORMAT_COLOR)
  2230. c->colors.push_back(chunk_color);
  2231. if (im->mask & VS::ARRAY_FORMAT_TEX_UV)
  2232. c->uvs.push_back(chunk_uv);
  2233. if (im->mask & VS::ARRAY_FORMAT_TEX_UV2)
  2234. c->uvs2.push_back(chunk_uv2);
  2235. im->mask |= VS::ARRAY_FORMAT_VERTEX;
  2236. c->vertices.push_back(p_vertex);
  2237. }
  2238. void RasterizerGLES2::immediate_normal(RID p_immediate, const Vector3 &p_normal) {
  2239. Immediate *im = immediate_owner.get(p_immediate);
  2240. ERR_FAIL_COND(!im);
  2241. ERR_FAIL_COND(!im->building);
  2242. im->mask |= VS::ARRAY_FORMAT_NORMAL;
  2243. chunk_normal = p_normal;
  2244. }
  2245. void RasterizerGLES2::immediate_tangent(RID p_immediate, const Plane &p_tangent) {
  2246. Immediate *im = immediate_owner.get(p_immediate);
  2247. ERR_FAIL_COND(!im);
  2248. ERR_FAIL_COND(!im->building);
  2249. im->mask |= VS::ARRAY_FORMAT_TANGENT;
  2250. chunk_tangent = p_tangent;
  2251. }
  2252. void RasterizerGLES2::immediate_color(RID p_immediate, const Color &p_color) {
  2253. Immediate *im = immediate_owner.get(p_immediate);
  2254. ERR_FAIL_COND(!im);
  2255. ERR_FAIL_COND(!im->building);
  2256. im->mask |= VS::ARRAY_FORMAT_COLOR;
  2257. chunk_color = p_color;
  2258. }
  2259. void RasterizerGLES2::immediate_uv(RID p_immediate, const Vector2 &tex_uv) {
  2260. Immediate *im = immediate_owner.get(p_immediate);
  2261. ERR_FAIL_COND(!im);
  2262. ERR_FAIL_COND(!im->building);
  2263. im->mask |= VS::ARRAY_FORMAT_TEX_UV;
  2264. chunk_uv = tex_uv;
  2265. }
  2266. void RasterizerGLES2::immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {
  2267. Immediate *im = immediate_owner.get(p_immediate);
  2268. ERR_FAIL_COND(!im);
  2269. ERR_FAIL_COND(!im->building);
  2270. im->mask |= VS::ARRAY_FORMAT_TEX_UV2;
  2271. chunk_uv2 = tex_uv;
  2272. }
  2273. void RasterizerGLES2::immediate_end(RID p_immediate) {
  2274. Immediate *im = immediate_owner.get(p_immediate);
  2275. ERR_FAIL_COND(!im);
  2276. ERR_FAIL_COND(!im->building);
  2277. im->building = false;
  2278. }
  2279. void RasterizerGLES2::immediate_clear(RID p_immediate) {
  2280. Immediate *im = immediate_owner.get(p_immediate);
  2281. ERR_FAIL_COND(!im);
  2282. ERR_FAIL_COND(im->building);
  2283. im->chunks.clear();
  2284. }
  2285. AABB RasterizerGLES2::immediate_get_aabb(RID p_immediate) const {
  2286. Immediate *im = immediate_owner.get(p_immediate);
  2287. ERR_FAIL_COND_V(!im, AABB());
  2288. return im->aabb;
  2289. }
  2290. void RasterizerGLES2::immediate_set_material(RID p_immediate, RID p_material) {
  2291. Immediate *im = immediate_owner.get(p_immediate);
  2292. ERR_FAIL_COND(!im);
  2293. im->material = p_material;
  2294. }
  2295. RID RasterizerGLES2::immediate_get_material(RID p_immediate) const {
  2296. const Immediate *im = immediate_owner.get(p_immediate);
  2297. ERR_FAIL_COND_V(!im, RID());
  2298. return im->material;
  2299. }
  2300. /* PARTICLES API */
  2301. RID RasterizerGLES2::particles_create() {
  2302. Particles *particles = memnew(Particles);
  2303. ERR_FAIL_COND_V(!particles, RID());
  2304. return particles_owner.make_rid(particles);
  2305. }
  2306. void RasterizerGLES2::particles_set_amount(RID p_particles, int p_amount) {
  2307. ERR_FAIL_COND(p_amount < 1);
  2308. Particles *particles = particles_owner.get(p_particles);
  2309. ERR_FAIL_COND(!particles);
  2310. particles->data.amount = p_amount;
  2311. }
  2312. int RasterizerGLES2::particles_get_amount(RID p_particles) const {
  2313. Particles *particles = particles_owner.get(p_particles);
  2314. ERR_FAIL_COND_V(!particles, -1);
  2315. return particles->data.amount;
  2316. }
  2317. void RasterizerGLES2::particles_set_emitting(RID p_particles, bool p_emitting) {
  2318. Particles *particles = particles_owner.get(p_particles);
  2319. ERR_FAIL_COND(!particles);
  2320. particles->data.emitting = p_emitting;
  2321. }
  2322. bool RasterizerGLES2::particles_is_emitting(RID p_particles) const {
  2323. const Particles *particles = particles_owner.get(p_particles);
  2324. ERR_FAIL_COND_V(!particles, false);
  2325. return particles->data.emitting;
  2326. }
  2327. void RasterizerGLES2::particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) {
  2328. Particles *particles = particles_owner.get(p_particles);
  2329. ERR_FAIL_COND(!particles);
  2330. particles->data.visibility_aabb = p_visibility;
  2331. }
  2332. void RasterizerGLES2::particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) {
  2333. Particles *particles = particles_owner.get(p_particles);
  2334. ERR_FAIL_COND(!particles);
  2335. particles->data.emission_half_extents = p_half_extents;
  2336. }
  2337. Vector3 RasterizerGLES2::particles_get_emission_half_extents(RID p_particles) const {
  2338. Particles *particles = particles_owner.get(p_particles);
  2339. ERR_FAIL_COND_V(!particles, Vector3());
  2340. return particles->data.emission_half_extents;
  2341. }
  2342. void RasterizerGLES2::particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity) {
  2343. Particles *particles = particles_owner.get(p_particles);
  2344. ERR_FAIL_COND(!particles);
  2345. particles->data.emission_base_velocity = p_base_velocity;
  2346. }
  2347. Vector3 RasterizerGLES2::particles_get_emission_base_velocity(RID p_particles) const {
  2348. Particles *particles = particles_owner.get(p_particles);
  2349. ERR_FAIL_COND_V(!particles, Vector3());
  2350. return particles->data.emission_base_velocity;
  2351. }
  2352. void RasterizerGLES2::particles_set_emission_points(RID p_particles, const DVector<Vector3> &p_points) {
  2353. Particles *particles = particles_owner.get(p_particles);
  2354. ERR_FAIL_COND(!particles);
  2355. particles->data.emission_points = p_points;
  2356. }
  2357. DVector<Vector3> RasterizerGLES2::particles_get_emission_points(RID p_particles) const {
  2358. Particles *particles = particles_owner.get(p_particles);
  2359. ERR_FAIL_COND_V(!particles, DVector<Vector3>());
  2360. return particles->data.emission_points;
  2361. }
  2362. void RasterizerGLES2::particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) {
  2363. Particles *particles = particles_owner.get(p_particles);
  2364. ERR_FAIL_COND(!particles);
  2365. particles->data.gravity_normal = p_normal;
  2366. }
  2367. Vector3 RasterizerGLES2::particles_get_gravity_normal(RID p_particles) const {
  2368. Particles *particles = particles_owner.get(p_particles);
  2369. ERR_FAIL_COND_V(!particles, Vector3());
  2370. return particles->data.gravity_normal;
  2371. }
  2372. AABB RasterizerGLES2::particles_get_visibility_aabb(RID p_particles) const {
  2373. const Particles *particles = particles_owner.get(p_particles);
  2374. ERR_FAIL_COND_V(!particles, AABB());
  2375. return particles->data.visibility_aabb;
  2376. }
  2377. void RasterizerGLES2::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value) {
  2378. ERR_FAIL_INDEX(p_variable, VS::PARTICLE_VAR_MAX);
  2379. Particles *particles = particles_owner.get(p_particles);
  2380. ERR_FAIL_COND(!particles);
  2381. particles->data.particle_vars[p_variable] = p_value;
  2382. }
  2383. float RasterizerGLES2::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {
  2384. const Particles *particles = particles_owner.get(p_particles);
  2385. ERR_FAIL_COND_V(!particles, -1);
  2386. return particles->data.particle_vars[p_variable];
  2387. }
  2388. void RasterizerGLES2::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness) {
  2389. Particles *particles = particles_owner.get(p_particles);
  2390. ERR_FAIL_COND(!particles);
  2391. particles->data.particle_randomness[p_variable] = p_randomness;
  2392. }
  2393. float RasterizerGLES2::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {
  2394. const Particles *particles = particles_owner.get(p_particles);
  2395. ERR_FAIL_COND_V(!particles, -1);
  2396. return particles->data.particle_randomness[p_variable];
  2397. }
  2398. void RasterizerGLES2::particles_set_color_phases(RID p_particles, int p_phases) {
  2399. Particles *particles = particles_owner.get(p_particles);
  2400. ERR_FAIL_COND(!particles);
  2401. ERR_FAIL_COND(p_phases < 0 || p_phases > VS::MAX_PARTICLE_COLOR_PHASES);
  2402. particles->data.color_phase_count = p_phases;
  2403. }
  2404. int RasterizerGLES2::particles_get_color_phases(RID p_particles) const {
  2405. Particles *particles = particles_owner.get(p_particles);
  2406. ERR_FAIL_COND_V(!particles, -1);
  2407. return particles->data.color_phase_count;
  2408. }
  2409. void RasterizerGLES2::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {
  2410. ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
  2411. if (p_pos < 0.0)
  2412. p_pos = 0.0;
  2413. if (p_pos > 1.0)
  2414. p_pos = 1.0;
  2415. Particles *particles = particles_owner.get(p_particles);
  2416. ERR_FAIL_COND(!particles);
  2417. particles->data.color_phases[p_phase].pos = p_pos;
  2418. }
  2419. float RasterizerGLES2::particles_get_color_phase_pos(RID p_particles, int p_phase) const {
  2420. ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, -1.0);
  2421. const Particles *particles = particles_owner.get(p_particles);
  2422. ERR_FAIL_COND_V(!particles, -1);
  2423. return particles->data.color_phases[p_phase].pos;
  2424. }
  2425. void RasterizerGLES2::particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color) {
  2426. ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
  2427. Particles *particles = particles_owner.get(p_particles);
  2428. ERR_FAIL_COND(!particles);
  2429. particles->data.color_phases[p_phase].color = p_color;
  2430. //update alpha
  2431. particles->has_alpha = false;
  2432. for (int i = 0; i < VS::MAX_PARTICLE_COLOR_PHASES; i++) {
  2433. if (particles->data.color_phases[i].color.a < 0.99)
  2434. particles->has_alpha = true;
  2435. }
  2436. }
  2437. Color RasterizerGLES2::particles_get_color_phase_color(RID p_particles, int p_phase) const {
  2438. ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, Color());
  2439. const Particles *particles = particles_owner.get(p_particles);
  2440. ERR_FAIL_COND_V(!particles, Color());
  2441. return particles->data.color_phases[p_phase].color;
  2442. }
  2443. void RasterizerGLES2::particles_set_attractors(RID p_particles, int p_attractors) {
  2444. Particles *particles = particles_owner.get(p_particles);
  2445. ERR_FAIL_COND(!particles);
  2446. ERR_FAIL_COND(p_attractors < 0 || p_attractors > VisualServer::MAX_PARTICLE_ATTRACTORS);
  2447. particles->data.attractor_count = p_attractors;
  2448. }
  2449. int RasterizerGLES2::particles_get_attractors(RID p_particles) const {
  2450. Particles *particles = particles_owner.get(p_particles);
  2451. ERR_FAIL_COND_V(!particles, -1);
  2452. return particles->data.attractor_count;
  2453. }
  2454. void RasterizerGLES2::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) {
  2455. Particles *particles = particles_owner.get(p_particles);
  2456. ERR_FAIL_COND(!particles);
  2457. ERR_FAIL_INDEX(p_attractor, particles->data.attractor_count);
  2458. particles->data.attractors[p_attractor].pos = p_pos;
  2459. }
  2460. Vector3 RasterizerGLES2::particles_get_attractor_pos(RID p_particles, int p_attractor) const {
  2461. Particles *particles = particles_owner.get(p_particles);
  2462. ERR_FAIL_COND_V(!particles, Vector3());
  2463. ERR_FAIL_INDEX_V(p_attractor, particles->data.attractor_count, Vector3());
  2464. return particles->data.attractors[p_attractor].pos;
  2465. }
  2466. void RasterizerGLES2::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {
  2467. Particles *particles = particles_owner.get(p_particles);
  2468. ERR_FAIL_COND(!particles);
  2469. ERR_FAIL_INDEX(p_attractor, particles->data.attractor_count);
  2470. particles->data.attractors[p_attractor].force = p_force;
  2471. }
  2472. float RasterizerGLES2::particles_get_attractor_strength(RID p_particles, int p_attractor) const {
  2473. Particles *particles = particles_owner.get(p_particles);
  2474. ERR_FAIL_COND_V(!particles, 0);
  2475. ERR_FAIL_INDEX_V(p_attractor, particles->data.attractor_count, 0);
  2476. return particles->data.attractors[p_attractor].force;
  2477. }
  2478. void RasterizerGLES2::particles_set_material(RID p_particles, RID p_material, bool p_owned) {
  2479. Particles *particles = particles_owner.get(p_particles);
  2480. ERR_FAIL_COND(!particles);
  2481. if (particles->material_owned && particles->material.is_valid())
  2482. free(particles->material);
  2483. particles->material_owned = p_owned;
  2484. particles->material = p_material;
  2485. }
  2486. RID RasterizerGLES2::particles_get_material(RID p_particles) const {
  2487. const Particles *particles = particles_owner.get(p_particles);
  2488. ERR_FAIL_COND_V(!particles, RID());
  2489. return particles->material;
  2490. }
  2491. void RasterizerGLES2::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
  2492. Particles *particles = particles_owner.get(p_particles);
  2493. ERR_FAIL_COND(!particles);
  2494. particles->data.local_coordinates = p_enable;
  2495. }
  2496. bool RasterizerGLES2::particles_is_using_local_coordinates(RID p_particles) const {
  2497. const Particles *particles = particles_owner.get(p_particles);
  2498. ERR_FAIL_COND_V(!particles, false);
  2499. return particles->data.local_coordinates;
  2500. }
  2501. bool RasterizerGLES2::particles_has_height_from_velocity(RID p_particles) const {
  2502. const Particles *particles = particles_owner.get(p_particles);
  2503. ERR_FAIL_COND_V(!particles, false);
  2504. return particles->data.height_from_velocity;
  2505. }
  2506. void RasterizerGLES2::particles_set_height_from_velocity(RID p_particles, bool p_enable) {
  2507. Particles *particles = particles_owner.get(p_particles);
  2508. ERR_FAIL_COND(!particles);
  2509. particles->data.height_from_velocity = p_enable;
  2510. }
  2511. AABB RasterizerGLES2::particles_get_aabb(RID p_particles) const {
  2512. const Particles *particles = particles_owner.get(p_particles);
  2513. ERR_FAIL_COND_V(!particles, AABB());
  2514. return particles->data.visibility_aabb;
  2515. }
  2516. /* SKELETON API */
  2517. RID RasterizerGLES2::skeleton_create() {
  2518. Skeleton *skeleton = memnew(Skeleton);
  2519. ERR_FAIL_COND_V(!skeleton, RID());
  2520. return skeleton_owner.make_rid(skeleton);
  2521. }
  2522. void RasterizerGLES2::skeleton_resize(RID p_skeleton, int p_bones) {
  2523. Skeleton *skeleton = skeleton_owner.get(p_skeleton);
  2524. ERR_FAIL_COND(!skeleton);
  2525. if (p_bones == skeleton->bones.size()) {
  2526. return;
  2527. };
  2528. if (use_hw_skeleton_xform) {
  2529. if (next_power_of_2(p_bones) != next_power_of_2(skeleton->bones.size())) {
  2530. if (skeleton->tex_id) {
  2531. glDeleteTextures(1, &skeleton->tex_id);
  2532. skeleton->tex_id = 0;
  2533. }
  2534. if (p_bones) {
  2535. glGenTextures(1, &skeleton->tex_id);
  2536. glActiveTexture(GL_TEXTURE0);
  2537. glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
  2538. int ps = next_power_of_2(p_bones * 3);
  2539. #ifdef GLEW_ENABLED
  2540. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, ps, 1, 0, GL_RGBA, GL_FLOAT, skel_default.ptr());
  2541. #else
  2542. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ps, 1, 0, GL_RGBA, GL_FLOAT, skel_default.ptr());
  2543. #endif
  2544. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2545. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2546. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2547. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2548. skeleton->pixel_size = 1.0 / ps;
  2549. glBindTexture(GL_TEXTURE_2D, 0);
  2550. }
  2551. }
  2552. if (!skeleton->dirty_list.in_list()) {
  2553. _skeleton_dirty_list.add(&skeleton->dirty_list);
  2554. }
  2555. }
  2556. skeleton->bones.resize(p_bones);
  2557. }
  2558. int RasterizerGLES2::skeleton_get_bone_count(RID p_skeleton) const {
  2559. Skeleton *skeleton = skeleton_owner.get(p_skeleton);
  2560. ERR_FAIL_COND_V(!skeleton, -1);
  2561. return skeleton->bones.size();
  2562. }
  2563. void RasterizerGLES2::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {
  2564. Skeleton *skeleton = skeleton_owner.get(p_skeleton);
  2565. ERR_FAIL_COND(!skeleton);
  2566. ERR_FAIL_INDEX(p_bone, skeleton->bones.size());
  2567. Skeleton::Bone &b = skeleton->bones[p_bone];
  2568. b.mtx[0][0] = p_transform.basis[0][0];
  2569. b.mtx[0][1] = p_transform.basis[1][0];
  2570. b.mtx[0][2] = p_transform.basis[2][0];
  2571. b.mtx[1][0] = p_transform.basis[0][1];
  2572. b.mtx[1][1] = p_transform.basis[1][1];
  2573. b.mtx[1][2] = p_transform.basis[2][1];
  2574. b.mtx[2][0] = p_transform.basis[0][2];
  2575. b.mtx[2][1] = p_transform.basis[1][2];
  2576. b.mtx[2][2] = p_transform.basis[2][2];
  2577. b.mtx[3][0] = p_transform.origin[0];
  2578. b.mtx[3][1] = p_transform.origin[1];
  2579. b.mtx[3][2] = p_transform.origin[2];
  2580. if (skeleton->tex_id) {
  2581. if (!skeleton->dirty_list.in_list()) {
  2582. _skeleton_dirty_list.add(&skeleton->dirty_list);
  2583. }
  2584. }
  2585. }
  2586. Transform RasterizerGLES2::skeleton_bone_get_transform(RID p_skeleton, int p_bone) {
  2587. Skeleton *skeleton = skeleton_owner.get(p_skeleton);
  2588. ERR_FAIL_COND_V(!skeleton, Transform());
  2589. ERR_FAIL_INDEX_V(p_bone, skeleton->bones.size(), Transform());
  2590. const Skeleton::Bone &b = skeleton->bones[p_bone];
  2591. Transform t;
  2592. t.basis[0][0] = b.mtx[0][0];
  2593. t.basis[1][0] = b.mtx[0][1];
  2594. t.basis[2][0] = b.mtx[0][2];
  2595. t.basis[0][1] = b.mtx[1][0];
  2596. t.basis[1][1] = b.mtx[1][1];
  2597. t.basis[2][1] = b.mtx[1][2];
  2598. t.basis[0][2] = b.mtx[2][0];
  2599. t.basis[1][2] = b.mtx[2][1];
  2600. t.basis[2][2] = b.mtx[2][2];
  2601. t.origin[0] = b.mtx[3][0];
  2602. t.origin[1] = b.mtx[3][1];
  2603. t.origin[2] = b.mtx[3][2];
  2604. return t;
  2605. }
  2606. /* LIGHT API */
  2607. RID RasterizerGLES2::light_create(VS::LightType p_type) {
  2608. Light *light = memnew(Light);
  2609. light->type = p_type;
  2610. return light_owner.make_rid(light);
  2611. }
  2612. VS::LightType RasterizerGLES2::light_get_type(RID p_light) const {
  2613. Light *light = light_owner.get(p_light);
  2614. ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI);
  2615. return light->type;
  2616. }
  2617. void RasterizerGLES2::light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color) {
  2618. Light *light = light_owner.get(p_light);
  2619. ERR_FAIL_COND(!light);
  2620. ERR_FAIL_INDEX(p_type, 3);
  2621. light->colors[p_type] = p_color;
  2622. }
  2623. Color RasterizerGLES2::light_get_color(RID p_light, VS::LightColor p_type) const {
  2624. Light *light = light_owner.get(p_light);
  2625. ERR_FAIL_COND_V(!light, Color());
  2626. ERR_FAIL_INDEX_V(p_type, 3, Color());
  2627. return light->colors[p_type];
  2628. }
  2629. void RasterizerGLES2::light_set_shadow(RID p_light, bool p_enabled) {
  2630. Light *light = light_owner.get(p_light);
  2631. ERR_FAIL_COND(!light);
  2632. light->shadow_enabled = p_enabled;
  2633. }
  2634. bool RasterizerGLES2::light_has_shadow(RID p_light) const {
  2635. Light *light = light_owner.get(p_light);
  2636. ERR_FAIL_COND_V(!light, false);
  2637. return light->shadow_enabled;
  2638. }
  2639. void RasterizerGLES2::light_set_volumetric(RID p_light, bool p_enabled) {
  2640. Light *light = light_owner.get(p_light);
  2641. ERR_FAIL_COND(!light);
  2642. light->volumetric_enabled = p_enabled;
  2643. }
  2644. bool RasterizerGLES2::light_is_volumetric(RID p_light) const {
  2645. Light *light = light_owner.get(p_light);
  2646. ERR_FAIL_COND_V(!light, false);
  2647. return light->volumetric_enabled;
  2648. }
  2649. void RasterizerGLES2::light_set_projector(RID p_light, RID p_texture) {
  2650. Light *light = light_owner.get(p_light);
  2651. ERR_FAIL_COND(!light);
  2652. light->projector = p_texture;
  2653. }
  2654. RID RasterizerGLES2::light_get_projector(RID p_light) const {
  2655. Light *light = light_owner.get(p_light);
  2656. ERR_FAIL_COND_V(!light, RID());
  2657. return light->projector;
  2658. }
  2659. void RasterizerGLES2::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {
  2660. Light *light = light_owner.get(p_light);
  2661. ERR_FAIL_COND(!light);
  2662. ERR_FAIL_INDEX(p_var, VS::LIGHT_PARAM_MAX);
  2663. light->vars[p_var] = p_value;
  2664. }
  2665. float RasterizerGLES2::light_get_var(RID p_light, VS::LightParam p_var) const {
  2666. Light *light = light_owner.get(p_light);
  2667. ERR_FAIL_COND_V(!light, 0);
  2668. ERR_FAIL_INDEX_V(p_var, VS::LIGHT_PARAM_MAX, 0);
  2669. return light->vars[p_var];
  2670. }
  2671. void RasterizerGLES2::light_set_operator(RID p_light, VS::LightOp p_op){
  2672. };
  2673. VS::LightOp RasterizerGLES2::light_get_operator(RID p_light) const {
  2674. return VS::LightOp();
  2675. };
  2676. void RasterizerGLES2::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
  2677. Light *light = light_owner.get(p_light);
  2678. ERR_FAIL_COND(!light);
  2679. light->omni_shadow_mode = p_mode;
  2680. }
  2681. VS::LightOmniShadowMode RasterizerGLES2::light_omni_get_shadow_mode(RID p_light) const {
  2682. const Light *light = light_owner.get(p_light);
  2683. ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI_SHADOW_DEFAULT);
  2684. return light->omni_shadow_mode;
  2685. }
  2686. void RasterizerGLES2::light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {
  2687. Light *light = light_owner.get(p_light);
  2688. ERR_FAIL_COND(!light);
  2689. light->directional_shadow_mode = p_mode;
  2690. }
  2691. VS::LightDirectionalShadowMode RasterizerGLES2::light_directional_get_shadow_mode(RID p_light) const {
  2692. const Light *light = light_owner.get(p_light);
  2693. ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
  2694. return light->directional_shadow_mode;
  2695. }
  2696. void RasterizerGLES2::light_directional_set_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param, float p_value) {
  2697. Light *light = light_owner.get(p_light);
  2698. ERR_FAIL_COND(!light);
  2699. light->directional_shadow_param[p_param] = p_value;
  2700. }
  2701. float RasterizerGLES2::light_directional_get_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param) const {
  2702. const Light *light = light_owner.get(p_light);
  2703. ERR_FAIL_COND_V(!light, 0);
  2704. return light->directional_shadow_param[p_param];
  2705. }
  2706. AABB RasterizerGLES2::light_get_aabb(RID p_light) const {
  2707. Light *light = light_owner.get(p_light);
  2708. ERR_FAIL_COND_V(!light, AABB());
  2709. switch (light->type) {
  2710. case VS::LIGHT_SPOT: {
  2711. float len = light->vars[VS::LIGHT_PARAM_RADIUS];
  2712. float size = Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE])) * len;
  2713. return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
  2714. } break;
  2715. case VS::LIGHT_OMNI: {
  2716. float r = light->vars[VS::LIGHT_PARAM_RADIUS];
  2717. return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
  2718. } break;
  2719. case VS::LIGHT_DIRECTIONAL: {
  2720. return AABB();
  2721. } break;
  2722. default: {
  2723. }
  2724. }
  2725. ERR_FAIL_V(AABB());
  2726. }
  2727. RID RasterizerGLES2::light_instance_create(RID p_light) {
  2728. Light *light = light_owner.get(p_light);
  2729. ERR_FAIL_COND_V(!light, RID());
  2730. LightInstance *light_instance = memnew(LightInstance);
  2731. light_instance->light = p_light;
  2732. light_instance->base = light;
  2733. light_instance->last_pass = 0;
  2734. return light_instance_owner.make_rid(light_instance);
  2735. }
  2736. void RasterizerGLES2::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
  2737. LightInstance *lighti = light_instance_owner.get(p_light_instance);
  2738. ERR_FAIL_COND(!lighti);
  2739. lighti->transform = p_transform;
  2740. }
  2741. Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_light_instance, bool p_far) const {
  2742. LightInstance *lighti = light_instance_owner.get(p_light_instance);
  2743. ERR_FAIL_COND_V(!lighti, Rasterizer::SHADOW_NONE);
  2744. switch (lighti->base->type) {
  2745. case VS::LIGHT_DIRECTIONAL: {
  2746. switch (lighti->base->directional_shadow_mode) {
  2747. case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
  2748. return SHADOW_ORTHOGONAL;
  2749. } break;
  2750. case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE: {
  2751. return SHADOW_PSM;
  2752. } break;
  2753. case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  2754. case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
  2755. return SHADOW_PSSM;
  2756. } break;
  2757. }
  2758. } break;
  2759. case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break;
  2760. case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break;
  2761. }
  2762. return Rasterizer::SHADOW_NONE;
  2763. }
  2764. int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) const {
  2765. LightInstance *lighti = light_instance_owner.get(p_light_instance);
  2766. ERR_FAIL_COND_V(!lighti, 0);
  2767. if (lighti->base->type == VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  2768. return 4; // dp4
  2769. } else if (lighti->base->type == VS::LIGHT_OMNI || (lighti->base->type == VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)) {
  2770. return 2; // dp
  2771. } else
  2772. return 1;
  2773. }
  2774. bool RasterizerGLES2::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {
  2775. return shadow_filter >= SHADOW_FILTER_ESM;
  2776. }
  2777. void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix &p_camera, const Transform &p_transform, float p_split_near, float p_split_far) {
  2778. LightInstance *lighti = light_instance_owner.get(p_light_instance);
  2779. ERR_FAIL_COND(!lighti);
  2780. ERR_FAIL_COND(lighti->base->type != VS::LIGHT_DIRECTIONAL);
  2781. // ERR_FAIL_INDEX(p_index,1);
  2782. lighti->custom_projection[p_index] = p_camera;
  2783. lighti->custom_transform[p_index] = p_transform;
  2784. lighti->shadow_split[p_index] = 1.0 / p_split_far;
  2785. #if 0
  2786. if (p_index==0) {
  2787. lighti->custom_projection=p_camera;
  2788. lighti->custom_transform=p_transform;
  2789. //Plane p(0,0,-p_split_far,1);
  2790. //p=camera_projection.xform4(p);
  2791. //lighti->shadow_split=p.normal.z/p.d;
  2792. lighti->shadow_split=1.0/p_split_far;
  2793. //lighti->shadow_split=-p_split_far;
  2794. } else {
  2795. lighti->custom_projection2=p_camera;
  2796. lighti->custom_transform2=p_transform;
  2797. lighti->shadow_split2=p_split_far;
  2798. }
  2799. #endif
  2800. }
  2801. int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const {
  2802. LightInstance *lighti = light_instance_owner.get(p_light_instance);
  2803. ERR_FAIL_COND_V(!lighti, 1);
  2804. ERR_FAIL_COND_V(!lighti->near_shadow_buffer, 256);
  2805. return lighti->near_shadow_buffer->size / 2;
  2806. }
  2807. void RasterizerGLES2::shadow_clear_near() {
  2808. for (int i = 0; i < near_shadow_buffers.size(); i++) {
  2809. if (near_shadow_buffers[i].owner)
  2810. near_shadow_buffers[i].owner->clear_near_shadow_buffers();
  2811. }
  2812. }
  2813. bool RasterizerGLES2::shadow_allocate_near(RID p_light) {
  2814. if (!use_shadow_mapping || !use_framebuffers)
  2815. return false;
  2816. LightInstance *li = light_instance_owner.get(p_light);
  2817. ERR_FAIL_COND_V(!li, false);
  2818. ERR_FAIL_COND_V(li->near_shadow_buffer, false);
  2819. int skip = 0;
  2820. if (framebuffer.active) {
  2821. int sc = framebuffer.scale;
  2822. while (sc > 1) {
  2823. sc /= 2;
  2824. skip++;
  2825. }
  2826. }
  2827. for (int i = 0; i < near_shadow_buffers.size(); i++) {
  2828. if (skip > 0) {
  2829. skip--;
  2830. continue;
  2831. }
  2832. if (near_shadow_buffers[i].owner != NULL)
  2833. continue;
  2834. near_shadow_buffers[i].owner = li;
  2835. li->near_shadow_buffer = &near_shadow_buffers[i];
  2836. return true;
  2837. }
  2838. return false;
  2839. }
  2840. bool RasterizerGLES2::shadow_allocate_far(RID p_light) {
  2841. return false;
  2842. }
  2843. /* PARTICLES INSTANCE */
  2844. RID RasterizerGLES2::particles_instance_create(RID p_particles) {
  2845. ERR_FAIL_COND_V(!particles_owner.owns(p_particles), RID());
  2846. ParticlesInstance *particles_instance = memnew(ParticlesInstance);
  2847. ERR_FAIL_COND_V(!particles_instance, RID());
  2848. particles_instance->particles = p_particles;
  2849. return particles_instance_owner.make_rid(particles_instance);
  2850. }
  2851. void RasterizerGLES2::particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform) {
  2852. ParticlesInstance *particles_instance = particles_instance_owner.get(p_particles_instance);
  2853. ERR_FAIL_COND(!particles_instance);
  2854. particles_instance->transform = p_transform;
  2855. }
  2856. RID RasterizerGLES2::viewport_data_create() {
  2857. ViewportData *vd = memnew(ViewportData);
  2858. glActiveTexture(GL_TEXTURE0);
  2859. glGenFramebuffers(1, &vd->lum_fbo);
  2860. glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo);
  2861. GLuint format_luminance = use_fp16_fb ? _GL_RG_EXT : GL_RGBA;
  2862. GLuint format_luminance_type = use_fp16_fb ? (full_float_fb_supported ? GL_FLOAT : _GL_HALF_FLOAT_OES) : GL_UNSIGNED_BYTE;
  2863. GLuint format_luminance_components = use_fp16_fb ? _GL_RG_EXT : GL_RGBA;
  2864. glGenTextures(1, &vd->lum_color);
  2865. glBindTexture(GL_TEXTURE_2D, vd->lum_color);
  2866. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2867. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2868. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2869. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2870. //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
  2871. // GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  2872. glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0,
  2873. format_luminance_components, format_luminance_type, NULL);
  2874. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  2875. GL_TEXTURE_2D, vd->lum_color, 0);
  2876. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  2877. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  2878. DEBUG_TEST_ERROR("Viewport Data Init");
  2879. if (status != GL_FRAMEBUFFER_COMPLETE) {
  2880. WARN_PRINT("Can't create framebuffer for vd");
  2881. }
  2882. return viewport_data_owner.make_rid(vd);
  2883. }
  2884. RID RasterizerGLES2::render_target_create() {
  2885. RenderTarget *rt = memnew(RenderTarget);
  2886. rt->fbo = 0;
  2887. rt->width = 0;
  2888. rt->height = 0;
  2889. rt->last_pass = 0;
  2890. Texture *texture = memnew(Texture);
  2891. texture->active = false;
  2892. texture->total_data_size = 0;
  2893. texture->render_target = rt;
  2894. texture->ignore_mipmaps = true;
  2895. rt->texture_ptr = texture;
  2896. rt->texture = texture_owner.make_rid(texture);
  2897. rt->texture_ptr->active = false;
  2898. return render_target_owner.make_rid(rt);
  2899. }
  2900. void RasterizerGLES2::render_target_set_size(RID p_render_target, int p_width, int p_height) {
  2901. RenderTarget *rt = render_target_owner.get(p_render_target);
  2902. if (p_width == rt->width && p_height == rt->height)
  2903. return;
  2904. if (rt->width != 0 && rt->height != 0) {
  2905. glDeleteFramebuffers(1, &rt->fbo);
  2906. glDeleteRenderbuffers(1, &rt->depth);
  2907. glDeleteTextures(1, &rt->color);
  2908. rt->fbo = 0;
  2909. rt->depth = 0;
  2910. rt->color = 0;
  2911. rt->width = 0;
  2912. rt->height = 0;
  2913. rt->texture_ptr->tex_id = 0;
  2914. rt->texture_ptr->active = false;
  2915. }
  2916. if (p_width == 0 || p_height == 0)
  2917. return;
  2918. rt->width = p_width;
  2919. rt->height = p_height;
  2920. //fbo
  2921. glGenFramebuffers(1, &rt->fbo);
  2922. glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  2923. //depth
  2924. if (!low_memory_2d) {
  2925. glGenRenderbuffers(1, &rt->depth);
  2926. glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
  2927. glRenderbufferStorage(GL_RENDERBUFFER, use_depth24 ? _DEPTH_COMPONENT24_OES : GL_DEPTH_COMPONENT16, rt->width, rt->height);
  2928. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
  2929. }
  2930. //color
  2931. glGenTextures(1, &rt->color);
  2932. glBindTexture(GL_TEXTURE_2D, rt->color);
  2933. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  2934. if (rt->texture_ptr->flags & VS::TEXTURE_FLAG_FILTER) {
  2935. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  2936. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  2937. } else {
  2938. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2939. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2940. }
  2941. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2942. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2943. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
  2944. rt->texture_ptr->tex_id = rt->color;
  2945. rt->texture_ptr->active = true;
  2946. rt->texture_ptr->width = p_width;
  2947. rt->texture_ptr->height = p_height;
  2948. #
  2949. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  2950. if (status != GL_FRAMEBUFFER_COMPLETE) {
  2951. glDeleteRenderbuffers(1, &rt->fbo);
  2952. glDeleteTextures(1, &rt->depth);
  2953. glDeleteTextures(1, &rt->color);
  2954. rt->fbo = 0;
  2955. rt->width = 0;
  2956. rt->height = 0;
  2957. rt->color = 0;
  2958. rt->depth = 0;
  2959. rt->texture_ptr->tex_id = 0;
  2960. rt->texture_ptr->active = false;
  2961. WARN_PRINT("Could not create framebuffer!!");
  2962. }
  2963. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  2964. }
  2965. RID RasterizerGLES2::render_target_get_texture(RID p_render_target) const {
  2966. const RenderTarget *rt = render_target_owner.get(p_render_target);
  2967. ERR_FAIL_COND_V(!rt, RID());
  2968. return rt->texture;
  2969. }
  2970. bool RasterizerGLES2::render_target_renedered_in_frame(RID p_render_target) {
  2971. RenderTarget *rt = render_target_owner.get(p_render_target);
  2972. ERR_FAIL_COND_V(!rt, false);
  2973. return rt->last_pass == frame;
  2974. }
  2975. /* RENDER API */
  2976. /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
  2977. void RasterizerGLES2::begin_frame() {
  2978. _update_framebuffer();
  2979. glDepthFunc(GL_LEQUAL);
  2980. glFrontFace(GL_CW);
  2981. //fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
  2982. #ifdef TOOLS_ENABLED
  2983. canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("display/use_2d_pixel_snap", false));
  2984. shadow_filter = ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter")));
  2985. #endif
  2986. canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF5, shadow_filter == SHADOW_FILTER_PCF5);
  2987. canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF13, shadow_filter == SHADOW_FILTER_PCF13);
  2988. canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_ESM, shadow_filter == SHADOW_FILTER_ESM);
  2989. window_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
  2990. double time = (OS::get_singleton()->get_ticks_usec() / 1000); // get msec
  2991. time /= 1000.0; // make secs
  2992. if (frame != 0) {
  2993. time_delta = time_scale * (time - last_time);
  2994. } else {
  2995. time_delta = 0.0f;
  2996. }
  2997. scaled_time += time_delta;
  2998. last_time = time;
  2999. frame++;
  3000. _rinfo.vertex_count = 0;
  3001. _rinfo.object_count = 0;
  3002. _rinfo.mat_change_count = 0;
  3003. _rinfo.shader_change_count = 0;
  3004. _rinfo.ci_draw_commands = 0;
  3005. _rinfo.surface_count = 0;
  3006. _rinfo.draw_calls = 0;
  3007. _update_fixed_materials();
  3008. while (_shader_dirty_list.first()) {
  3009. _update_shader(_shader_dirty_list.first()->self());
  3010. }
  3011. while (_skeleton_dirty_list.first()) {
  3012. Skeleton *s = _skeleton_dirty_list.first()->self();
  3013. float *sk_float = (float *)skinned_buffer;
  3014. for (int i = 0; i < s->bones.size(); i++) {
  3015. float *m = &sk_float[i * 12];
  3016. const Skeleton::Bone &b = s->bones[i];
  3017. m[0] = b.mtx[0][0];
  3018. m[1] = b.mtx[1][0];
  3019. m[2] = b.mtx[2][0];
  3020. m[3] = b.mtx[3][0];
  3021. m[4] = b.mtx[0][1];
  3022. m[5] = b.mtx[1][1];
  3023. m[6] = b.mtx[2][1];
  3024. m[7] = b.mtx[3][1];
  3025. m[8] = b.mtx[0][2];
  3026. m[9] = b.mtx[1][2];
  3027. m[10] = b.mtx[2][2];
  3028. m[11] = b.mtx[3][2];
  3029. }
  3030. glActiveTexture(GL_TEXTURE0);
  3031. glBindTexture(GL_TEXTURE_2D, s->tex_id);
  3032. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, next_power_of_2(s->bones.size() * 3), 1, GL_RGBA, GL_FLOAT, sk_float);
  3033. _skeleton_dirty_list.remove(_skeleton_dirty_list.first());
  3034. }
  3035. while (_multimesh_dirty_list.first()) {
  3036. MultiMesh *s = _multimesh_dirty_list.first()->self();
  3037. float *sk_float = (float *)skinned_buffer;
  3038. for (int i = 0; i < s->elements.size(); i++) {
  3039. float *m = &sk_float[i * 16];
  3040. const float *im = s->elements[i].matrix;
  3041. for (int j = 0; j < 16; j++) {
  3042. m[j] = im[j];
  3043. }
  3044. }
  3045. glActiveTexture(GL_TEXTURE0);
  3046. glBindTexture(GL_TEXTURE_2D, s->tex_id);
  3047. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, s->tw, s->th, GL_RGBA, GL_FLOAT, sk_float);
  3048. _multimesh_dirty_list.remove(_multimesh_dirty_list.first());
  3049. }
  3050. draw_next_frame = false;
  3051. // material_shader.set_uniform_default(MaterialShaderGLES2::SCREENZ_SCALE, Math::fmod(time, 3600.0));
  3052. /* nehe ?*/
  3053. // glClearColor(0,0,1,1);
  3054. // glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
  3055. }
  3056. void RasterizerGLES2::capture_viewport(Image *r_capture) {
  3057. #if 0
  3058. DVector<uint8_t> pixels;
  3059. pixels.resize(viewport.width*viewport.height*3);
  3060. DVector<uint8_t>::Write w = pixels.write();
  3061. #ifdef GLEW_ENABLED
  3062. glReadBuffer(GL_COLOR_ATTACHMENT0);
  3063. #endif
  3064. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  3065. if (current_rt)
  3066. glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr() );
  3067. else
  3068. glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr());
  3069. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  3070. w=DVector<uint8_t>::Write();
  3071. r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB,pixels);
  3072. #else
  3073. DVector<uint8_t> pixels;
  3074. pixels.resize(viewport.width * viewport.height * 4);
  3075. DVector<uint8_t>::Write w = pixels.write();
  3076. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  3077. // uint64_t time = OS::get_singleton()->get_ticks_usec();
  3078. if (current_rt) {
  3079. #ifdef GLEW_ENABLED
  3080. glReadBuffer(GL_COLOR_ATTACHMENT0);
  3081. #endif
  3082. glReadPixels(0, 0, viewport.width, viewport.height, GL_RGBA, GL_UNSIGNED_BYTE, w.ptr());
  3083. } else {
  3084. // back?
  3085. glReadPixels(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height, GL_RGBA, GL_UNSIGNED_BYTE, w.ptr());
  3086. }
  3087. bool flip = current_rt == NULL;
  3088. if (flip) {
  3089. uint32_t *imgptr = (uint32_t *)w.ptr();
  3090. for (int y = 0; y < (viewport.height / 2); y++) {
  3091. uint32_t *ptr1 = &imgptr[y * viewport.width];
  3092. uint32_t *ptr2 = &imgptr[(viewport.height - y - 1) * viewport.width];
  3093. for (int x = 0; x < viewport.width; x++) {
  3094. uint32_t tmp = ptr1[x];
  3095. ptr1[x] = ptr2[x];
  3096. ptr2[x] = tmp;
  3097. }
  3098. }
  3099. }
  3100. w = DVector<uint8_t>::Write();
  3101. r_capture->create(viewport.width, viewport.height, 0, Image::FORMAT_RGBA, pixels);
  3102. //r_capture->flip_y();
  3103. #endif
  3104. }
  3105. void RasterizerGLES2::clear_viewport(const Color &p_color) {
  3106. if (current_rt || using_canvas_bg) {
  3107. glScissor(0, 0, viewport.width, viewport.height);
  3108. } else {
  3109. glScissor(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height);
  3110. }
  3111. glEnable(GL_SCISSOR_TEST);
  3112. glClearColor(p_color.r, p_color.g, p_color.b, p_color.a);
  3113. glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
  3114. glDisable(GL_SCISSOR_TEST);
  3115. };
  3116. void RasterizerGLES2::set_render_target(RID p_render_target, bool p_transparent_bg, bool p_vflip) {
  3117. if (!p_render_target.is_valid()) {
  3118. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  3119. current_rt = NULL;
  3120. current_rt_vflip = false;
  3121. } else {
  3122. RenderTarget *rt = render_target_owner.get(p_render_target);
  3123. ERR_FAIL_COND(!rt);
  3124. ERR_FAIL_COND(rt->fbo == 0);
  3125. glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  3126. current_rt = rt;
  3127. current_rt_transparent = p_transparent_bg;
  3128. current_rt_vflip = !p_vflip;
  3129. }
  3130. }
  3131. void RasterizerGLES2::set_viewport(const VS::ViewportRect &p_viewport) {
  3132. viewport = p_viewport;
  3133. //viewport.width/=2;
  3134. //viewport.height/=2;
  3135. //print_line("viewport: "+itos(p_viewport.x)+","+itos(p_viewport.y)+","+itos(p_viewport.width)+","+itos(p_viewport.height));
  3136. if (current_rt) {
  3137. glViewport(0, 0, viewport.width, viewport.height);
  3138. } else {
  3139. glViewport(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height);
  3140. }
  3141. }
  3142. void RasterizerGLES2::begin_scene(RID p_viewport_data, RID p_env, VS::ScenarioDebugMode p_debug) {
  3143. current_debug = p_debug;
  3144. opaque_render_list.clear();
  3145. alpha_render_list.clear();
  3146. light_instance_count = 0;
  3147. current_env = p_env.is_valid() ? environment_owner.get(p_env) : NULL;
  3148. scene_pass++;
  3149. last_light_id = 0;
  3150. directional_light_count = 0;
  3151. lights_use_shadow = false;
  3152. texscreen_used = false;
  3153. current_vd = viewport_data_owner.get(p_viewport_data);
  3154. if (current_debug == VS::SCENARIO_DEBUG_WIREFRAME) {
  3155. #ifdef GLEW_ENABLED
  3156. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  3157. #endif
  3158. }
  3159. //set state
  3160. glCullFace(GL_FRONT);
  3161. cull_front = true;
  3162. };
  3163. void RasterizerGLES2::begin_shadow_map(RID p_light_instance, int p_shadow_pass) {
  3164. ERR_FAIL_COND(shadow);
  3165. shadow = light_instance_owner.get(p_light_instance);
  3166. shadow_pass = p_shadow_pass;
  3167. ERR_FAIL_COND(!shadow);
  3168. opaque_render_list.clear();
  3169. alpha_render_list.clear();
  3170. // pre_zpass_render_list.clear();
  3171. light_instance_count = 0;
  3172. glCullFace(GL_FRONT);
  3173. cull_front = true;
  3174. }
  3175. void RasterizerGLES2::set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint) {
  3176. camera_transform = p_world;
  3177. if (current_rt && current_rt_vflip) {
  3178. camera_transform.basis.set_axis(1, -camera_transform.basis.get_axis(1));
  3179. }
  3180. camera_transform_inverse = camera_transform.inverse();
  3181. camera_projection = p_projection;
  3182. camera_plane = Plane(camera_transform.origin, -camera_transform.basis.get_axis(2));
  3183. camera_z_near = camera_projection.get_z_near();
  3184. camera_z_far = camera_projection.get_z_far();
  3185. camera_projection.get_viewport_size(camera_vp_size.x, camera_vp_size.y);
  3186. camera_ortho = p_ortho_hint;
  3187. }
  3188. void RasterizerGLES2::add_light(RID p_light_instance) {
  3189. #define LIGHT_FADE_TRESHOLD 0.05
  3190. ERR_FAIL_COND(light_instance_count >= MAX_SCENE_LIGHTS);
  3191. LightInstance *li = light_instance_owner.get(p_light_instance);
  3192. ERR_FAIL_COND(!li);
  3193. switch (li->base->type) {
  3194. case VS::LIGHT_DIRECTIONAL: {
  3195. ERR_FAIL_COND(directional_light_count >= RenderList::MAX_LIGHTS);
  3196. directional_lights[directional_light_count++] = li;
  3197. if (li->base->shadow_enabled) {
  3198. CameraMatrix bias;
  3199. bias.set_light_bias();
  3200. int passes = light_instance_get_shadow_passes(p_light_instance);
  3201. for (int i = 0; i < passes; i++) {
  3202. Transform modelview = Transform(camera_transform_inverse * li->custom_transform[i]).inverse();
  3203. li->shadow_projection[i] = bias * li->custom_projection[i] * modelview;
  3204. }
  3205. lights_use_shadow = true;
  3206. }
  3207. } break;
  3208. case VS::LIGHT_OMNI: {
  3209. if (li->base->shadow_enabled) {
  3210. li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse();
  3211. lights_use_shadow = true;
  3212. }
  3213. } break;
  3214. case VS::LIGHT_SPOT: {
  3215. if (li->base->shadow_enabled) {
  3216. CameraMatrix bias;
  3217. bias.set_light_bias();
  3218. Transform modelview = Transform(camera_transform_inverse * li->transform).inverse();
  3219. li->shadow_projection[0] = bias * li->projection * modelview;
  3220. lights_use_shadow = true;
  3221. }
  3222. } break;
  3223. }
  3224. /* make light hash */
  3225. // actually, not really a hash, but helps to sort the lights
  3226. // and avoid recompiling redudant shader versions
  3227. li->last_pass = scene_pass;
  3228. li->sort_key = light_instance_count;
  3229. light_instances[light_instance_count++] = li;
  3230. }
  3231. void RasterizerGLES2::_update_shader(Shader *p_shader) const {
  3232. _shader_dirty_list.remove(&p_shader->dirty_list);
  3233. p_shader->valid = false;
  3234. p_shader->uniforms.clear();
  3235. Vector<StringName> uniform_names;
  3236. String vertex_code;
  3237. String vertex_globals;
  3238. ShaderCompilerGLES2::Flags vertex_flags;
  3239. ShaderCompilerGLES2::Flags fragment_flags;
  3240. ShaderCompilerGLES2::Flags light_flags;
  3241. if (p_shader->mode == VS::SHADER_MATERIAL) {
  3242. Error err = shader_precompiler.compile(p_shader->vertex_code, ShaderLanguage::SHADER_MATERIAL_VERTEX, vertex_code, vertex_globals, vertex_flags, &p_shader->uniforms);
  3243. if (err) {
  3244. return; //invalid
  3245. }
  3246. } else if (p_shader->mode == VS::SHADER_CANVAS_ITEM) {
  3247. Error err = shader_precompiler.compile(p_shader->vertex_code, ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX, vertex_code, vertex_globals, vertex_flags, &p_shader->uniforms);
  3248. if (err) {
  3249. return; //invalid
  3250. }
  3251. }
  3252. //print_line("compiled vertex: "+vertex_code);
  3253. //print_line("compiled vertex globals: "+vertex_globals);
  3254. //print_line("UCV: "+itos(p_shader->uniforms.size()));
  3255. String fragment_code;
  3256. String fragment_globals;
  3257. if (p_shader->mode == VS::SHADER_MATERIAL) {
  3258. Error err = shader_precompiler.compile(p_shader->fragment_code, ShaderLanguage::SHADER_MATERIAL_FRAGMENT, fragment_code, fragment_globals, fragment_flags, &p_shader->uniforms);
  3259. if (err) {
  3260. return; //invalid
  3261. }
  3262. } else if (p_shader->mode == VS::SHADER_CANVAS_ITEM) {
  3263. Error err = shader_precompiler.compile(p_shader->fragment_code, ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT, fragment_code, fragment_globals, fragment_flags, &p_shader->uniforms);
  3264. if (err) {
  3265. return; //invalid
  3266. }
  3267. }
  3268. String light_code;
  3269. String light_globals;
  3270. if (p_shader->mode == VS::SHADER_MATERIAL) {
  3271. Error err = shader_precompiler.compile(p_shader->light_code, (ShaderLanguage::SHADER_MATERIAL_LIGHT), light_code, light_globals, light_flags, &p_shader->uniforms);
  3272. if (err) {
  3273. return; //invalid
  3274. }
  3275. } else if (p_shader->mode == VS::SHADER_CANVAS_ITEM) {
  3276. Error err = shader_precompiler.compile(p_shader->light_code, (ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT), light_code, light_globals, light_flags, &p_shader->uniforms);
  3277. if (err) {
  3278. return; //invalid
  3279. }
  3280. }
  3281. //light and fragment are both fragment so put their globals together
  3282. Vector<String> light_globals_lines = light_globals.split("\n");
  3283. String *line = light_globals_lines.ptr();
  3284. for (int i = 0; i < light_globals_lines.size(); i++, line++) {
  3285. //avoid redefinition of uniforms if the same is used both at fragment and light
  3286. if (line->begins_with("uniform ") && line->is_subsequence_of(fragment_globals)) {
  3287. continue;
  3288. }
  3289. fragment_globals += *line;
  3290. }
  3291. //print_line("compiled fragment: "+fragment_code);
  3292. // ("compiled fragment globals: "+fragment_globals);
  3293. //print_line("UCF: "+itos(p_shader->uniforms.size()));
  3294. int first_tex_index = 0xFFFFF;
  3295. p_shader->first_texture = StringName();
  3296. for (Map<StringName, ShaderLanguage::Uniform>::Element *E = p_shader->uniforms.front(); E; E = E->next()) {
  3297. uniform_names.push_back("_" + String(E->key()));
  3298. if (E->get().type == ShaderLanguage::TYPE_TEXTURE && E->get().order < first_tex_index) {
  3299. p_shader->first_texture = E->key();
  3300. first_tex_index = E->get().order;
  3301. }
  3302. }
  3303. bool uses_time = false;
  3304. if (p_shader->mode == VS::SHADER_MATERIAL) {
  3305. //print_line("setting code to id.. "+itos(p_shader->custom_code_id));
  3306. Vector<const char *> enablers;
  3307. if (fragment_flags.use_color_interp || vertex_flags.use_color_interp)
  3308. enablers.push_back("#define ENABLE_COLOR_INTERP\n");
  3309. if (fragment_flags.use_uv_interp || vertex_flags.use_uv_interp)
  3310. enablers.push_back("#define ENABLE_UV_INTERP\n");
  3311. if (fragment_flags.use_uv2_interp || vertex_flags.use_uv2_interp)
  3312. enablers.push_back("#define ENABLE_UV2_INTERP\n");
  3313. if (fragment_flags.use_tangent_interp || vertex_flags.use_tangent_interp || fragment_flags.uses_normalmap)
  3314. enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
  3315. if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
  3316. enablers.push_back("#define ENABLE_VAR1_INTERP\n");
  3317. if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
  3318. enablers.push_back("#define ENABLE_VAR2_INTERP\n");
  3319. if (fragment_flags.uses_texscreen) {
  3320. enablers.push_back("#define ENABLE_TEXSCREEN\n");
  3321. }
  3322. if (fragment_flags.uses_screen_uv) {
  3323. enablers.push_back("#define ENABLE_SCREEN_UV\n");
  3324. }
  3325. if (fragment_flags.uses_discard) {
  3326. enablers.push_back("#define ENABLE_DISCARD\n");
  3327. }
  3328. if (fragment_flags.uses_normalmap) {
  3329. enablers.push_back("#define ENABLE_NORMALMAP\n");
  3330. }
  3331. if (light_flags.uses_light) {
  3332. enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
  3333. }
  3334. if (light_flags.uses_shadow_color) {
  3335. enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
  3336. }
  3337. if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
  3338. enablers.push_back("#define USE_TIME\n");
  3339. uses_time = true;
  3340. }
  3341. if (vertex_flags.vertex_code_writes_position) {
  3342. enablers.push_back("#define VERTEX_SHADER_WRITE_POSITION\n");
  3343. }
  3344. material_shader.set_custom_shader_code(p_shader->custom_code_id, vertex_code, vertex_globals, fragment_code, light_code, fragment_globals, uniform_names, enablers);
  3345. } else if (p_shader->mode == VS::SHADER_CANVAS_ITEM) {
  3346. Vector<const char *> enablers;
  3347. if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
  3348. enablers.push_back("#define USE_TIME\n");
  3349. uses_time = true;
  3350. }
  3351. if (fragment_flags.uses_normal) {
  3352. enablers.push_back("#define NORMAL_USED\n");
  3353. }
  3354. if (fragment_flags.uses_normalmap) {
  3355. enablers.push_back("#define USE_NORMALMAP\n");
  3356. }
  3357. if (light_flags.uses_light) {
  3358. enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
  3359. }
  3360. if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
  3361. enablers.push_back("#define ENABLE_VAR1_INTERP\n");
  3362. if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
  3363. enablers.push_back("#define ENABLE_VAR2_INTERP\n");
  3364. if (fragment_flags.uses_texscreen) {
  3365. enablers.push_back("#define ENABLE_TEXSCREEN\n");
  3366. }
  3367. if (fragment_flags.uses_screen_uv) {
  3368. enablers.push_back("#define ENABLE_SCREEN_UV\n");
  3369. }
  3370. if (fragment_flags.uses_texpixel_size) {
  3371. enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
  3372. }
  3373. if (light_flags.uses_shadow_color) {
  3374. enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
  3375. }
  3376. if (vertex_flags.uses_worldvec) {
  3377. enablers.push_back("#define USE_WORLD_VEC\n");
  3378. }
  3379. canvas_shader.set_custom_shader_code(p_shader->custom_code_id, vertex_code, vertex_globals, fragment_code, light_code, fragment_globals, uniform_names, enablers);
  3380. //postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
  3381. }
  3382. p_shader->valid = true;
  3383. p_shader->has_alpha = fragment_flags.uses_alpha || fragment_flags.uses_texscreen;
  3384. p_shader->writes_vertex = vertex_flags.vertex_code_writes_vertex;
  3385. p_shader->uses_discard = fragment_flags.uses_discard;
  3386. p_shader->has_texscreen = fragment_flags.uses_texscreen;
  3387. p_shader->has_screen_uv = fragment_flags.uses_screen_uv;
  3388. p_shader->can_zpass = !fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
  3389. p_shader->uses_normal = fragment_flags.uses_normal || light_flags.uses_normal;
  3390. p_shader->uses_time = uses_time;
  3391. p_shader->uses_texpixel_size = fragment_flags.uses_texpixel_size;
  3392. p_shader->version++;
  3393. }
  3394. void RasterizerGLES2::_add_geometry(const Geometry *p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner, int p_material) {
  3395. Material *m = NULL;
  3396. RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : (p_material >= 0 ? p_instance->materials[p_material] : p_geometry->material);
  3397. #ifdef DEBUG_ENABLED
  3398. if (current_debug == VS::SCENARIO_DEBUG_OVERDRAW) {
  3399. m_src = overdraw_material;
  3400. }
  3401. #endif
  3402. if (m_src)
  3403. m = material_owner.get(m_src);
  3404. if (!m) {
  3405. m = material_owner.get(default_material);
  3406. }
  3407. ERR_FAIL_COND(!m);
  3408. if (m->last_pass != frame) {
  3409. if (m->shader.is_valid()) {
  3410. m->shader_cache = shader_owner.get(m->shader);
  3411. if (m->shader_cache) {
  3412. if (!m->shader_cache->valid) {
  3413. m->shader_cache = NULL;
  3414. } else {
  3415. if (m->shader_cache->has_texscreen)
  3416. texscreen_used = true;
  3417. }
  3418. } else {
  3419. m->shader = RID();
  3420. }
  3421. } else {
  3422. m->shader_cache = NULL;
  3423. }
  3424. m->last_pass = frame;
  3425. }
  3426. RenderList *render_list = NULL;
  3427. bool has_base_alpha = (m->shader_cache && m->shader_cache->has_alpha);
  3428. bool has_blend_alpha = m->blend_mode != VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP];
  3429. bool has_alpha = has_base_alpha || has_blend_alpha;
  3430. if (shadow) {
  3431. if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode != VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
  3432. return; //bye
  3433. if (!m->shader_cache || (!m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode != VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) {
  3434. //shader does not use discard and does not write a vertex position, use generic material
  3435. if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
  3436. m = shadow_mat_double_sided_ptr;
  3437. else
  3438. m = shadow_mat_ptr;
  3439. if (m->last_pass != frame) {
  3440. if (m->shader.is_valid()) {
  3441. m->shader_cache = shader_owner.get(m->shader);
  3442. if (m->shader_cache) {
  3443. if (!m->shader_cache->valid)
  3444. m->shader_cache = NULL;
  3445. } else {
  3446. m->shader = RID();
  3447. }
  3448. } else {
  3449. m->shader_cache = NULL;
  3450. }
  3451. m->last_pass = frame;
  3452. }
  3453. }
  3454. render_list = &opaque_render_list;
  3455. /* notyet
  3456. if (!m->shader_cache || m->shader_cache->can_zpass)
  3457. render_list = &alpha_render_list;
  3458. } else {
  3459. render_list = &opaque_render_list;
  3460. }*/
  3461. } else {
  3462. if (has_alpha) {
  3463. render_list = &alpha_render_list;
  3464. } else {
  3465. render_list = &opaque_render_list;
  3466. }
  3467. }
  3468. RenderList::Element *e = render_list->add_element();
  3469. if (!e)
  3470. return;
  3471. e->geometry = p_geometry;
  3472. e->geometry_cmp = p_geometry_cmp;
  3473. e->material = m;
  3474. e->instance = p_instance;
  3475. if (camera_ortho) {
  3476. e->depth = camera_plane.distance_to(p_instance->transform.origin);
  3477. } else {
  3478. e->depth = camera_transform.origin.distance_to(p_instance->transform.origin);
  3479. }
  3480. e->owner = p_owner;
  3481. e->light_type = 0;
  3482. e->additive = false;
  3483. e->additive_ptr = &e->additive;
  3484. e->sort_flags = 0;
  3485. if (p_instance->skeleton.is_valid()) {
  3486. e->skeleton = skeleton_owner.get(p_instance->skeleton);
  3487. if (!e->skeleton)
  3488. const_cast<InstanceData *>(p_instance)->skeleton = RID();
  3489. else
  3490. e->sort_flags |= RenderList::SORT_FLAG_SKELETON;
  3491. } else {
  3492. e->skeleton = NULL;
  3493. }
  3494. if (e->geometry->type == Geometry::GEOMETRY_MULTISURFACE)
  3495. e->sort_flags |= RenderList::SORT_FLAG_INSTANCING;
  3496. e->mirror = p_instance->mirror;
  3497. if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
  3498. e->mirror = !e->mirror;
  3499. //e->light_type=0xFF; // no lights!
  3500. e->light_type = 3; //light type 3 is no light?
  3501. e->light = 0xFFFF;
  3502. if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode == VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
  3503. //if nothing exists, add this element as opaque too
  3504. RenderList::Element *oe = opaque_render_list.add_element();
  3505. if (!oe)
  3506. return;
  3507. memcpy(oe, e, sizeof(RenderList::Element));
  3508. oe->additive_ptr = &oe->additive;
  3509. }
  3510. if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug == VS::SCENARIO_DEBUG_SHADELESS) {
  3511. e->light_type = 0x7F; //unshaded is zero
  3512. } else {
  3513. bool duplicate = false;
  3514. for (int i = 0; i < directional_light_count; i++) {
  3515. uint16_t sort_key = directional_lights[i]->sort_key;
  3516. uint8_t light_type = VS::LIGHT_DIRECTIONAL;
  3517. if (directional_lights[i]->base->shadow_enabled) {
  3518. light_type |= 0x8;
  3519. if (directional_lights[i]->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)
  3520. light_type |= 0x10;
  3521. else if (directional_lights[i]->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS)
  3522. light_type |= 0x30;
  3523. }
  3524. RenderList::Element *ec;
  3525. if (duplicate) {
  3526. ec = render_list->add_element();
  3527. if (ec)
  3528. memcpy(ec, e, sizeof(RenderList::Element));
  3529. } else {
  3530. ec = e;
  3531. duplicate = true;
  3532. }
  3533. if (ec) {
  3534. ec->light_type = light_type;
  3535. ec->light = sort_key;
  3536. ec->additive_ptr = &e->additive;
  3537. }
  3538. }
  3539. const RID *liptr = p_instance->light_instances.ptr();
  3540. int ilc = p_instance->light_instances.size();
  3541. for (int i = 0; i < ilc; i++) {
  3542. LightInstance *li = light_instance_owner.get(liptr[i]);
  3543. if (!li || li->last_pass != scene_pass) //lit by light not in visible scene
  3544. continue;
  3545. uint8_t light_type = li->base->type | 0x40; //penalty to ensure directionals always go first
  3546. if (li->base->shadow_enabled) {
  3547. light_type |= 0x8;
  3548. }
  3549. uint16_t sort_key = li->sort_key;
  3550. RenderList::Element *ec;
  3551. if (duplicate) {
  3552. ec = render_list->add_element();
  3553. if (ec)
  3554. memcpy(ec, e, sizeof(RenderList::Element));
  3555. } else {
  3556. duplicate = true;
  3557. ec = e;
  3558. }
  3559. if (ec) {
  3560. ec->light_type = light_type;
  3561. ec->light = sort_key;
  3562. ec->additive_ptr = &e->additive;
  3563. }
  3564. }
  3565. }
  3566. DEBUG_TEST_ERROR("Add Geometry");
  3567. }
  3568. void RasterizerGLES2::add_mesh(const RID &p_mesh, const InstanceData *p_data) {
  3569. Mesh *mesh = mesh_owner.get(p_mesh);
  3570. ERR_FAIL_COND(!mesh);
  3571. int ssize = mesh->surfaces.size();
  3572. for (int i = 0; i < ssize; i++) {
  3573. int mat_idx = p_data->materials[i].is_valid() ? i : -1;
  3574. Surface *s = mesh->surfaces[i];
  3575. _add_geometry(s, p_data, s, NULL, mat_idx);
  3576. }
  3577. mesh->last_pass = frame;
  3578. }
  3579. void RasterizerGLES2::add_multimesh(const RID &p_multimesh, const InstanceData *p_data) {
  3580. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  3581. ERR_FAIL_COND(!multimesh);
  3582. if (!multimesh->mesh.is_valid())
  3583. return;
  3584. if (multimesh->elements.empty())
  3585. return;
  3586. Mesh *mesh = mesh_owner.get(multimesh->mesh);
  3587. ERR_FAIL_COND(!mesh);
  3588. int surf_count = mesh->surfaces.size();
  3589. if (multimesh->last_pass != scene_pass) {
  3590. multimesh->cache_surfaces.resize(surf_count);
  3591. for (int i = 0; i < surf_count; i++) {
  3592. multimesh->cache_surfaces[i].material = mesh->surfaces[i]->material;
  3593. multimesh->cache_surfaces[i].has_alpha = mesh->surfaces[i]->has_alpha;
  3594. multimesh->cache_surfaces[i].surface = mesh->surfaces[i];
  3595. }
  3596. multimesh->last_pass = scene_pass;
  3597. }
  3598. for (int i = 0; i < surf_count; i++) {
  3599. _add_geometry(&multimesh->cache_surfaces[i], p_data, multimesh->cache_surfaces[i].surface, multimesh);
  3600. }
  3601. }
  3602. void RasterizerGLES2::add_immediate(const RID &p_immediate, const InstanceData *p_data) {
  3603. Immediate *immediate = immediate_owner.get(p_immediate);
  3604. ERR_FAIL_COND(!immediate);
  3605. _add_geometry(immediate, p_data, immediate, NULL);
  3606. }
  3607. void RasterizerGLES2::add_particles(const RID &p_particle_instance, const InstanceData *p_data) {
  3608. //print_line("adding particles");
  3609. ParticlesInstance *particles_instance = particles_instance_owner.get(p_particle_instance);
  3610. ERR_FAIL_COND(!particles_instance);
  3611. Particles *p = particles_owner.get(particles_instance->particles);
  3612. ERR_FAIL_COND(!p);
  3613. _add_geometry(p, p_data, p, particles_instance);
  3614. draw_next_frame = true;
  3615. }
  3616. Color RasterizerGLES2::_convert_color(const Color &p_color) {
  3617. if (current_env && current_env->fx_enabled[VS::ENV_FX_SRGB])
  3618. return p_color.to_linear();
  3619. else
  3620. return p_color;
  3621. }
  3622. void RasterizerGLES2::_set_cull(bool p_front, bool p_reverse_cull) {
  3623. bool front = p_front;
  3624. if (p_reverse_cull)
  3625. front = !front;
  3626. if (front != cull_front) {
  3627. glCullFace(front ? GL_FRONT : GL_BACK);
  3628. cull_front = front;
  3629. }
  3630. }
  3631. _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_material) const {
  3632. Map<StringName, Material::UniformData> old_mparams = p_material->shader_params;
  3633. Map<StringName, Material::UniformData> &mparams = p_material->shader_params;
  3634. mparams.clear();
  3635. int idx = 0;
  3636. for (Map<StringName, ShaderLanguage::Uniform>::Element *E = p_material->shader_cache->uniforms.front(); E; E = E->next()) {
  3637. Material::UniformData ud;
  3638. bool keep = true; //keep material value
  3639. Map<StringName, Material::UniformData>::Element *OLD = old_mparams.find(E->key());
  3640. bool has_old = OLD;
  3641. bool old_inuse = has_old && old_mparams[E->key()].inuse;
  3642. ud.istexture = (E->get().type == ShaderLanguage::TYPE_TEXTURE || E->get().type == ShaderLanguage::TYPE_CUBEMAP);
  3643. if (!has_old || !old_inuse) {
  3644. keep = false;
  3645. } else if (OLD->get().value.get_type() != E->value().default_value.get_type()) {
  3646. if (OLD->get().value.get_type() == Variant::INT && E->get().type == ShaderLanguage::TYPE_FLOAT) {
  3647. //handle common mistake using shaders (feeding ints instead of float)
  3648. OLD->get().value = float(OLD->get().value);
  3649. keep = true;
  3650. } else if (!ud.istexture && E->value().default_value.get_type() != Variant::NIL) {
  3651. keep = false;
  3652. }
  3653. //type changed between old and new
  3654. /* if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
  3655. if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures
  3656. keep=false;
  3657. } else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type())
  3658. keep=false;*/
  3659. //value is invalid because type differs and default is not null
  3660. ;
  3661. }
  3662. if (keep) {
  3663. ud.value = old_mparams[E->key()].value;
  3664. //print_line("KEEP: "+String(E->key()));
  3665. } else {
  3666. if (ud.istexture && p_material->shader_cache->default_textures.has(E->key()))
  3667. ud.value = p_material->shader_cache->default_textures[E->key()];
  3668. else
  3669. ud.value = E->value().default_value;
  3670. old_inuse = false; //if reverted to default, obviously did not work
  3671. //print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
  3672. //if (old_mparams.has(E->key()))
  3673. // print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type()));
  3674. }
  3675. ud.index = idx++;
  3676. ud.inuse = old_inuse;
  3677. mparams[E->key()] = ud;
  3678. }
  3679. p_material->shader_version = p_material->shader_cache->version;
  3680. }
  3681. bool RasterizerGLES2::_setup_material(const Geometry *p_geometry, const Material *p_material, bool p_no_const_light, bool p_opaque_pass) {
  3682. if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) {
  3683. glDisable(GL_CULL_FACE);
  3684. } else {
  3685. glEnable(GL_CULL_FACE);
  3686. }
  3687. //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  3688. /*
  3689. if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
  3690. glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  3691. else
  3692. glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  3693. */
  3694. if (p_material->line_width)
  3695. glLineWidth(p_material->line_width);
  3696. //all goes to false by default
  3697. material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS, shadow != NULL);
  3698. material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF, shadow_filter == SHADOW_FILTER_PCF5 || shadow_filter == SHADOW_FILTER_PCF13);
  3699. material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ, shadow_filter == SHADOW_FILTER_PCF13);
  3700. material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM, shadow_filter == SHADOW_FILTER_ESM);
  3701. material_shader.set_conditional(MaterialShaderGLES2::USE_LIGHTMAP_ON_UV2, p_material->flags[VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2]);
  3702. material_shader.set_conditional(MaterialShaderGLES2::USE_COLOR_ATTRIB_SRGB_TO_LINEAR, p_material->flags[VS::MATERIAL_FLAG_COLOR_ARRAY_SRGB] && current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
  3703. if (p_opaque_pass && p_material->depth_draw_mode == VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) {
  3704. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA, true);
  3705. } else {
  3706. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA, false);
  3707. }
  3708. if (!shadow) {
  3709. bool depth_test = !p_material->flags[VS::MATERIAL_FLAG_ONTOP];
  3710. bool depth_write = p_material->depth_draw_mode != VS::MATERIAL_DEPTH_DRAW_NEVER && (p_opaque_pass || p_material->depth_draw_mode == VS::MATERIAL_DEPTH_DRAW_ALWAYS);
  3711. //bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]);
  3712. if (current_depth_mask != depth_write) {
  3713. current_depth_mask = depth_write;
  3714. glDepthMask(depth_write);
  3715. }
  3716. if (current_depth_test != depth_test) {
  3717. current_depth_test = depth_test;
  3718. if (depth_test)
  3719. glEnable(GL_DEPTH_TEST);
  3720. else
  3721. glDisable(GL_DEPTH_TEST);
  3722. }
  3723. material_shader.set_conditional(MaterialShaderGLES2::USE_FOG, current_env && current_env->fx_enabled[VS::ENV_FX_FOG]);
  3724. //glDepthMask( true );
  3725. }
  3726. DEBUG_TEST_ERROR("Pre Shader Bind");
  3727. bool rebind = false;
  3728. if (p_material->shader_cache && p_material->shader_cache->valid) {
  3729. // // reduce amount of conditional compilations
  3730. // for(int i=0;i<_tex_version_count;i++)
  3731. // material_shader.set_conditional((MaterialShaderGLES2::Conditionals)_tex_version[i],false);
  3732. // material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
  3733. if (p_material->shader_version != p_material->shader_cache->version) {
  3734. //shader changed somehow, must update uniforms
  3735. _update_material_shader_params((Material *)p_material);
  3736. }
  3737. material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
  3738. rebind = material_shader.bind();
  3739. DEBUG_TEST_ERROR("Shader Bind");
  3740. //set uniforms!
  3741. int texcoord = 0;
  3742. for (Map<StringName, Material::UniformData>::Element *E = p_material->shader_params.front(); E; E = E->next()) {
  3743. if (E->get().index < 0)
  3744. continue;
  3745. // print_line(String(E->key())+": "+E->get().value);
  3746. if (E->get().istexture) {
  3747. //clearly a texture..
  3748. RID rid = E->get().value;
  3749. int loc = material_shader.get_custom_uniform_location(E->get().index); //should be automatic..
  3750. Texture *t = NULL;
  3751. if (rid.is_valid()) {
  3752. t = texture_owner.get(rid);
  3753. if (!t) {
  3754. E->get().value = RID(); //nullify, invalid texture
  3755. rid = RID();
  3756. }
  3757. }
  3758. glActiveTexture(GL_TEXTURE0 + texcoord);
  3759. glUniform1i(loc, texcoord); //TODO - this could happen automatically on compile...
  3760. if (t) {
  3761. if (t->render_target)
  3762. t->render_target->last_pass = frame;
  3763. if (E->key() == p_material->shader_cache->first_texture) {
  3764. tc0_idx = texcoord;
  3765. tc0_id_cache = t->tex_id;
  3766. }
  3767. glBindTexture(t->target, t->tex_id);
  3768. } else
  3769. glBindTexture(GL_TEXTURE_2D, white_tex); //no texture
  3770. texcoord++;
  3771. } else if (E->get().value.get_type() == Variant::COLOR) {
  3772. Color c = E->get().value;
  3773. material_shader.set_custom_uniform(E->get().index, _convert_color(c));
  3774. } else {
  3775. material_shader.set_custom_uniform(E->get().index, E->get().value);
  3776. }
  3777. }
  3778. if (p_material->shader_cache->has_texscreen && framebuffer.active) {
  3779. material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT, Vector2(float(viewport.width) / framebuffer.width, float(viewport.height) / framebuffer.height));
  3780. material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_CLAMP, Color(0, 0, float(viewport.width) / framebuffer.width, float(viewport.height) / framebuffer.height));
  3781. material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX, texcoord);
  3782. glActiveTexture(GL_TEXTURE0 + texcoord);
  3783. glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
  3784. }
  3785. if (p_material->shader_cache->has_screen_uv) {
  3786. material_shader.set_uniform(MaterialShaderGLES2::SCREEN_UV_MULT, Vector2(1.0 / viewport.width, 1.0 / viewport.height));
  3787. }
  3788. DEBUG_TEST_ERROR("Material arameters");
  3789. if (p_material->shader_cache->uses_time) {
  3790. material_shader.set_uniform(MaterialShaderGLES2::TIME, Math::fmod(scaled_time, shader_time_rollback));
  3791. draw_next_frame = true;
  3792. }
  3793. //if uses TIME - draw_next_frame=true
  3794. } else {
  3795. material_shader.set_custom_shader(0);
  3796. rebind = material_shader.bind();
  3797. DEBUG_TEST_ERROR("Shader bind2");
  3798. }
  3799. if (shadow) {
  3800. float zofs = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET];
  3801. float zslope = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE];
  3802. if (shadow_pass >= 1 && shadow->base->type == VS::LIGHT_DIRECTIONAL) {
  3803. float m = Math::pow(shadow->base->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE], shadow_pass);
  3804. zofs *= m;
  3805. zslope *= m;
  3806. }
  3807. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_OFFSET, zofs);
  3808. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_SLOPE_SCALE, zslope);
  3809. if (shadow->base->type == VS::LIGHT_OMNI)
  3810. material_shader.set_uniform(MaterialShaderGLES2::DUAL_PARABOLOID, shadow->dp);
  3811. DEBUG_TEST_ERROR("Shadow uniforms");
  3812. }
  3813. if (current_env && current_env->fx_enabled[VS::ENV_FX_FOG]) {
  3814. Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR];
  3815. Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR];
  3816. col_begin = _convert_color(col_begin);
  3817. col_end = _convert_color(col_end);
  3818. float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN];
  3819. float zf = camera_z_far;
  3820. float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION];
  3821. material_shader.set_uniform(MaterialShaderGLES2::FOG_PARAMS, Vector3(from, zf, curve));
  3822. material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_BEGIN, Vector3(col_begin.r, col_begin.g, col_begin.b));
  3823. material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END, Vector3(col_end.r, col_end.g, col_end.b));
  3824. }
  3825. //material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(scaled_time,300.0));
  3826. //if uses TIME - draw_next_frame=true
  3827. return rebind;
  3828. }
  3829. void RasterizerGLES2::_setup_light(uint16_t p_light) {
  3830. if (shadow)
  3831. return;
  3832. if (p_light == 0xFFFF)
  3833. return;
  3834. enum {
  3835. VL_LIGHT_POS,
  3836. VL_LIGHT_DIR,
  3837. VL_LIGHT_ATTENUATION,
  3838. VL_LIGHT_SPOT_ATTENUATION,
  3839. VL_LIGHT_DIFFUSE,
  3840. VL_LIGHT_SPECULAR,
  3841. VL_LIGHT_MAX
  3842. };
  3843. static const MaterialShaderGLES2::Uniforms light_uniforms[VL_LIGHT_MAX] = {
  3844. MaterialShaderGLES2::LIGHT_POS,
  3845. MaterialShaderGLES2::LIGHT_DIRECTION,
  3846. MaterialShaderGLES2::LIGHT_ATTENUATION,
  3847. MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
  3848. MaterialShaderGLES2::LIGHT_DIFFUSE,
  3849. MaterialShaderGLES2::LIGHT_SPECULAR,
  3850. };
  3851. GLfloat light_data[VL_LIGHT_MAX][3];
  3852. memset(light_data, 0, (VL_LIGHT_MAX)*3 * sizeof(GLfloat));
  3853. LightInstance *li = light_instances[p_light];
  3854. Light *l = li->base;
  3855. Color col_diffuse = _convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]);
  3856. Color col_specular = _convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]);
  3857. for (int j = 0; j < 3; j++) {
  3858. light_data[VL_LIGHT_DIFFUSE][j] = col_diffuse[j];
  3859. light_data[VL_LIGHT_SPECULAR][j] = col_specular[j];
  3860. }
  3861. if (l->type != VS::LIGHT_OMNI) {
  3862. Vector3 dir = -li->transform.get_basis().get_axis(2);
  3863. dir = camera_transform_inverse.basis.xform(dir).normalized();
  3864. for (int j = 0; j < 3; j++)
  3865. light_data[VL_LIGHT_DIR][j] = dir[j];
  3866. }
  3867. if (l->type != VS::LIGHT_DIRECTIONAL) {
  3868. Vector3 pos = li->transform.get_origin();
  3869. pos = camera_transform_inverse.xform(pos);
  3870. for (int j = 0; j < 3; j++)
  3871. light_data[VL_LIGHT_POS][j] = pos[j];
  3872. }
  3873. if (li->near_shadow_buffer) {
  3874. glActiveTexture(GL_TEXTURE0 + max_texture_units - 1);
  3875. //if (read_depth_supported) {
  3876. glBindTexture(GL_TEXTURE_2D, li->near_shadow_buffer->depth);
  3877. //} else {
  3878. //}
  3879. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX, li->shadow_projection[0]);
  3880. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE, Vector2(1.0, 1.0) / li->near_shadow_buffer->size);
  3881. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE, max_texture_units - 1);
  3882. if (shadow_filter == SHADOW_FILTER_ESM)
  3883. material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER, float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]));
  3884. if (li->base->type == VS::LIGHT_DIRECTIONAL) {
  3885. if (li->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  3886. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2, li->shadow_projection[1]);
  3887. material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT, Vector3(li->shadow_split[0], li->shadow_split[1], li->shadow_split[2]));
  3888. } else if (li->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  3889. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2, li->shadow_projection[1]);
  3890. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX3, li->shadow_projection[2]);
  3891. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX4, li->shadow_projection[3]);
  3892. material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT, Vector3(li->shadow_split[0], li->shadow_split[1], li->shadow_split[2]));
  3893. }
  3894. //print_line("shadow split: "+rtos(li->shadow_split));
  3895. }
  3896. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING, li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]);
  3897. //matrix
  3898. }
  3899. light_data[VL_LIGHT_ATTENUATION][0] = l->vars[VS::LIGHT_PARAM_ENERGY];
  3900. if (l->type == VS::LIGHT_DIRECTIONAL) {
  3901. light_data[VL_LIGHT_ATTENUATION][1] = l->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE];
  3902. } else {
  3903. light_data[VL_LIGHT_ATTENUATION][1] = l->vars[VS::LIGHT_PARAM_RADIUS];
  3904. }
  3905. light_data[VL_LIGHT_ATTENUATION][2] = l->vars[VS::LIGHT_PARAM_ATTENUATION];
  3906. light_data[VL_LIGHT_SPOT_ATTENUATION][0] = Math::cos(Math::deg2rad(l->vars[VS::LIGHT_PARAM_SPOT_ANGLE]));
  3907. light_data[VL_LIGHT_SPOT_ATTENUATION][1] = l->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION];
  3908. //int uf = material_shader.get_uniform(MaterialShaderGLES2::LIGHT_PARAMS);
  3909. for (int i = 0; i < VL_LIGHT_MAX; i++) {
  3910. glUniform3f(material_shader.get_uniform(light_uniforms[i]), light_data[i][0], light_data[i][1], light_data[i][2]);
  3911. }
  3912. }
  3913. template <bool USE_NORMAL, bool USE_TANGENT, bool INPLACE>
  3914. void RasterizerGLES2::_skeleton_xform(const uint8_t *p_src_array, int p_src_stride, uint8_t *p_dst_array, int p_dst_stride, int p_elements, const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms) {
  3915. uint32_t basesize = 3;
  3916. if (USE_NORMAL)
  3917. basesize += 3;
  3918. if (USE_TANGENT)
  3919. basesize += 4;
  3920. uint32_t extra = (p_dst_stride - basesize * 4);
  3921. const int dstvec_size = 3 + (USE_NORMAL ? 3 : 0) + (USE_TANGENT ? 4 : 0);
  3922. float dstcopy[dstvec_size];
  3923. for (int i = 0; i < p_elements; i++) {
  3924. uint32_t ss = p_src_stride * i;
  3925. uint32_t ds = p_dst_stride * i;
  3926. const uint16_t *bi = (const uint16_t *)&p_src_bones[ss];
  3927. const float *bw = (const float *)&p_src_weights[ss];
  3928. const float *src_vec = (const float *)&p_src_array[ss];
  3929. float *dst_vec;
  3930. if (INPLACE)
  3931. dst_vec = dstcopy;
  3932. else
  3933. dst_vec = (float *)&p_dst_array[ds];
  3934. dst_vec[0] = 0.0;
  3935. dst_vec[1] = 0.0;
  3936. dst_vec[2] = 0.0;
  3937. //conditionals simply removed by optimizer
  3938. if (USE_NORMAL) {
  3939. dst_vec[3] = 0.0;
  3940. dst_vec[4] = 0.0;
  3941. dst_vec[5] = 0.0;
  3942. if (USE_TANGENT) {
  3943. dst_vec[6] = 0.0;
  3944. dst_vec[7] = 0.0;
  3945. dst_vec[8] = 0.0;
  3946. dst_vec[9] = src_vec[9];
  3947. }
  3948. } else {
  3949. if (USE_TANGENT) {
  3950. dst_vec[3] = 0.0;
  3951. dst_vec[4] = 0.0;
  3952. dst_vec[5] = 0.0;
  3953. dst_vec[6] = src_vec[6];
  3954. }
  3955. }
  3956. #define _XFORM_BONE(m_idx) \
  3957. if (bw[m_idx] == 0) \
  3958. goto end; \
  3959. p_bone_xforms[bi[m_idx]].transform_add_mul3(&src_vec[0], &dst_vec[0], bw[m_idx]); \
  3960. if (USE_NORMAL) { \
  3961. p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3], &dst_vec[3], bw[m_idx]); \
  3962. if (USE_TANGENT) { \
  3963. p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[6], &dst_vec[6], bw[m_idx]); \
  3964. } \
  3965. } else { \
  3966. if (USE_TANGENT) { \
  3967. p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3], &dst_vec[3], bw[m_idx]); \
  3968. } \
  3969. }
  3970. _XFORM_BONE(0);
  3971. _XFORM_BONE(1);
  3972. _XFORM_BONE(2);
  3973. _XFORM_BONE(3);
  3974. end:
  3975. if (INPLACE) {
  3976. const uint8_t *esp = (const uint8_t *)dstcopy;
  3977. uint8_t *edp = (uint8_t *)&p_dst_array[ds];
  3978. for (uint32_t j = 0; j < dstvec_size * 4; j++) {
  3979. edp[j] = esp[j];
  3980. }
  3981. } else {
  3982. //copy extra stuff
  3983. const uint8_t *esp = (const uint8_t *)&src_vec[basesize];
  3984. uint8_t *edp = (uint8_t *)&dst_vec[basesize];
  3985. for (uint32_t j = 0; j < extra; j++) {
  3986. edp[j] = esp[j];
  3987. }
  3988. }
  3989. }
  3990. }
  3991. Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton, const float *p_morphs) {
  3992. switch (p_geometry->type) {
  3993. case Geometry::GEOMETRY_MULTISURFACE:
  3994. case Geometry::GEOMETRY_SURFACE: {
  3995. const Surface *surf = NULL;
  3996. if (p_geometry->type == Geometry::GEOMETRY_SURFACE)
  3997. surf = static_cast<const Surface *>(p_geometry);
  3998. else if (p_geometry->type == Geometry::GEOMETRY_MULTISURFACE)
  3999. surf = static_cast<const MultiMeshSurface *>(p_geometry)->surface;
  4000. if (surf->format != surf->configured_format) {
  4001. if (OS::get_singleton()->is_stdout_verbose()) {
  4002. print_line("has format: " + itos(surf->format));
  4003. print_line("configured format: " + itos(surf->configured_format));
  4004. }
  4005. ERR_EXPLAIN("Missing arrays (not set) in surface");
  4006. }
  4007. ERR_FAIL_COND_V(surf->format != surf->configured_format, ERR_UNCONFIGURED);
  4008. uint8_t *base = 0;
  4009. int stride = surf->stride;
  4010. bool use_VBO = (surf->array_local == 0);
  4011. _setup_geometry_vinfo = surf->array_len;
  4012. bool skeleton_valid = p_skeleton && (surf->format & VS::ARRAY_FORMAT_BONES) && (surf->format & VS::ARRAY_FORMAT_WEIGHTS) && !p_skeleton->bones.empty() && p_skeleton->bones.size() > surf->max_bone;
  4013. /*
  4014. if (surf->packed) {
  4015. float scales[4]={surf->vertex_scale,surf->uv_scale,surf->uv2_scale,0.0};
  4016. glVertexAttrib4fv( 7, scales );
  4017. } else {
  4018. glVertexAttrib4f( 7, 1,1,1,1 );
  4019. }*/
  4020. if (!use_VBO) {
  4021. DEBUG_TEST_ERROR("Draw NO VBO");
  4022. base = surf->array_local;
  4023. glBindBuffer(GL_ARRAY_BUFFER, 0);
  4024. bool can_copy_to_local = surf->local_stride * surf->array_len <= skinned_buffer_size;
  4025. if (p_morphs && surf->stride * surf->array_len > skinned_buffer_size)
  4026. can_copy_to_local = false;
  4027. if (!can_copy_to_local)
  4028. skeleton_valid = false;
  4029. /* compute morphs */
  4030. if (p_morphs && surf->morph_target_count && can_copy_to_local) {
  4031. base = skinned_buffer;
  4032. stride = surf->local_stride;
  4033. //copy all first
  4034. float coef = 1.0;
  4035. for (int i = 0; i < surf->morph_target_count; i++) {
  4036. if (surf->mesh->morph_target_mode == VS::MORPH_MODE_NORMALIZED)
  4037. coef -= p_morphs[i];
  4038. ERR_FAIL_COND_V(surf->morph_format != surf->morph_targets_local[i].configured_format, ERR_INVALID_DATA);
  4039. }
  4040. int16_t coeffp = CLAMP(coef * 255, 0, 255);
  4041. for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
  4042. const Surface::ArrayData &ad = surf->array[i];
  4043. if (ad.size == 0)
  4044. continue;
  4045. int ofs = ad.ofs;
  4046. int src_stride = surf->stride;
  4047. int dst_stride = skeleton_valid ? surf->stride : surf->local_stride;
  4048. int count = surf->array_len;
  4049. if (!skeleton_valid && i >= VS::ARRAY_MAX - 3)
  4050. break;
  4051. switch (i) {
  4052. case VS::ARRAY_VERTEX:
  4053. case VS::ARRAY_NORMAL:
  4054. case VS::ARRAY_TANGENT: {
  4055. for (int k = 0; k < count; k++) {
  4056. const float *src = (const float *)&surf->array_local[ofs + k * src_stride];
  4057. float *dst = (float *)&base[ofs + k * dst_stride];
  4058. dst[0] = src[0] * coef;
  4059. dst[1] = src[1] * coef;
  4060. dst[2] = src[2] * coef;
  4061. };
  4062. } break;
  4063. case VS::ARRAY_COLOR: {
  4064. for (int k = 0; k < count; k++) {
  4065. const uint8_t *src = (const uint8_t *)&surf->array_local[ofs + k * src_stride];
  4066. uint8_t *dst = (uint8_t *)&base[ofs + k * dst_stride];
  4067. dst[0] = (src[0] * coeffp) >> 8;
  4068. dst[1] = (src[1] * coeffp) >> 8;
  4069. dst[2] = (src[2] * coeffp) >> 8;
  4070. dst[3] = (src[3] * coeffp) >> 8;
  4071. }
  4072. } break;
  4073. case VS::ARRAY_TEX_UV:
  4074. case VS::ARRAY_TEX_UV2: {
  4075. for (int k = 0; k < count; k++) {
  4076. const float *src = (const float *)&surf->array_local[ofs + k * src_stride];
  4077. float *dst = (float *)&base[ofs + k * dst_stride];
  4078. dst[0] = src[0] * coef;
  4079. dst[1] = src[1] * coef;
  4080. }
  4081. } break;
  4082. case VS::ARRAY_BONES:
  4083. case VS::ARRAY_WEIGHTS: {
  4084. for (int k = 0; k < count; k++) {
  4085. const float *src = (const float *)&surf->array_local[ofs + k * src_stride];
  4086. float *dst = (float *)&base[ofs + k * dst_stride];
  4087. dst[0] = src[0];
  4088. dst[1] = src[1];
  4089. dst[2] = src[2];
  4090. dst[3] = src[3];
  4091. }
  4092. } break;
  4093. }
  4094. }
  4095. for (int j = 0; j < surf->morph_target_count; j++) {
  4096. for (int i = 0; i < VS::ARRAY_MAX - 3; i++) {
  4097. const Surface::ArrayData &ad = surf->array[i];
  4098. if (ad.size == 0)
  4099. continue;
  4100. int ofs = ad.ofs;
  4101. int src_stride = surf->local_stride;
  4102. int dst_stride = skeleton_valid ? surf->stride : surf->local_stride;
  4103. int count = surf->array_len;
  4104. const uint8_t *morph = surf->morph_targets_local[j].array;
  4105. float w = p_morphs[j];
  4106. int16_t wfp = CLAMP(w * 255, 0, 255);
  4107. switch (i) {
  4108. case VS::ARRAY_VERTEX:
  4109. case VS::ARRAY_NORMAL:
  4110. case VS::ARRAY_TANGENT: {
  4111. for (int k = 0; k < count; k++) {
  4112. const float *src_morph = (const float *)&morph[ofs + k * src_stride];
  4113. float *dst = (float *)&base[ofs + k * dst_stride];
  4114. dst[0] += src_morph[0] * w;
  4115. dst[1] += src_morph[1] * w;
  4116. dst[2] += src_morph[2] * w;
  4117. }
  4118. } break;
  4119. case VS::ARRAY_COLOR: {
  4120. for (int k = 0; k < count; k++) {
  4121. const uint8_t *src = (const uint8_t *)&morph[ofs + k * src_stride];
  4122. uint8_t *dst = (uint8_t *)&base[ofs + k * dst_stride];
  4123. dst[0] = (src[0] * wfp) >> 8;
  4124. dst[1] = (src[1] * wfp) >> 8;
  4125. dst[2] = (src[2] * wfp) >> 8;
  4126. dst[3] = (src[3] * wfp) >> 8;
  4127. }
  4128. } break;
  4129. case VS::ARRAY_TEX_UV:
  4130. case VS::ARRAY_TEX_UV2: {
  4131. for (int k = 0; k < count; k++) {
  4132. const float *src_morph = (const float *)&morph[ofs + k * src_stride];
  4133. float *dst = (float *)&base[ofs + k * dst_stride];
  4134. dst[0] += src_morph[0] * w;
  4135. dst[1] += src_morph[1] * w;
  4136. }
  4137. } break;
  4138. }
  4139. }
  4140. }
  4141. if (skeleton_valid) {
  4142. const uint8_t *src_weights = &surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
  4143. const uint8_t *src_bones = &surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
  4144. const Skeleton::Bone *skeleton = &p_skeleton->bones[0];
  4145. if (surf->format & VS::ARRAY_FORMAT_NORMAL && surf->format & VS::ARRAY_FORMAT_TANGENT)
  4146. _skeleton_xform<true, true, true>(base, surf->stride, base, surf->stride, surf->array_len, src_bones, src_weights, skeleton);
  4147. else if (surf->format & (VS::ARRAY_FORMAT_NORMAL))
  4148. _skeleton_xform<true, false, true>(base, surf->stride, base, surf->stride, surf->array_len, src_bones, src_weights, skeleton);
  4149. else if (surf->format & (VS::ARRAY_FORMAT_TANGENT))
  4150. _skeleton_xform<false, true, true>(base, surf->stride, base, surf->stride, surf->array_len, src_bones, src_weights, skeleton);
  4151. else
  4152. _skeleton_xform<false, false, true>(base, surf->stride, base, surf->stride, surf->array_len, src_bones, src_weights, skeleton);
  4153. }
  4154. stride = skeleton_valid ? surf->stride : surf->local_stride;
  4155. #if 0
  4156. {
  4157. //in-place skeleton tansformation, only used for morphs, slow.
  4158. //should uptimize some day....
  4159. const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
  4160. const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
  4161. int src_stride = surf->stride;
  4162. int count = surf->array_len;
  4163. const Transform *skeleton = &p_skeleton->bones[0];
  4164. for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  4165. const Surface::ArrayData& ad=surf->array[i];
  4166. if (ad.size==0)
  4167. continue;
  4168. int ofs = ad.ofs;
  4169. switch(i) {
  4170. case VS::ARRAY_VERTEX: {
  4171. for(int k=0;k<count;k++) {
  4172. float *ptr= (float*)&base[ofs+k*stride];
  4173. const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
  4174. const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
  4175. Vector3 src( ptr[0], ptr[1], ptr[2] );
  4176. Vector3 dst;
  4177. for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  4178. float w = weights[j];
  4179. if (w==0)
  4180. break;
  4181. //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
  4182. int bidx = Math::fast_ftoi(bones[j]);
  4183. dst+=skeleton[ bidx ].xform(src) * w;
  4184. }
  4185. ptr[0]=dst.x;
  4186. ptr[1]=dst.y;
  4187. ptr[2]=dst.z;
  4188. } break;
  4189. } break;
  4190. case VS::ARRAY_NORMAL:
  4191. case VS::ARRAY_TANGENT: {
  4192. for(int k=0;k<count;k++) {
  4193. float *ptr= (float*)&base[ofs+k*stride];
  4194. const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
  4195. const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
  4196. Vector3 src( ptr[0], ptr[1], ptr[2] );
  4197. Vector3 dst;
  4198. for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  4199. float w = weights[j];
  4200. if (w==0)
  4201. break;
  4202. //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
  4203. int bidx=Math::fast_ftoi(bones[j]);
  4204. dst+=skeleton[ bidx ].basis.xform(src) * w;
  4205. }
  4206. ptr[0]=dst.x;
  4207. ptr[1]=dst.y;
  4208. ptr[2]=dst.z;
  4209. } break;
  4210. } break;
  4211. }
  4212. }
  4213. }
  4214. #endif
  4215. } else if (skeleton_valid) {
  4216. base = skinned_buffer;
  4217. //copy stuff and get it ready for the skeleton
  4218. int dst_stride = surf->stride - (surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size);
  4219. const uint8_t *src_weights = &surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
  4220. const uint8_t *src_bones = &surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
  4221. const Skeleton::Bone *skeleton = &p_skeleton->bones[0];
  4222. if (surf->format & VS::ARRAY_FORMAT_NORMAL && surf->format & VS::ARRAY_FORMAT_TANGENT)
  4223. _skeleton_xform<true, true, false>(surf->array_local, surf->stride, base, dst_stride, surf->array_len, src_bones, src_weights, skeleton);
  4224. else if (surf->format & (VS::ARRAY_FORMAT_NORMAL))
  4225. _skeleton_xform<true, false, false>(surf->array_local, surf->stride, base, dst_stride, surf->array_len, src_bones, src_weights, skeleton);
  4226. else if (surf->format & (VS::ARRAY_FORMAT_TANGENT))
  4227. _skeleton_xform<false, true, false>(surf->array_local, surf->stride, base, dst_stride, surf->array_len, src_bones, src_weights, skeleton);
  4228. else
  4229. _skeleton_xform<false, false, false>(surf->array_local, surf->stride, base, dst_stride, surf->array_len, src_bones, src_weights, skeleton);
  4230. stride = dst_stride;
  4231. }
  4232. } else {
  4233. glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
  4234. };
  4235. for (int i = 0; i < (VS::ARRAY_MAX - 1); i++) {
  4236. const Surface::ArrayData &ad = surf->array[i];
  4237. // if (!gl_texcoord_shader[i])
  4238. // continue;
  4239. if (ad.size == 0 || !ad.bind) {
  4240. glDisableVertexAttribArray(i);
  4241. if (i == VS::ARRAY_COLOR) {
  4242. _set_color_attrib(Color(1, 1, 1, 1));
  4243. };
  4244. //print_line("disable: "+itos(i));
  4245. continue; // this one is disabled.
  4246. }
  4247. glEnableVertexAttribArray(i);
  4248. // print_line("set: "+itos(i)+" - count: "+itos(ad.count)+" datatype: "+itos(ad.datatype)+" ofs: "+itos(ad.ofs)+" stride: "+itos(stride)+" total len: "+itos(surf->array_len));
  4249. glVertexAttribPointer(i, ad.count, ad.datatype, ad.normalize, stride, &base[ad.ofs]);
  4250. }
  4251. #ifdef GLEW_ENABLED
  4252. //"desktop" opengl needs this.
  4253. if (surf->primitive == VS::PRIMITIVE_POINTS) {
  4254. glEnable(GL_POINT_SPRITE);
  4255. glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
  4256. } else {
  4257. glDisable(GL_POINT_SPRITE);
  4258. glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  4259. }
  4260. #endif
  4261. } break;
  4262. default: break;
  4263. };
  4264. return OK;
  4265. };
  4266. static const GLenum gl_primitive[] = {
  4267. GL_POINTS,
  4268. GL_LINES,
  4269. GL_LINE_STRIP,
  4270. GL_LINE_LOOP,
  4271. GL_TRIANGLES,
  4272. GL_TRIANGLE_STRIP,
  4273. GL_TRIANGLE_FAN
  4274. };
  4275. void RasterizerGLES2::_render(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton, const GeometryOwner *p_owner, const Transform &p_xform) {
  4276. _rinfo.object_count++;
  4277. switch (p_geometry->type) {
  4278. case Geometry::GEOMETRY_SURFACE: {
  4279. Surface *s = (Surface *)p_geometry;
  4280. _rinfo.vertex_count += s->array_len;
  4281. if (s->index_array_len > 0) {
  4282. if (s->index_array_local) {
  4283. //print_line("LOCAL F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
  4284. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  4285. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len > (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, s->index_array_local);
  4286. } else {
  4287. // print_line("indices: "+itos(s->index_array_local) );
  4288. //print_line("VBO F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
  4289. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
  4290. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len > (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  4291. }
  4292. } else {
  4293. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  4294. };
  4295. _rinfo.draw_calls++;
  4296. } break;
  4297. case Geometry::GEOMETRY_MULTISURFACE: {
  4298. material_shader.bind_uniforms();
  4299. Surface *s = static_cast<const MultiMeshSurface *>(p_geometry)->surface;
  4300. const MultiMesh *mm = static_cast<const MultiMesh *>(p_owner);
  4301. int element_count = mm->elements.size();
  4302. if (element_count == 0)
  4303. return;
  4304. if (mm->visible >= 0) {
  4305. element_count = MIN(element_count, mm->visible);
  4306. }
  4307. const MultiMesh::Element *elements = &mm->elements[0];
  4308. _rinfo.vertex_count += s->array_len * element_count;
  4309. _rinfo.draw_calls += element_count;
  4310. if (use_texture_instancing) {
  4311. //this is probably the fastest all around way if vertex texture fetch is supported
  4312. float twd = (1.0 / mm->tw) * 4.0;
  4313. float thd = 1.0 / mm->th;
  4314. float parm[3] = { 0.0, 01.0, (1.0f / mm->tw) };
  4315. glActiveTexture(GL_TEXTURE0 + max_texture_units - 2);
  4316. glDisableVertexAttribArray(6);
  4317. glBindTexture(GL_TEXTURE_2D, mm->tex_id);
  4318. material_shader.set_uniform(MaterialShaderGLES2::INSTANCE_MATRICES, GL_TEXTURE0 + max_texture_units - 2);
  4319. if (s->index_array_len > 0) {
  4320. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
  4321. for (int i = 0; i < element_count; i++) {
  4322. parm[0] = (i % (mm->tw >> 2)) * twd;
  4323. parm[1] = (i / (mm->tw >> 2)) * thd;
  4324. glVertexAttrib3fv(6, parm);
  4325. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len > (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  4326. }
  4327. } else {
  4328. for (int i = 0; i < element_count; i++) {
  4329. //parm[0]=(i%(mm->tw>>2))*twd;
  4330. //parm[1]=(i/(mm->tw>>2))*thd;
  4331. glVertexAttrib3fv(6, parm);
  4332. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  4333. }
  4334. };
  4335. } else if (use_attribute_instancing) {
  4336. //if not, using atributes instead of uniforms can be really fast in forward rendering architectures
  4337. if (s->index_array_len > 0) {
  4338. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
  4339. for (int i = 0; i < element_count; i++) {
  4340. glVertexAttrib4fv(8, &elements[i].matrix[0]);
  4341. glVertexAttrib4fv(9, &elements[i].matrix[4]);
  4342. glVertexAttrib4fv(10, &elements[i].matrix[8]);
  4343. glVertexAttrib4fv(11, &elements[i].matrix[12]);
  4344. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len > (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  4345. }
  4346. } else {
  4347. for (int i = 0; i < element_count; i++) {
  4348. glVertexAttrib4fv(8, &elements[i].matrix[0]);
  4349. glVertexAttrib4fv(9, &elements[i].matrix[4]);
  4350. glVertexAttrib4fv(10, &elements[i].matrix[8]);
  4351. glVertexAttrib4fv(11, &elements[i].matrix[12]);
  4352. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  4353. }
  4354. };
  4355. } else {
  4356. //nothing to do, slow path (hope no hardware has to use it... but you never know)
  4357. if (s->index_array_len > 0) {
  4358. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
  4359. for (int i = 0; i < element_count; i++) {
  4360. glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
  4361. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len > (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  4362. }
  4363. } else {
  4364. for (int i = 0; i < element_count; i++) {
  4365. glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
  4366. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  4367. }
  4368. };
  4369. }
  4370. } break;
  4371. case Geometry::GEOMETRY_IMMEDIATE: {
  4372. bool restore_tex = false;
  4373. const Immediate *im = static_cast<const Immediate *>(p_geometry);
  4374. if (im->building) {
  4375. return;
  4376. }
  4377. glBindBuffer(GL_ARRAY_BUFFER, 0);
  4378. for (const List<Immediate::Chunk>::Element *E = im->chunks.front(); E; E = E->next()) {
  4379. const Immediate::Chunk &c = E->get();
  4380. if (c.vertices.empty()) {
  4381. continue;
  4382. }
  4383. for (int i = 0; i < c.vertices.size(); i++)
  4384. if (c.texture.is_valid() && texture_owner.owns(c.texture)) {
  4385. const Texture *t = texture_owner.get(c.texture);
  4386. glActiveTexture(GL_TEXTURE0 + tc0_idx);
  4387. glBindTexture(t->target, t->tex_id);
  4388. restore_tex = true;
  4389. } else if (restore_tex) {
  4390. glActiveTexture(GL_TEXTURE0 + tc0_idx);
  4391. glBindTexture(GL_TEXTURE_2D, tc0_id_cache);
  4392. restore_tex = false;
  4393. }
  4394. if (!c.normals.empty()) {
  4395. glEnableVertexAttribArray(VS::ARRAY_NORMAL);
  4396. glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false, sizeof(Vector3), c.normals.ptr());
  4397. } else {
  4398. glDisableVertexAttribArray(VS::ARRAY_NORMAL);
  4399. }
  4400. if (!c.tangents.empty()) {
  4401. glEnableVertexAttribArray(VS::ARRAY_TANGENT);
  4402. glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false, sizeof(Plane), c.tangents.ptr());
  4403. } else {
  4404. glDisableVertexAttribArray(VS::ARRAY_TANGENT);
  4405. }
  4406. if (!c.colors.empty()) {
  4407. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  4408. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), c.colors.ptr());
  4409. } else {
  4410. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  4411. _set_color_attrib(Color(1, 1, 1, 1));
  4412. }
  4413. if (!c.uvs.empty()) {
  4414. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  4415. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), c.uvs.ptr());
  4416. } else {
  4417. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  4418. }
  4419. if (!c.uvs2.empty()) {
  4420. glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
  4421. glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), c.uvs2.ptr());
  4422. } else {
  4423. glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
  4424. }
  4425. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  4426. glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, sizeof(Vector3), c.vertices.ptr());
  4427. glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size());
  4428. }
  4429. if (restore_tex) {
  4430. glActiveTexture(GL_TEXTURE0 + tc0_idx);
  4431. glBindTexture(GL_TEXTURE_2D, tc0_id_cache);
  4432. restore_tex = false;
  4433. }
  4434. } break;
  4435. case Geometry::GEOMETRY_PARTICLES: {
  4436. //print_line("particulinas");
  4437. const Particles *particles = static_cast<const Particles *>(p_geometry);
  4438. ERR_FAIL_COND(!p_owner);
  4439. ParticlesInstance *particles_instance = (ParticlesInstance *)p_owner;
  4440. ParticleSystemProcessSW &pp = particles_instance->particles_process;
  4441. float td = time_delta; //MIN(time_delta,1.0/10.0);
  4442. pp.process(&particles->data, particles_instance->transform, td);
  4443. ERR_EXPLAIN("A parameter in the particle system is not correct.");
  4444. ERR_FAIL_COND(!pp.valid);
  4445. Transform camera;
  4446. if (shadow)
  4447. camera = shadow->transform;
  4448. else
  4449. camera = camera_transform;
  4450. particle_draw_info.prepare(&particles->data, &pp, particles_instance->transform, camera);
  4451. _rinfo.draw_calls += particles->data.amount;
  4452. _rinfo.vertex_count += 4 * particles->data.amount;
  4453. {
  4454. static const Vector3 points[4] = {
  4455. Vector3(-1.0, 1.0, 0),
  4456. Vector3(1.0, 1.0, 0),
  4457. Vector3(1.0, -1.0, 0),
  4458. Vector3(-1.0, -1.0, 0)
  4459. };
  4460. static const Vector3 uvs[4] = {
  4461. Vector3(0.0, 0.0, 0.0),
  4462. Vector3(1.0, 0.0, 0.0),
  4463. Vector3(1.0, 1.0, 0.0),
  4464. Vector3(0, 1.0, 0.0)
  4465. };
  4466. static const Vector3 normals[4] = {
  4467. Vector3(0, 0, 1),
  4468. Vector3(0, 0, 1),
  4469. Vector3(0, 0, 1),
  4470. Vector3(0, 0, 1)
  4471. };
  4472. static const Plane tangents[4] = {
  4473. Plane(Vector3(1, 0, 0), 0),
  4474. Plane(Vector3(1, 0, 0), 0),
  4475. Plane(Vector3(1, 0, 0), 0),
  4476. Plane(Vector3(1, 0, 0), 0)
  4477. };
  4478. for (int i = 0; i < particles->data.amount; i++) {
  4479. ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo = *particle_draw_info.draw_info_order[i];
  4480. if (!pinfo.data->active)
  4481. continue;
  4482. material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, pinfo.transform);
  4483. _set_color_attrib(pinfo.color);
  4484. _draw_primitive(4, points, normals, NULL, uvs, tangents);
  4485. }
  4486. }
  4487. } break;
  4488. default: break;
  4489. };
  4490. };
  4491. void RasterizerGLES2::_setup_shader_params(const Material *p_material) {
  4492. #if 0
  4493. int idx=0;
  4494. int tex_idx=0;
  4495. for(Map<StringName,Variant>::Element *E=p_material->shader_cache->params.front();E;E=E->next(),idx++) {
  4496. Variant v; //
  4497. v = E->get();
  4498. const Map<StringName,Variant>::Element *F=p_material->shader_params.find(E->key());
  4499. if (F)
  4500. v=F->get();
  4501. switch(v.get_type() ) {
  4502. case Variant::OBJECT:
  4503. case Variant::_RID: {
  4504. RID tex=v;
  4505. if (!tex.is_valid())
  4506. break;
  4507. Texture *texture = texture_owner.get(tex);
  4508. if (!texture)
  4509. break;
  4510. glUniform1i( material_shader.get_custom_uniform_location(idx), tex_idx);
  4511. glActiveTexture(tex_idx);
  4512. glBindTexture(texture->target,texture->tex_id);
  4513. } break;
  4514. case Variant::COLOR: {
  4515. Color c=v;
  4516. material_shader.set_custom_uniform(idx,Vector3(c.r,c.g,c.b));
  4517. } break;
  4518. default: {
  4519. material_shader.set_custom_uniform(idx,v);
  4520. } break;
  4521. }
  4522. }
  4523. #endif
  4524. }
  4525. void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) {
  4526. material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON, p_skeleton != NULL);
  4527. if (p_skeleton && p_skeleton->tex_id) {
  4528. glActiveTexture(GL_TEXTURE0 + max_texture_units - 2);
  4529. glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id);
  4530. }
  4531. }
  4532. void RasterizerGLES2::_render_list_forward(RenderList *p_render_list, const Transform &p_view_transform, const Transform &p_view_transform_inverse, const CameraMatrix &p_projection, bool p_reverse_cull, bool p_fragment_light, bool p_alpha_pass) {
  4533. if (current_rt && current_rt_vflip) {
  4534. //p_reverse_cull=!p_reverse_cull;
  4535. glFrontFace(GL_CCW);
  4536. }
  4537. const Material *prev_material = NULL;
  4538. uint16_t prev_light = 0x777E;
  4539. const Geometry *prev_geometry_cmp = NULL;
  4540. uint8_t prev_light_type = 0xEF;
  4541. const Skeleton *prev_skeleton = NULL;
  4542. uint8_t prev_sort_flags = 0xFF;
  4543. const BakedLightData *prev_baked_light = NULL;
  4544. RID prev_baked_light_texture;
  4545. const float *prev_morph_values = NULL;
  4546. int prev_receive_shadows_state = -1;
  4547. int prev_unshaded_state = -1;
  4548. material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING, !shadow && !p_fragment_light);
  4549. material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING, !shadow && p_fragment_light);
  4550. material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON, false);
  4551. if (shadow) {
  4552. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL, false);
  4553. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI, false);
  4554. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT, false);
  4555. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW, false);
  4556. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM, false);
  4557. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4, false);
  4558. material_shader.set_conditional(MaterialShaderGLES2::SHADELESS, false);
  4559. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, false);
  4560. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false);
  4561. // material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false);
  4562. }
  4563. bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass;
  4564. float sampled_light_dp_multiplier = 1.0;
  4565. bool prev_blend = false;
  4566. glDisable(GL_BLEND);
  4567. for (int i = 0; i < p_render_list->element_count; i++) {
  4568. RenderList::Element *e = p_render_list->elements[i];
  4569. const Material *material = e->material;
  4570. uint16_t light = e->light;
  4571. uint8_t light_type = e->light_type;
  4572. uint8_t sort_flags = e->sort_flags;
  4573. const Skeleton *skeleton = e->skeleton;
  4574. const Geometry *geometry_cmp = e->geometry_cmp;
  4575. const BakedLightData *baked_light = e->instance->baked_light;
  4576. const float *morph_values = e->instance->morph_values.ptr();
  4577. int receive_shadows_state = e->instance->receive_shadows == true ? 1 : 0;
  4578. int unshaded_state = (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug == VS::SCENARIO_DEBUG_SHADELESS) ? 1 : 0;
  4579. bool rebind = false;
  4580. bool bind_baked_light_octree = false;
  4581. bool bind_baked_lightmap = false;
  4582. bool additive = false;
  4583. bool bind_dp_sampler = false;
  4584. if (!shadow) {
  4585. if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) {
  4586. texscreen_copied = true;
  4587. _copy_to_texscreen();
  4588. //force reset state
  4589. prev_material = NULL;
  4590. prev_light = 0x777E;
  4591. prev_geometry_cmp = NULL;
  4592. prev_light_type = 0xEF;
  4593. prev_skeleton = NULL;
  4594. prev_sort_flags = 0xFF;
  4595. prev_morph_values = NULL;
  4596. prev_receive_shadows_state = -1;
  4597. prev_unshaded_state = -1;
  4598. glEnable(GL_BLEND);
  4599. glDepthMask(GL_TRUE);
  4600. glEnable(GL_DEPTH_TEST);
  4601. glDisable(GL_SCISSOR_TEST);
  4602. }
  4603. if (light_type != prev_light_type || receive_shadows_state != prev_receive_shadows_state || unshaded_state != prev_unshaded_state) {
  4604. if (unshaded_state == 1) {
  4605. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL, false);
  4606. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI, false);
  4607. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT, false);
  4608. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW, false);
  4609. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM, false);
  4610. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4, false);
  4611. material_shader.set_conditional(MaterialShaderGLES2::SHADELESS, true);
  4612. } else {
  4613. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL, (light_type & 0x3) == VS::LIGHT_DIRECTIONAL);
  4614. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI, (light_type & 0x3) == VS::LIGHT_OMNI);
  4615. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT, (light_type & 0x3) == VS::LIGHT_SPOT);
  4616. if (receive_shadows_state == 1) {
  4617. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW, (light_type & 0x8));
  4618. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM, (light_type & 0x10));
  4619. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4, (light_type & 0x20));
  4620. } else {
  4621. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW, false);
  4622. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM, false);
  4623. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4, false);
  4624. }
  4625. material_shader.set_conditional(MaterialShaderGLES2::SHADELESS, false);
  4626. }
  4627. rebind = true;
  4628. }
  4629. if (!*e->additive_ptr) {
  4630. additive = false;
  4631. *e->additive_ptr = true;
  4632. } else {
  4633. additive = true;
  4634. }
  4635. if (stores_glow)
  4636. material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW, !additive);
  4637. bool desired_blend = false;
  4638. VS::MaterialBlendMode desired_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
  4639. if (additive) {
  4640. desired_blend = true;
  4641. desired_blend_mode = VS::MATERIAL_BLEND_MODE_ADD;
  4642. } else {
  4643. desired_blend = p_alpha_pass;
  4644. desired_blend_mode = material->blend_mode;
  4645. }
  4646. if (prev_blend != desired_blend) {
  4647. if (desired_blend) {
  4648. glEnable(GL_BLEND);
  4649. if (!current_rt || !current_rt_transparent)
  4650. glColorMask(1, 1, 1, 0);
  4651. } else {
  4652. glDisable(GL_BLEND);
  4653. glColorMask(1, 1, 1, 1);
  4654. }
  4655. prev_blend = desired_blend;
  4656. }
  4657. if (desired_blend && desired_blend_mode != current_blend_mode) {
  4658. switch (desired_blend_mode) {
  4659. case VS::MATERIAL_BLEND_MODE_MIX: {
  4660. glBlendEquation(GL_FUNC_ADD);
  4661. if (current_rt && current_rt_transparent) {
  4662. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  4663. } else {
  4664. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  4665. }
  4666. } break;
  4667. case VS::MATERIAL_BLEND_MODE_ADD: {
  4668. glBlendEquation(GL_FUNC_ADD);
  4669. glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
  4670. } break;
  4671. case VS::MATERIAL_BLEND_MODE_SUB: {
  4672. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  4673. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  4674. } break;
  4675. case VS::MATERIAL_BLEND_MODE_MUL: {
  4676. glBlendEquation(GL_FUNC_ADD);
  4677. if (current_rt && current_rt_transparent) {
  4678. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  4679. } else {
  4680. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  4681. }
  4682. } break;
  4683. }
  4684. current_blend_mode = desired_blend_mode;
  4685. }
  4686. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, false);
  4687. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false);
  4688. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER, false);
  4689. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, false);
  4690. if (material->flags[VS::MATERIAL_FLAG_UNSHADED] == false && current_debug != VS::SCENARIO_DEBUG_SHADELESS) {
  4691. if (baked_light != NULL) {
  4692. if (baked_light->realtime_color_enabled) {
  4693. float realtime_energy = baked_light->realtime_energy;
  4694. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, true);
  4695. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_COLOR, Vector3(baked_light->realtime_color.r * realtime_energy, baked_light->realtime_color.g * realtime_energy, baked_light->realtime_color.b * realtime_energy));
  4696. }
  4697. }
  4698. if (e->instance->sampled_light.is_valid()) {
  4699. SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light);
  4700. if (sl) {
  4701. baked_light = NULL; //can't mix
  4702. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER, true);
  4703. glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
  4704. glBindTexture(GL_TEXTURE_2D, sl->texture); //bind the texture
  4705. sampled_light_dp_multiplier = sl->multiplier;
  4706. bind_dp_sampler = true;
  4707. }
  4708. }
  4709. if (!additive && baked_light) {
  4710. if (baked_light->mode == VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) {
  4711. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, true);
  4712. bind_baked_light_octree = true;
  4713. if (prev_baked_light != baked_light) {
  4714. Texture *tex = texture_owner.get(baked_light->octree_texture);
  4715. if (tex) {
  4716. glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
  4717. glBindTexture(tex->target, tex->tex_id); //bind the texture
  4718. }
  4719. if (baked_light->light_texture.is_valid()) {
  4720. Texture *texl = texture_owner.get(baked_light->light_texture);
  4721. if (texl) {
  4722. glActiveTexture(GL_TEXTURE0 + max_texture_units - 4);
  4723. glBindTexture(texl->target, texl->tex_id); //bind the light texture
  4724. }
  4725. }
  4726. }
  4727. } else if (baked_light->mode == VS::BAKED_LIGHT_LIGHTMAPS) {
  4728. int lightmap_idx = e->instance->baked_lightmap_id;
  4729. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false);
  4730. bind_baked_lightmap = false;
  4731. if (baked_light->lightmaps.has(lightmap_idx)) {
  4732. RID texid = baked_light->lightmaps[lightmap_idx];
  4733. if (prev_baked_light != baked_light || texid != prev_baked_light_texture) {
  4734. Texture *tex = texture_owner.get(texid);
  4735. if (tex) {
  4736. glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
  4737. glBindTexture(tex->target, tex->tex_id); //bind the texture
  4738. }
  4739. prev_baked_light_texture = texid;
  4740. }
  4741. if (texid.is_valid()) {
  4742. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, true);
  4743. bind_baked_lightmap = true;
  4744. }
  4745. }
  4746. }
  4747. }
  4748. if (int(prev_baked_light != NULL) ^ int(baked_light != NULL)) {
  4749. rebind = true;
  4750. }
  4751. }
  4752. }
  4753. if (sort_flags != prev_sort_flags) {
  4754. if (sort_flags & RenderList::SORT_FLAG_INSTANCING) {
  4755. material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING, !use_texture_instancing && !use_attribute_instancing);
  4756. material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING, use_attribute_instancing);
  4757. material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING, use_texture_instancing);
  4758. } else {
  4759. material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING, false);
  4760. material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING, false);
  4761. material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING, false);
  4762. }
  4763. rebind = true;
  4764. }
  4765. if (use_hw_skeleton_xform && (skeleton != prev_skeleton || morph_values != prev_morph_values)) {
  4766. if (!prev_skeleton || !skeleton)
  4767. rebind = true; //went from skeleton <-> no skeleton, needs rebind
  4768. if (morph_values == NULL)
  4769. _setup_skeleton(skeleton);
  4770. else
  4771. _setup_skeleton(NULL);
  4772. }
  4773. if (material != prev_material || rebind) {
  4774. rebind = _setup_material(e->geometry, material, additive, !p_alpha_pass);
  4775. DEBUG_TEST_ERROR("Setup material");
  4776. _rinfo.mat_change_count++;
  4777. //_setup_material_overrides(e->material,NULL,material_overrides);
  4778. //_setup_material_skeleton(material,skeleton);
  4779. } else {
  4780. if (prev_skeleton != skeleton) {
  4781. //_setup_material_skeleton(material,skeleton);
  4782. };
  4783. }
  4784. if (geometry_cmp != prev_geometry_cmp || prev_skeleton != skeleton) {
  4785. _setup_geometry(e->geometry, material, e->skeleton, e->instance->morph_values.ptr());
  4786. _rinfo.surface_count++;
  4787. DEBUG_TEST_ERROR("Setup geometry");
  4788. };
  4789. if (i == 0 || light != prev_light || rebind) {
  4790. if (e->light != 0xFFFF) {
  4791. _setup_light(e->light);
  4792. }
  4793. }
  4794. if (bind_baked_light_octree && (baked_light != prev_baked_light || rebind)) {
  4795. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_INVERSE_TRANSFORM, *e->instance->baked_light_octree_xform);
  4796. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_SIZE, baked_light->octree_lattice_size);
  4797. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide);
  4798. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps);
  4799. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX, max_texture_units - 3);
  4800. if (baked_light->light_texture.is_valid()) {
  4801. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX, max_texture_units - 4);
  4802. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE, baked_light->light_tex_pixel_size);
  4803. } else {
  4804. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX, max_texture_units - 3);
  4805. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE, baked_light->octree_tex_pixel_size);
  4806. }
  4807. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_MULTIPLIER, baked_light->texture_multiplier);
  4808. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE, baked_light->octree_tex_pixel_size);
  4809. }
  4810. if (bind_baked_lightmap && (baked_light != prev_baked_light || rebind)) {
  4811. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, max_texture_units - 3);
  4812. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP_MULTIPLIER, baked_light->lightmap_multiplier);
  4813. }
  4814. if (bind_dp_sampler) {
  4815. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER_MULTIPLIER, sampled_light_dp_multiplier);
  4816. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER, max_texture_units - 3);
  4817. }
  4818. _set_cull(e->mirror, p_reverse_cull);
  4819. if (i == 0 || rebind) {
  4820. material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse);
  4821. material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection);
  4822. if (!shadow) {
  4823. if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) {
  4824. Color ambcolor = _convert_color(current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR]);
  4825. float ambnrg = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY];
  4826. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT, Vector3(ambcolor.r * ambnrg, ambcolor.g * ambnrg, ambcolor.b * ambnrg));
  4827. } else {
  4828. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT, Vector3());
  4829. }
  4830. }
  4831. _rinfo.shader_change_count++;
  4832. }
  4833. if (skeleton != prev_skeleton || rebind) {
  4834. if (skeleton && morph_values == NULL) {
  4835. material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES, max_texture_units - 2);
  4836. material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE, skeleton->pixel_size);
  4837. }
  4838. }
  4839. if (e->instance->billboard || e->instance->depth_scale) {
  4840. Transform xf = e->instance->transform;
  4841. if (e->instance->depth_scale) {
  4842. if (p_projection.matrix[3][3]) {
  4843. //orthogonal matrix, try to do about the same
  4844. //with viewport size
  4845. //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
  4846. real_t h = Math::abs(1.0 / (2.0 * p_projection.matrix[1][1]));
  4847. float sc = (h * 2.0); //consistent with Y-fov
  4848. xf.basis.scale(Vector3(sc, sc, sc));
  4849. } else {
  4850. //just scale by depth
  4851. real_t sc = -camera_plane.distance_to(xf.origin);
  4852. xf.basis.scale(Vector3(sc, sc, sc));
  4853. }
  4854. }
  4855. if (e->instance->billboard) {
  4856. Vector3 scale = xf.basis.get_scale();
  4857. if (current_rt && current_rt_vflip) {
  4858. xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
  4859. } else {
  4860. xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
  4861. }
  4862. xf.basis.scale(scale);
  4863. }
  4864. material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, xf);
  4865. } else {
  4866. material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
  4867. }
  4868. material_shader.set_uniform(MaterialShaderGLES2::NORMAL_MULT, e->mirror ? -1.0 : 1.0);
  4869. material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT, additive ? 0.0 : 1.0);
  4870. _render(e->geometry, material, skeleton, e->owner, e->instance->transform);
  4871. DEBUG_TEST_ERROR("Rendering");
  4872. prev_material = material;
  4873. prev_skeleton = skeleton;
  4874. prev_geometry_cmp = geometry_cmp;
  4875. prev_light = e->light;
  4876. prev_light_type = e->light_type;
  4877. prev_sort_flags = sort_flags;
  4878. prev_baked_light = baked_light;
  4879. prev_morph_values = morph_values;
  4880. prev_receive_shadows_state = receive_shadows_state;
  4881. prev_unshaded_state = unshaded_state;
  4882. }
  4883. //print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
  4884. if (current_rt && current_rt_vflip) {
  4885. glFrontFace(GL_CW);
  4886. }
  4887. };
  4888. void RasterizerGLES2::_copy_to_texscreen() {
  4889. //what am i missing?
  4890. glDisable(GL_CULL_FACE);
  4891. glDisable(GL_DEPTH_TEST);
  4892. glDisable(GL_SCISSOR_TEST);
  4893. #ifdef GLEW_ENABLED
  4894. glDisable(GL_POINT_SPRITE);
  4895. glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  4896. #endif
  4897. glDisable(GL_BLEND);
  4898. glBlendEquation(GL_FUNC_ADD);
  4899. if (current_rt && current_rt_transparent) {
  4900. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  4901. } else {
  4902. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  4903. }
  4904. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  4905. glBindBuffer(GL_ARRAY_BUFFER, 0);
  4906. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  4907. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  4908. glDisableVertexAttribArray(i);
  4909. }
  4910. glActiveTexture(GL_TEXTURE0);
  4911. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
  4912. glActiveTexture(GL_TEXTURE0);
  4913. glBindTexture(GL_TEXTURE_2D, framebuffer.color);
  4914. copy_shader.bind();
  4915. _copy_screen_quad();
  4916. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  4917. }
  4918. void RasterizerGLES2::_copy_screen_quad() {
  4919. Vector2 dst_pos[4] = {
  4920. Vector2(-1, 1),
  4921. Vector2(1, 1),
  4922. Vector2(1, -1),
  4923. Vector2(-1, -1)
  4924. };
  4925. Size2 uvscale(
  4926. (viewport.width / float(framebuffer.scale)) / framebuffer.width,
  4927. (viewport.height / float(framebuffer.scale)) / framebuffer.height);
  4928. Vector2 src_uv[4] = {
  4929. Vector2(0, 1) * uvscale,
  4930. Vector2(1, 1) * uvscale,
  4931. Vector2(1, 0) * uvscale,
  4932. Vector2(0, 0) * uvscale
  4933. };
  4934. Vector2 full_uv[4] = {
  4935. Vector2(0, 1),
  4936. Vector2(1, 1),
  4937. Vector2(1, 0),
  4938. Vector2(0, 0)
  4939. };
  4940. _draw_gui_primitive2(4, dst_pos, NULL, src_uv, full_uv);
  4941. }
  4942. void RasterizerGLES2::_process_glow_bloom() {
  4943. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
  4944. glActiveTexture(GL_TEXTURE0);
  4945. glBindTexture(GL_TEXTURE_2D, framebuffer.color);
  4946. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY, true);
  4947. if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  4948. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR, true);
  4949. }
  4950. copy_shader.bind();
  4951. copy_shader.set_uniform(CopyShaderGLES2::BLOOM, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]));
  4952. copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]));
  4953. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0);
  4954. if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  4955. glActiveTexture(GL_TEXTURE2);
  4956. glBindTexture(GL_TEXTURE_2D, current_vd->lum_color);
  4957. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE), 2);
  4958. copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
  4959. copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
  4960. // copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
  4961. copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
  4962. copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
  4963. glActiveTexture(GL_TEXTURE0);
  4964. }
  4965. glViewport(0, 0, framebuffer.blur_size, framebuffer.blur_size);
  4966. _copy_screen_quad();
  4967. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY, false);
  4968. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR, false);
  4969. int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
  4970. Vector2 psize(1.0 / framebuffer.blur_size, 1.0 / framebuffer.blur_size);
  4971. float pscale = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE];
  4972. float pmag = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH];
  4973. for (int i = 0; i < passes; i++) {
  4974. static const Vector2 src_uv[4] = {
  4975. Vector2(0, 1),
  4976. Vector2(1, 1),
  4977. Vector2(1, 0),
  4978. Vector2(0, 0)
  4979. };
  4980. static const Vector2 dst_pos[4] = {
  4981. Vector2(-1, 1),
  4982. Vector2(1, 1),
  4983. Vector2(1, -1),
  4984. Vector2(-1, -1)
  4985. };
  4986. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[1].fbo);
  4987. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color);
  4988. copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS, true);
  4989. copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS, false);
  4990. copy_shader.bind();
  4991. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, psize);
  4992. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE, pscale);
  4993. copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE, pmag);
  4994. _draw_gui_primitive(4, dst_pos, NULL, src_uv);
  4995. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
  4996. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[1].color);
  4997. copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS, false);
  4998. copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS, true);
  4999. copy_shader.bind();
  5000. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, psize);
  5001. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE, pscale);
  5002. copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE, pmag);
  5003. _draw_gui_primitive(4, dst_pos, NULL, src_uv);
  5004. }
  5005. copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS, false);
  5006. copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS, false);
  5007. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR, false);
  5008. //blur it
  5009. }
  5010. void RasterizerGLES2::_process_hdr() {
  5011. if (framebuffer.luminance.empty()) {
  5012. return;
  5013. }
  5014. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[0].fbo);
  5015. glActiveTexture(GL_TEXTURE0);
  5016. glBindTexture(GL_TEXTURE_2D, framebuffer.color);
  5017. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY, true);
  5018. copy_shader.bind();
  5019. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0);
  5020. glViewport(0, 0, framebuffer.luminance[0].size, framebuffer.luminance[0].size);
  5021. _copy_screen_quad();
  5022. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY, false);
  5023. // int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
  5024. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE, true);
  5025. copy_shader.bind();
  5026. for (int i = 1; i < framebuffer.luminance.size(); i++) {
  5027. static const Vector2 src_uv[4] = {
  5028. Vector2(0, 1),
  5029. Vector2(1, 1),
  5030. Vector2(1, 0),
  5031. Vector2(0, 0)
  5032. };
  5033. static const Vector2 dst_pos[4] = {
  5034. Vector2(-1, 1),
  5035. Vector2(1, 1),
  5036. Vector2(1, -1),
  5037. Vector2(-1, -1)
  5038. };
  5039. Vector2 psize(1.0 / framebuffer.luminance[i - 1].size, 1.0 / framebuffer.luminance[i - 1].size);
  5040. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[i].fbo);
  5041. glBindTexture(GL_TEXTURE_2D, framebuffer.luminance[i - 1].color);
  5042. glViewport(0, 0, framebuffer.luminance[i].size, framebuffer.luminance[i].size);
  5043. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0);
  5044. if (framebuffer.luminance[i].size == 1) {
  5045. //last step
  5046. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE, true);
  5047. copy_shader.bind();
  5048. glActiveTexture(GL_TEXTURE1);
  5049. glBindTexture(GL_TEXTURE_2D, current_vd->lum_color);
  5050. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_VD_LUM), 1);
  5051. copy_shader.set_uniform(CopyShaderGLES2::HDR_TIME_DELTA, time_delta);
  5052. copy_shader.set_uniform(CopyShaderGLES2::HDR_EXP_ADJ_SPEED, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]));
  5053. copy_shader.set_uniform(CopyShaderGLES2::MIN_LUMINANCE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]));
  5054. copy_shader.set_uniform(CopyShaderGLES2::MAX_LUMINANCE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]));
  5055. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0);
  5056. //swap them
  5057. SWAP(current_vd->lum_color, framebuffer.luminance[i].color);
  5058. SWAP(current_vd->lum_fbo, framebuffer.luminance[i].fbo);
  5059. }
  5060. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, psize);
  5061. _draw_gui_primitive(4, dst_pos, NULL, src_uv);
  5062. }
  5063. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE, false);
  5064. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE, false);
  5065. draw_next_frame = true;
  5066. }
  5067. void RasterizerGLES2::_draw_tex_bg() {
  5068. glDepthMask(GL_TRUE);
  5069. glEnable(GL_DEPTH_TEST);
  5070. glDisable(GL_CULL_FACE);
  5071. glDisable(GL_BLEND);
  5072. glColorMask(1, 1, 1, 1);
  5073. RID texture;
  5074. if (current_env->bg_mode == VS::ENV_BG_TEXTURE) {
  5075. texture = current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE];
  5076. } else {
  5077. texture = current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP];
  5078. }
  5079. if (!texture_owner.owns(texture)) {
  5080. return;
  5081. }
  5082. Texture *t = texture_owner.get(texture);
  5083. glActiveTexture(GL_TEXTURE0);
  5084. glBindTexture(t->target, t->tex_id);
  5085. copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY, true);
  5086. if (current_env->bg_mode == VS::ENV_BG_TEXTURE) {
  5087. copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
  5088. } else {
  5089. copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP, true);
  5090. }
  5091. copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, true);
  5092. copy_shader.bind();
  5093. if (current_env->bg_mode == VS::ENV_BG_TEXTURE) {
  5094. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0);
  5095. } else {
  5096. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE), 0);
  5097. }
  5098. float nrg = float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]);
  5099. if (current_env->fx_enabled[VS::ENV_FX_HDR] && !use_fp16_fb)
  5100. nrg *= 0.25; //go down a quarter for hdr
  5101. copy_shader.set_uniform(CopyShaderGLES2::ENERGY, nrg);
  5102. copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA, float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]));
  5103. float flip_sign = (current_env->bg_mode == VS::ENV_BG_TEXTURE && current_rt && current_rt_vflip) ? -1 : 1;
  5104. Vector3 vertices[4] = {
  5105. Vector3(-1, -1 * flip_sign, 1),
  5106. Vector3(1, -1 * flip_sign, 1),
  5107. Vector3(1, 1 * flip_sign, 1),
  5108. Vector3(-1, 1 * flip_sign, 1)
  5109. };
  5110. Vector3 src_uv[4] = {
  5111. Vector3(0, 1, 0),
  5112. Vector3(1, 1, 0),
  5113. Vector3(1, 0, 0),
  5114. Vector3(0, 0, 0)
  5115. };
  5116. if (current_env->bg_mode == VS::ENV_BG_TEXTURE) {
  5117. //regular texture
  5118. //adjust aspect
  5119. float aspect_t = t->width / float(t->height);
  5120. float aspect_v = viewport.width / float(viewport.height);
  5121. if (aspect_v > aspect_t) {
  5122. //wider than texture
  5123. for (int i = 0; i < 4; i++) {
  5124. src_uv[i].y = (src_uv[i].y - 0.5) * (aspect_t / aspect_v) + 0.5;
  5125. }
  5126. } else {
  5127. //narrower than texture
  5128. for (int i = 0; i < 4; i++) {
  5129. src_uv[i].x = (src_uv[i].x - 0.5) * (aspect_v / aspect_t) + 0.5;
  5130. }
  5131. }
  5132. float scale = current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
  5133. for (int i = 0; i < 4; i++) {
  5134. src_uv[i].x *= scale;
  5135. src_uv[i].y *= scale;
  5136. }
  5137. } else {
  5138. //skybox uv vectors
  5139. float vw, vh, zn;
  5140. camera_projection.get_viewport_size(vw, vh);
  5141. zn = camera_projection.get_z_near();
  5142. float scale = current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
  5143. for (int i = 0; i < 4; i++) {
  5144. Vector3 uv = src_uv[i];
  5145. uv.x = (uv.x * 2.0 - 1.0) * vw * scale;
  5146. uv.y = -(uv.y * 2.0 - 1.0) * vh * scale;
  5147. uv.z = -zn;
  5148. src_uv[i] = camera_transform.basis.xform(uv).normalized();
  5149. src_uv[i].z = -src_uv[i].z;
  5150. }
  5151. }
  5152. _draw_primitive(4, vertices, NULL, NULL, src_uv);
  5153. copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY, false);
  5154. copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE, false);
  5155. copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
  5156. copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false);
  5157. }
  5158. void RasterizerGLES2::end_scene() {
  5159. glEnable(GL_BLEND);
  5160. glDepthMask(GL_TRUE);
  5161. glEnable(GL_DEPTH_TEST);
  5162. glDisable(GL_SCISSOR_TEST);
  5163. bool use_fb = false;
  5164. if (framebuffer.active) {
  5165. //detect when to use the framebuffer object
  5166. if (using_canvas_bg || texscreen_used || framebuffer.scale != 1) {
  5167. use_fb = true;
  5168. } else if (current_env) {
  5169. use_fb = false;
  5170. for (int i = 0; i < VS::ENV_FX_MAX; i++) {
  5171. if (i == VS::ENV_FX_FOG) //does not need fb
  5172. continue;
  5173. if (current_env->fx_enabled[i]) {
  5174. use_fb = true;
  5175. break;
  5176. }
  5177. }
  5178. }
  5179. }
  5180. if (use_fb) {
  5181. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  5182. glViewport(0, 0, viewport.width / framebuffer.scale, viewport.height / framebuffer.scale);
  5183. glScissor(0, 0, viewport.width / framebuffer.scale, viewport.height / framebuffer.scale);
  5184. material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR, !use_fp16_fb && current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
  5185. } else {
  5186. if (current_rt) {
  5187. glScissor(0, 0, viewport.width, viewport.height);
  5188. } else {
  5189. glScissor(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height);
  5190. }
  5191. }
  5192. glEnable(GL_SCISSOR_TEST);
  5193. _glClearDepth(1.0);
  5194. bool draw_tex_background = false;
  5195. if (current_debug == VS::SCENARIO_DEBUG_OVERDRAW) {
  5196. glClearColor(0, 0, 0, 1);
  5197. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  5198. } else if (current_rt && current_rt_transparent) {
  5199. glClearColor(0, 0, 0, 0);
  5200. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  5201. } else if (current_env) {
  5202. switch (current_env->bg_mode) {
  5203. case VS::ENV_BG_CANVAS:
  5204. case VS::ENV_BG_KEEP: {
  5205. //copy from framebuffer if framebuffer
  5206. glClear(GL_DEPTH_BUFFER_BIT);
  5207. } break;
  5208. case VS::ENV_BG_DEFAULT_COLOR:
  5209. case VS::ENV_BG_COLOR: {
  5210. Color bgcolor;
  5211. if (current_env->bg_mode == VS::ENV_BG_COLOR)
  5212. bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
  5213. else
  5214. bgcolor = Globals::get_singleton()->get("render/default_clear_color");
  5215. bgcolor = _convert_color(bgcolor);
  5216. float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0;
  5217. glClearColor(bgcolor.r, bgcolor.g, bgcolor.b, a);
  5218. _glClearDepth(1.0);
  5219. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  5220. } break;
  5221. case VS::ENV_BG_TEXTURE:
  5222. case VS::ENV_BG_CUBEMAP: {
  5223. glClear(GL_DEPTH_BUFFER_BIT);
  5224. draw_tex_background = true;
  5225. } break;
  5226. }
  5227. } else {
  5228. Color c = _convert_color(Color(0.3, 0.3, 0.3));
  5229. glClearColor(c.r, c.g, c.b, 0.0);
  5230. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  5231. }
  5232. glDisable(GL_SCISSOR_TEST);
  5233. //material_shader.set_uniform_camera(MaterialShaderGLES2::PROJECTION_MATRIX, camera_projection);
  5234. /*
  5235. printf("setting projection to ");
  5236. for (int i=0; i<16; i++) {
  5237. printf("%f, ", ((float*)camera_projection.matrix)[i]);
  5238. };
  5239. printf("\n");
  5240. print_line(String("setting camera to ")+camera_transform_inverse);
  5241. */
  5242. // material_shader.set_uniform_default(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse);
  5243. current_depth_test = true;
  5244. current_depth_mask = true;
  5245. texscreen_copied = false;
  5246. glBlendEquation(GL_FUNC_ADD);
  5247. if (current_rt && current_rt_transparent) {
  5248. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  5249. } else {
  5250. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  5251. }
  5252. glDisable(GL_BLEND);
  5253. current_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
  5254. //material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
  5255. opaque_render_list.sort_mat_light_type_flags();
  5256. _render_list_forward(&opaque_render_list, camera_transform, camera_transform_inverse, camera_projection, false, fragment_lighting);
  5257. if (draw_tex_background) {
  5258. //most 3D vendors recommend drawing a texture bg or skybox here,
  5259. //after opaque geometry has been drawn
  5260. //so the zbuffer can get rid of most pixels
  5261. _draw_tex_bg();
  5262. }
  5263. glBlendEquation(GL_FUNC_ADD);
  5264. if (current_rt && current_rt_transparent) {
  5265. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  5266. } else {
  5267. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  5268. }
  5269. glDisable(GL_BLEND);
  5270. current_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
  5271. material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW, false);
  5272. if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  5273. glColorMask(1, 1, 1, 0); //don't touch alpha
  5274. }
  5275. alpha_render_list.sort_z();
  5276. _render_list_forward(&alpha_render_list, camera_transform, camera_transform_inverse, camera_projection, false, fragment_lighting, true);
  5277. glColorMask(1, 1, 1, 1);
  5278. // material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false);
  5279. DEBUG_TEST_ERROR("Drawing Scene");
  5280. #ifdef GLEW_ENABLED
  5281. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  5282. #endif
  5283. if (use_fb) {
  5284. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  5285. glDisableVertexAttribArray(i);
  5286. }
  5287. glBindBuffer(GL_ARRAY_BUFFER, 0);
  5288. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  5289. glDisable(GL_BLEND);
  5290. glDisable(GL_DEPTH_TEST);
  5291. glDisable(GL_CULL_FACE);
  5292. glDisable(GL_SCISSOR_TEST);
  5293. glDepthMask(false);
  5294. if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  5295. int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
  5296. switch (hdr_tm) {
  5297. case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
  5298. } break;
  5299. case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
  5300. copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER, true);
  5301. } break;
  5302. case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
  5303. copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER, true);
  5304. } break;
  5305. case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
  5306. copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER, true);
  5307. copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE, true);
  5308. } break;
  5309. }
  5310. _process_hdr();
  5311. }
  5312. if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  5313. _process_glow_bloom();
  5314. int glow_transfer_mode = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
  5315. if (glow_transfer_mode == 1)
  5316. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN, true);
  5317. if (glow_transfer_mode == 2)
  5318. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT, true);
  5319. }
  5320. glBindFramebuffer(GL_FRAMEBUFFER, current_rt ? current_rt->fbo : base_framebuffer);
  5321. Size2 size;
  5322. if (current_rt) {
  5323. glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
  5324. glViewport(0, 0, viewport.width, viewport.height);
  5325. size = Size2(viewport.width, viewport.height);
  5326. } else {
  5327. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  5328. glViewport(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height);
  5329. size = Size2(viewport.width, viewport.height);
  5330. }
  5331. //time to copy!!!
  5332. copy_shader.set_conditional(CopyShaderGLES2::USE_BCS, current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
  5333. copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB, current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
  5334. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW, current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
  5335. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR, current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
  5336. copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, true);
  5337. copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA, current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
  5338. copy_shader.bind();
  5339. //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
  5340. if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  5341. glActiveTexture(GL_TEXTURE1);
  5342. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color);
  5343. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE), 1);
  5344. }
  5345. if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  5346. glActiveTexture(GL_TEXTURE2);
  5347. glBindTexture(GL_TEXTURE_2D, current_vd->lum_color);
  5348. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE), 2);
  5349. copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
  5350. copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
  5351. }
  5352. if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
  5353. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, Size2(1.0 / size.x, 1.0 / size.y));
  5354. if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
  5355. Vector3 bcs;
  5356. bcs.x = current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
  5357. bcs.y = current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
  5358. bcs.z = current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
  5359. copy_shader.set_uniform(CopyShaderGLES2::BCS, bcs);
  5360. }
  5361. glActiveTexture(GL_TEXTURE0);
  5362. glBindTexture(GL_TEXTURE_2D, framebuffer.color);
  5363. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0);
  5364. _copy_screen_quad();
  5365. copy_shader.set_conditional(CopyShaderGLES2::USE_BCS, false);
  5366. copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB, false);
  5367. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW, false);
  5368. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR, false);
  5369. copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
  5370. copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA, false);
  5371. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN, false);
  5372. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT, false);
  5373. copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER, false);
  5374. copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE, false);
  5375. copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER, false);
  5376. material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR, false);
  5377. if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr", false)) {
  5378. _debug_luminances();
  5379. }
  5380. }
  5381. current_env = NULL;
  5382. current_debug = VS::SCENARIO_DEBUG_DISABLED;
  5383. if (GLOBAL_DEF("rasterizer/debug_shadow_maps", false)) {
  5384. _debug_shadows();
  5385. }
  5386. // _debug_luminances();
  5387. // _debug_samplers();
  5388. if (using_canvas_bg) {
  5389. using_canvas_bg = false;
  5390. glColorMask(1, 1, 1, 1); //don't touch alpha
  5391. }
  5392. }
  5393. void RasterizerGLES2::end_shadow_map() {
  5394. ERR_FAIL_COND(!shadow);
  5395. glDisable(GL_BLEND);
  5396. glDisable(GL_SCISSOR_TEST);
  5397. glDisable(GL_DITHER);
  5398. glEnable(GL_DEPTH_TEST);
  5399. glDepthMask(true);
  5400. ShadowBuffer *sb = shadow->near_shadow_buffer;
  5401. ERR_FAIL_COND(!sb);
  5402. glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
  5403. if (!use_rgba_shadowmaps)
  5404. glColorMask(0, 0, 0, 0);
  5405. //glEnable(GL_POLYGON_OFFSET_FILL);
  5406. //glPolygonOffset( 8.0f, 16.0f);
  5407. CameraMatrix cm;
  5408. float z_near, z_far;
  5409. Transform light_transform;
  5410. float dp_direction = 0.0;
  5411. bool flip_facing = false;
  5412. Rect2 vp_rect;
  5413. switch (shadow->base->type) {
  5414. case VS::LIGHT_DIRECTIONAL: {
  5415. if (shadow->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  5416. cm = shadow->custom_projection[shadow_pass];
  5417. light_transform = shadow->custom_transform[shadow_pass];
  5418. if (shadow_pass == 0) {
  5419. vp_rect = Rect2(0, sb->size / 2, sb->size / 2, sb->size / 2);
  5420. glViewport(0, sb->size / 2, sb->size / 2, sb->size / 2);
  5421. glScissor(0, sb->size / 2, sb->size / 2, sb->size / 2);
  5422. } else if (shadow_pass == 1) {
  5423. vp_rect = Rect2(0, 0, sb->size / 2, sb->size / 2);
  5424. glViewport(0, 0, sb->size / 2, sb->size / 2);
  5425. glScissor(0, 0, sb->size / 2, sb->size / 2);
  5426. } else if (shadow_pass == 2) {
  5427. vp_rect = Rect2(sb->size / 2, sb->size / 2, sb->size / 2, sb->size / 2);
  5428. glViewport(sb->size / 2, sb->size / 2, sb->size / 2, sb->size / 2);
  5429. glScissor(sb->size / 2, sb->size / 2, sb->size / 2, sb->size / 2);
  5430. } else if (shadow_pass == 3) {
  5431. vp_rect = Rect2(sb->size / 2, 0, sb->size / 2, sb->size / 2);
  5432. glViewport(sb->size / 2, 0, sb->size / 2, sb->size / 2);
  5433. glScissor(sb->size / 2, 0, sb->size / 2, sb->size / 2);
  5434. }
  5435. glEnable(GL_SCISSOR_TEST);
  5436. } else if (shadow->base->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  5437. if (shadow_pass == 0) {
  5438. cm = shadow->custom_projection[0];
  5439. light_transform = shadow->custom_transform[0];
  5440. vp_rect = Rect2(0, sb->size / 2, sb->size, sb->size / 2);
  5441. glViewport(0, sb->size / 2, sb->size, sb->size / 2);
  5442. glScissor(0, sb->size / 2, sb->size, sb->size / 2);
  5443. } else {
  5444. cm = shadow->custom_projection[1];
  5445. light_transform = shadow->custom_transform[1];
  5446. vp_rect = Rect2(0, 0, sb->size, sb->size / 2);
  5447. glViewport(0, 0, sb->size, sb->size / 2);
  5448. glScissor(0, 0, sb->size, sb->size / 2);
  5449. }
  5450. glEnable(GL_SCISSOR_TEST);
  5451. } else {
  5452. cm = shadow->custom_projection[0];
  5453. light_transform = shadow->custom_transform[0];
  5454. vp_rect = Rect2(0, 0, sb->size, sb->size);
  5455. glViewport(0, 0, sb->size, sb->size);
  5456. }
  5457. z_near = cm.get_z_near();
  5458. z_far = cm.get_z_far();
  5459. _glClearDepth(1.0f);
  5460. glClearColor(1, 1, 1, 1);
  5461. if (use_rgba_shadowmaps)
  5462. glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
  5463. else
  5464. glClear(GL_DEPTH_BUFFER_BIT);
  5465. glDisable(GL_SCISSOR_TEST);
  5466. } break;
  5467. case VS::LIGHT_OMNI: {
  5468. material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID, true);
  5469. dp_direction = shadow_pass ? 1.0 : -1.0;
  5470. flip_facing = (shadow_pass == 1);
  5471. light_transform = shadow->transform;
  5472. z_near = 0;
  5473. z_far = shadow->base->vars[VS::LIGHT_PARAM_RADIUS];
  5474. shadow->dp.x = 1.0 / z_far;
  5475. shadow->dp.y = dp_direction;
  5476. if (shadow_pass == 0) {
  5477. vp_rect = Rect2(0, sb->size / 2, sb->size, sb->size / 2);
  5478. glViewport(0, sb->size / 2, sb->size, sb->size / 2);
  5479. glScissor(0, sb->size / 2, sb->size, sb->size / 2);
  5480. } else {
  5481. vp_rect = Rect2(0, 0, sb->size, sb->size / 2);
  5482. glViewport(0, 0, sb->size, sb->size / 2);
  5483. glScissor(0, 0, sb->size, sb->size / 2);
  5484. }
  5485. glEnable(GL_SCISSOR_TEST);
  5486. shadow->projection = cm;
  5487. glClearColor(1, 1, 1, 1);
  5488. _glClearDepth(1.0f);
  5489. if (use_rgba_shadowmaps)
  5490. glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
  5491. else
  5492. glClear(GL_DEPTH_BUFFER_BIT);
  5493. glDisable(GL_SCISSOR_TEST);
  5494. } break;
  5495. case VS::LIGHT_SPOT: {
  5496. float far = shadow->base->vars[VS::LIGHT_PARAM_RADIUS];
  5497. ERR_FAIL_COND(far <= 0);
  5498. float near = far / 200.0;
  5499. if (near < 0.05)
  5500. near = 0.05;
  5501. float angle = shadow->base->vars[VS::LIGHT_PARAM_SPOT_ANGLE];
  5502. cm.set_perspective(angle * 2.0, 1.0, near, far);
  5503. shadow->projection = cm; // cache
  5504. light_transform = shadow->transform;
  5505. z_near = cm.get_z_near();
  5506. z_far = cm.get_z_far();
  5507. glViewport(0, 0, sb->size, sb->size);
  5508. vp_rect = Rect2(0, 0, sb->size, sb->size);
  5509. _glClearDepth(1.0f);
  5510. glClearColor(1, 1, 1, 1);
  5511. if (use_rgba_shadowmaps)
  5512. glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
  5513. else
  5514. glClear(GL_DEPTH_BUFFER_BIT);
  5515. } break;
  5516. }
  5517. Transform light_transform_inverse = light_transform.affine_inverse();
  5518. opaque_render_list.sort_mat_geom();
  5519. _render_list_forward(&opaque_render_list, light_transform, light_transform_inverse, cm, flip_facing, false);
  5520. material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID, false);
  5521. //if (!use_rgba_shadowmaps)
  5522. if (shadow_filter == SHADOW_FILTER_ESM) {
  5523. copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH, use_rgba_shadowmaps);
  5524. copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE, !use_rgba_shadowmaps);
  5525. Vector2 psize(1.0 / sb->size, 1.0 / sb->size);
  5526. float pscale = 1.0;
  5527. int passes = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES];
  5528. glDisable(GL_BLEND);
  5529. glDisable(GL_CULL_FACE);
  5530. #ifdef GLEW_ENABLED
  5531. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  5532. #endif
  5533. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  5534. glDisableVertexAttribArray(i);
  5535. }
  5536. glBindBuffer(GL_ARRAY_BUFFER, 0);
  5537. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  5538. glDisable(GL_SCISSOR_TEST);
  5539. if (!use_rgba_shadowmaps) {
  5540. glEnable(GL_DEPTH_TEST);
  5541. glDepthFunc(GL_ALWAYS);
  5542. glDepthMask(true);
  5543. } else {
  5544. glDisable(GL_DEPTH_TEST);
  5545. }
  5546. for (int i = 0; i < passes; i++) {
  5547. Vector2 src_sb_uv[4] = {
  5548. (vp_rect.pos + Vector2(0, vp_rect.size.y)) / sb->size,
  5549. (vp_rect.pos + vp_rect.size) / sb->size,
  5550. (vp_rect.pos + Vector2(vp_rect.size.x, 0)) / sb->size,
  5551. (vp_rect.pos) / sb->size
  5552. };
  5553. /*
  5554. Vector2 src_uv[4]={
  5555. Vector2( 0, 1),
  5556. Vector2( 1, 1),
  5557. Vector2( 1, 0),
  5558. Vector2( 0, 0)
  5559. };
  5560. */
  5561. static const Vector2 dst_pos[4] = {
  5562. Vector2(-1, 1),
  5563. Vector2(1, 1),
  5564. Vector2(1, -1),
  5565. Vector2(-1, -1)
  5566. };
  5567. glBindFramebuffer(GL_FRAMEBUFFER, blur_shadow_buffer.fbo);
  5568. glActiveTexture(GL_TEXTURE0);
  5569. glBindTexture(GL_TEXTURE_2D, sb->depth);
  5570. #ifdef GLEW_ENABLED
  5571. //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
  5572. #endif
  5573. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS, true);
  5574. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS, false);
  5575. copy_shader.bind();
  5576. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, psize);
  5577. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE, pscale);
  5578. copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE, 1);
  5579. //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
  5580. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0);
  5581. _draw_gui_primitive(4, dst_pos, NULL, src_sb_uv);
  5582. Vector2 src_bb_uv[4] = {
  5583. (vp_rect.pos + Vector2(0, vp_rect.size.y)) / blur_shadow_buffer.size,
  5584. (vp_rect.pos + vp_rect.size) / blur_shadow_buffer.size,
  5585. (vp_rect.pos + Vector2(vp_rect.size.x, 0)) / blur_shadow_buffer.size,
  5586. (vp_rect.pos) / blur_shadow_buffer.size,
  5587. };
  5588. glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
  5589. glActiveTexture(GL_TEXTURE0);
  5590. glBindTexture(GL_TEXTURE_2D, blur_shadow_buffer.depth);
  5591. #ifdef GLEW_ENABLED
  5592. //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
  5593. #endif
  5594. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS, false);
  5595. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS, true);
  5596. copy_shader.bind();
  5597. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE, psize);
  5598. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE, pscale);
  5599. copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE, 1);
  5600. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0);
  5601. _draw_gui_primitive(4, dst_pos, NULL, src_bb_uv);
  5602. }
  5603. glDepthFunc(GL_LEQUAL);
  5604. copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH, false);
  5605. copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE, false);
  5606. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS, false);
  5607. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS, false);
  5608. }
  5609. DEBUG_TEST_ERROR("Drawing Shadow");
  5610. shadow = NULL;
  5611. glBindFramebuffer(GL_FRAMEBUFFER, current_rt ? current_rt->fbo : base_framebuffer);
  5612. glColorMask(1, 1, 1, 1);
  5613. //glDisable(GL_POLYGON_OFFSET_FILL);
  5614. }
  5615. void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2 &p_rect) {
  5616. Matrix32 modelview;
  5617. modelview.translate(p_rect.pos.x, p_rect.pos.y);
  5618. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview);
  5619. glBindTexture(GL_TEXTURE_2D, tex);
  5620. Vector3 coords[4] = {
  5621. Vector3(p_rect.pos.x, p_rect.pos.y, 0),
  5622. Vector3(p_rect.pos.x + p_rect.size.width,
  5623. p_rect.pos.y, 0),
  5624. Vector3(p_rect.pos.x + p_rect.size.width,
  5625. p_rect.pos.y + p_rect.size.height, 0),
  5626. Vector3(p_rect.pos.x,
  5627. p_rect.pos.y + p_rect.size.height, 0)
  5628. };
  5629. Vector3 texcoords[4] = {
  5630. Vector3(0.0f, 0.0f, 0),
  5631. Vector3(1.0f, 0.0f, 0),
  5632. Vector3(1.0f, 1.0f, 0),
  5633. Vector3(0.0f, 1.0f, 0),
  5634. };
  5635. _draw_primitive(4, coords, 0, 0, texcoords);
  5636. //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
  5637. }
  5638. void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer> &p_shadows, Point2 &ofs) {
  5639. Size2 debug_size(128, 128);
  5640. // Size2 debug_size(512,512);
  5641. int useblur = shadow_filter == SHADOW_FILTER_ESM ? 1 : 0;
  5642. for (int i = 0; i < p_shadows.size() + useblur; i++) {
  5643. ShadowBuffer *sb = i == p_shadows.size() ? &blur_shadow_buffer : &p_shadows[i];
  5644. if (!sb->owner && i != p_shadows.size())
  5645. continue;
  5646. _debug_draw_shadow(sb->depth, Rect2(ofs, debug_size));
  5647. ofs.x += debug_size.x;
  5648. if ((ofs.x + debug_size.x) > viewport.width) {
  5649. ofs.x = 0;
  5650. ofs.y += debug_size.y;
  5651. }
  5652. }
  5653. }
  5654. void RasterizerGLES2::_debug_luminances() {
  5655. canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32, !use_fp16_fb);
  5656. canvas_begin();
  5657. glDisable(GL_BLEND);
  5658. canvas_shader.bind();
  5659. Size2 debug_size(128, 128);
  5660. Size2 ofs;
  5661. for (int i = 0; i <= framebuffer.luminance.size(); i++) {
  5662. if (i == framebuffer.luminance.size()) {
  5663. if (!current_vd)
  5664. break;
  5665. _debug_draw_shadow(current_vd->lum_color, Rect2(ofs, debug_size));
  5666. } else {
  5667. _debug_draw_shadow(framebuffer.luminance[i].color, Rect2(ofs, debug_size));
  5668. }
  5669. ofs.x += debug_size.x / 2;
  5670. if ((ofs.x + debug_size.x) > viewport.width) {
  5671. ofs.x = 0;
  5672. ofs.y += debug_size.y;
  5673. }
  5674. }
  5675. canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32, false);
  5676. }
  5677. void RasterizerGLES2::_debug_samplers() {
  5678. canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32, false);
  5679. canvas_begin();
  5680. glDisable(GL_BLEND);
  5681. _set_color_attrib(Color(1, 1, 1, 1));
  5682. canvas_shader.bind();
  5683. List<RID> samplers;
  5684. sampled_light_owner.get_owned_list(&samplers);
  5685. Size2 debug_size(128, 128);
  5686. Size2 ofs;
  5687. for (List<RID>::Element *E = samplers.front(); E; E = E->next()) {
  5688. SampledLight *sl = sampled_light_owner.get(E->get());
  5689. _debug_draw_shadow(sl->texture, Rect2(ofs, debug_size));
  5690. ofs.x += debug_size.x / 2;
  5691. if ((ofs.x + debug_size.x) > viewport.width) {
  5692. ofs.x = 0;
  5693. ofs.y += debug_size.y;
  5694. }
  5695. }
  5696. }
  5697. void RasterizerGLES2::_debug_shadows() {
  5698. canvas_begin();
  5699. glDisable(GL_BLEND);
  5700. Size2 ofs;
  5701. /*
  5702. for(int i=0;i<16;i++) {
  5703. glActiveTexture(GL_TEXTURE0+i);
  5704. //glDisable(GL_TEXTURE_2D);
  5705. }
  5706. glActiveTexture(GL_TEXTURE0);
  5707. //glEnable(GL_TEXTURE_2D);
  5708. */
  5709. _debug_draw_shadows_type(near_shadow_buffers, ofs);
  5710. // _debug_draw_shadows_type(far_shadow_buffers,ofs);
  5711. }
  5712. void RasterizerGLES2::end_frame() {
  5713. //print_line("VTX: "+itos(_rinfo.vertex_count)+" OBJ: "+itos(_rinfo.object_count)+" MAT: "+itos(_rinfo.mat_change_count)+" SHD: "+itos(_rinfo.shader_change_count)+" CI: "+itos(_rinfo.ci_draw_commands));
  5714. //print_line("TOTAL VTX: "+itos(_rinfo.vertex_count));
  5715. OS::get_singleton()->swap_buffers();
  5716. }
  5717. void RasterizerGLES2::flush_frame() {
  5718. glFlush();
  5719. }
  5720. /* CANVAS API */
  5721. void RasterizerGLES2::begin_canvas_bg() {
  5722. if (framebuffer.active) {
  5723. using_canvas_bg = true;
  5724. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  5725. glViewport(0, 0, viewport.width, viewport.height);
  5726. } else {
  5727. using_canvas_bg = false;
  5728. }
  5729. }
  5730. void RasterizerGLES2::canvas_begin() {
  5731. if (using_canvas_bg) {
  5732. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  5733. glColorMask(1, 1, 1, 0); //don't touch alpha
  5734. }
  5735. glDisable(GL_CULL_FACE);
  5736. glDisable(GL_DEPTH_TEST);
  5737. glDisable(GL_SCISSOR_TEST);
  5738. #ifdef GLEW_ENABLED
  5739. glDisable(GL_POINT_SPRITE);
  5740. glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  5741. #endif
  5742. glEnable(GL_BLEND);
  5743. glBlendEquation(GL_FUNC_ADD);
  5744. if (current_rt && current_rt_transparent) {
  5745. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  5746. } else {
  5747. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  5748. }
  5749. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  5750. glLineWidth(1.0);
  5751. glBindBuffer(GL_ARRAY_BUFFER, 0);
  5752. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  5753. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  5754. glDisableVertexAttribArray(i);
  5755. }
  5756. glActiveTexture(GL_TEXTURE0);
  5757. glBindTexture(GL_TEXTURE_2D, white_tex);
  5758. canvas_tex = RID();
  5759. //material_shader.unbind();
  5760. canvas_shader.unbind();
  5761. canvas_shader.set_custom_shader(0);
  5762. canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE, false);
  5763. canvas_shader.bind();
  5764. canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
  5765. canvas_use_modulate = false;
  5766. _set_color_attrib(Color(1, 1, 1));
  5767. canvas_transform = Transform();
  5768. canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
  5769. float csy = 1.0;
  5770. if (current_rt && current_rt_vflip)
  5771. csy = -1.0;
  5772. canvas_transform.scale(Vector3(2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f));
  5773. canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, canvas_transform);
  5774. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, Matrix32());
  5775. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, Matrix32());
  5776. canvas_opacity = 1.0;
  5777. canvas_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
  5778. canvas_texscreen_used = false;
  5779. uses_texpixel_size = false;
  5780. canvas_last_material = NULL;
  5781. }
  5782. void RasterizerGLES2::canvas_disable_blending() {
  5783. glDisable(GL_BLEND);
  5784. }
  5785. void RasterizerGLES2::canvas_set_opacity(float p_opacity) {
  5786. canvas_opacity = p_opacity;
  5787. }
  5788. void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
  5789. if (p_mode == canvas_blend_mode)
  5790. return;
  5791. switch (p_mode) {
  5792. case VS::MATERIAL_BLEND_MODE_MIX: {
  5793. glBlendEquation(GL_FUNC_ADD);
  5794. if (current_rt && current_rt_transparent) {
  5795. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  5796. } else {
  5797. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  5798. }
  5799. } break;
  5800. case VS::MATERIAL_BLEND_MODE_ADD: {
  5801. glBlendEquation(GL_FUNC_ADD);
  5802. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  5803. } break;
  5804. case VS::MATERIAL_BLEND_MODE_SUB: {
  5805. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  5806. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  5807. } break;
  5808. case VS::MATERIAL_BLEND_MODE_MUL: {
  5809. glBlendEquation(GL_FUNC_ADD);
  5810. glBlendFunc(GL_DST_COLOR, GL_ZERO);
  5811. } break;
  5812. case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
  5813. glBlendEquation(GL_FUNC_ADD);
  5814. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  5815. } break;
  5816. }
  5817. canvas_blend_mode = p_mode;
  5818. }
  5819. void RasterizerGLES2::canvas_begin_rect(const Matrix32 &p_transform) {
  5820. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, p_transform);
  5821. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, Matrix32());
  5822. }
  5823. void RasterizerGLES2::canvas_set_clip(bool p_clip, const Rect2 &p_rect) {
  5824. if (p_clip) {
  5825. glEnable(GL_SCISSOR_TEST);
  5826. //glScissor(viewport.x+p_rect.pos.x,viewport.y+ (viewport.height-(p_rect.pos.y+p_rect.size.height)),
  5827. int x = p_rect.pos.x;
  5828. int y = window_size.height - (p_rect.pos.y + p_rect.size.y);
  5829. int w = p_rect.size.x;
  5830. int h = p_rect.size.y;
  5831. glScissor(x, y, w, h);
  5832. } else {
  5833. glDisable(GL_SCISSOR_TEST);
  5834. }
  5835. }
  5836. void RasterizerGLES2::canvas_end_rect() {
  5837. //glPopMatrix();
  5838. }
  5839. RasterizerGLES2::Texture *RasterizerGLES2::_bind_canvas_texture(const RID &p_texture) {
  5840. if (p_texture == canvas_tex && !rebind_texpixel_size) {
  5841. if (canvas_tex.is_valid()) {
  5842. Texture *texture = texture_owner.get(p_texture);
  5843. return texture;
  5844. }
  5845. return NULL;
  5846. }
  5847. rebind_texpixel_size = false;
  5848. if (p_texture.is_valid()) {
  5849. Texture *texture = texture_owner.get(p_texture);
  5850. if (!texture) {
  5851. canvas_tex = RID();
  5852. glBindTexture(GL_TEXTURE_2D, white_tex);
  5853. return NULL;
  5854. }
  5855. if (texture->render_target)
  5856. texture->render_target->last_pass = frame;
  5857. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  5858. canvas_tex = p_texture;
  5859. if (uses_texpixel_size) {
  5860. canvas_shader.set_uniform(CanvasShaderGLES2::TEXPIXEL_SIZE, Size2(1.0 / texture->width, 1.0 / texture->height));
  5861. }
  5862. return texture;
  5863. } else {
  5864. glBindTexture(GL_TEXTURE_2D, white_tex);
  5865. canvas_tex = p_texture;
  5866. }
  5867. return NULL;
  5868. }
  5869. void RasterizerGLES2::canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width) {
  5870. _bind_canvas_texture(RID());
  5871. Color c = p_color;
  5872. c.a *= canvas_opacity;
  5873. _set_color_attrib(c);
  5874. Vector3 verts[2] = {
  5875. Vector3(p_from.x, p_from.y, 0),
  5876. Vector3(p_to.x, p_to.y, 0)
  5877. };
  5878. glLineWidth(p_width);
  5879. _draw_primitive(2, verts, 0, 0, 0);
  5880. _rinfo.ci_draw_commands++;
  5881. }
  5882. void RasterizerGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
  5883. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  5884. //#define GLES_USE_PRIMITIVE_BUFFER
  5885. #ifndef GLES_NO_CLIENT_ARRAYS
  5886. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  5887. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices);
  5888. if (p_colors) {
  5889. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  5890. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors);
  5891. } else {
  5892. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  5893. }
  5894. if (p_uvs) {
  5895. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  5896. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs);
  5897. } else {
  5898. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  5899. }
  5900. glDrawArrays(prim[p_points], 0, p_points);
  5901. #else
  5902. glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
  5903. float b[32];
  5904. int ofs = 0;
  5905. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  5906. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
  5907. for (int i = 0; i < p_points; i++) {
  5908. b[ofs++] = p_vertices[i].x;
  5909. b[ofs++] = p_vertices[i].y;
  5910. }
  5911. if (p_colors) {
  5912. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  5913. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(float) * 4, ((float *)0) + ofs);
  5914. for (int i = 0; i < p_points; i++) {
  5915. b[ofs++] = p_colors[i].r;
  5916. b[ofs++] = p_colors[i].g;
  5917. b[ofs++] = p_colors[i].b;
  5918. b[ofs++] = p_colors[i].a;
  5919. }
  5920. } else {
  5921. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  5922. }
  5923. if (p_uvs) {
  5924. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  5925. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
  5926. for (int i = 0; i < p_points; i++) {
  5927. b[ofs++] = p_uvs[i].x;
  5928. b[ofs++] = p_uvs[i].y;
  5929. }
  5930. } else {
  5931. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  5932. }
  5933. glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]);
  5934. glDrawArrays(prim[p_points], 0, p_points);
  5935. glBindBuffer(GL_ARRAY_BUFFER, 0);
  5936. #endif
  5937. _rinfo.ci_draw_commands++;
  5938. }
  5939. void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2) {
  5940. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  5941. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  5942. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices);
  5943. if (p_colors) {
  5944. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  5945. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors);
  5946. } else {
  5947. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  5948. }
  5949. if (p_uvs) {
  5950. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  5951. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs);
  5952. } else {
  5953. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  5954. }
  5955. if (p_uvs2) {
  5956. glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
  5957. glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs2);
  5958. } else {
  5959. glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
  5960. }
  5961. glDrawArrays(prim[p_points], 0, p_points);
  5962. _rinfo.ci_draw_commands++;
  5963. }
  5964. void RasterizerGLES2::_draw_textured_quad(const Rect2 &p_rect, const Rect2 &p_src_region, const Size2 &p_tex_size, bool p_h_flip, bool p_v_flip, bool p_transpose) {
  5965. Vector2 texcoords[4] = {
  5966. Vector2(p_src_region.pos.x / p_tex_size.width,
  5967. p_src_region.pos.y / p_tex_size.height),
  5968. Vector2((p_src_region.pos.x + p_src_region.size.width) / p_tex_size.width,
  5969. p_src_region.pos.y / p_tex_size.height),
  5970. Vector2((p_src_region.pos.x + p_src_region.size.width) / p_tex_size.width,
  5971. (p_src_region.pos.y + p_src_region.size.height) / p_tex_size.height),
  5972. Vector2(p_src_region.pos.x / p_tex_size.width,
  5973. (p_src_region.pos.y + p_src_region.size.height) / p_tex_size.height)
  5974. };
  5975. if (p_transpose) {
  5976. SWAP(texcoords[1], texcoords[3]);
  5977. }
  5978. if (p_h_flip) {
  5979. SWAP(texcoords[0], texcoords[1]);
  5980. SWAP(texcoords[2], texcoords[3]);
  5981. }
  5982. if (p_v_flip) {
  5983. SWAP(texcoords[1], texcoords[2]);
  5984. SWAP(texcoords[0], texcoords[3]);
  5985. }
  5986. Vector2 coords[4] = {
  5987. Vector2(p_rect.pos.x, p_rect.pos.y),
  5988. Vector2(p_rect.pos.x + p_rect.size.width, p_rect.pos.y),
  5989. Vector2(p_rect.pos.x + p_rect.size.width, p_rect.pos.y + p_rect.size.height),
  5990. Vector2(p_rect.pos.x, p_rect.pos.y + p_rect.size.height)
  5991. };
  5992. _draw_gui_primitive(4, coords, 0, texcoords);
  5993. _rinfo.ci_draw_commands++;
  5994. }
  5995. void RasterizerGLES2::_draw_quad(const Rect2 &p_rect) {
  5996. Vector2 coords[4] = {
  5997. Vector2(p_rect.pos.x, p_rect.pos.y),
  5998. Vector2(p_rect.pos.x + p_rect.size.width, p_rect.pos.y),
  5999. Vector2(p_rect.pos.x + p_rect.size.width, p_rect.pos.y + p_rect.size.height),
  6000. Vector2(p_rect.pos.x, p_rect.pos.y + p_rect.size.height)
  6001. };
  6002. _draw_gui_primitive(4, coords, 0, 0);
  6003. _rinfo.ci_draw_commands++;
  6004. }
  6005. void RasterizerGLES2::canvas_draw_rect(const Rect2 &p_rect, int p_flags, const Rect2 &p_source, RID p_texture, const Color &p_modulate) {
  6006. Color m = p_modulate;
  6007. m.a *= canvas_opacity;
  6008. _set_color_attrib(m);
  6009. Texture *texture = _bind_canvas_texture(p_texture);
  6010. if (texture) {
  6011. bool untile = false;
  6012. if (p_flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  6013. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  6014. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  6015. untile = true;
  6016. }
  6017. if (!(p_flags & CANVAS_RECT_REGION)) {
  6018. Rect2 region = Rect2(0, 0, texture->width, texture->height);
  6019. _draw_textured_quad(p_rect, region, region.size, p_flags & CANVAS_RECT_FLIP_H, p_flags & CANVAS_RECT_FLIP_V, p_flags & CANVAS_RECT_TRANSPOSE);
  6020. } else {
  6021. _draw_textured_quad(p_rect, p_source, Size2(texture->width, texture->height), p_flags & CANVAS_RECT_FLIP_H, p_flags & CANVAS_RECT_FLIP_V, p_flags & CANVAS_RECT_TRANSPOSE);
  6022. }
  6023. if (untile) {
  6024. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  6025. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  6026. }
  6027. } else {
  6028. //glDisable(GL_TEXTURE_2D);
  6029. _draw_quad(p_rect);
  6030. //print_line("rect: "+p_rect);
  6031. }
  6032. _rinfo.ci_draw_commands++;
  6033. }
  6034. void RasterizerGLES2::canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_src_region, RID p_texture, const float *p_margin, bool p_draw_center, const Color &p_modulate) {
  6035. Color m = p_modulate;
  6036. m.a *= canvas_opacity;
  6037. _set_color_attrib(m);
  6038. Texture *texture = _bind_canvas_texture(p_texture);
  6039. ERR_FAIL_COND(!texture);
  6040. Rect2 region = p_src_region;
  6041. if (region.size.width <= 0)
  6042. region.size.width = texture->width;
  6043. if (region.size.height <= 0)
  6044. region.size.height = texture->height;
  6045. /* CORNERS */
  6046. _draw_textured_quad( // top left
  6047. Rect2(p_rect.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])),
  6048. Rect2(region.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])),
  6049. Size2(texture->width, texture->height));
  6050. _draw_textured_quad( // top right
  6051. Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_TOP])),
  6052. Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_TOP])),
  6053. Size2(texture->width, texture->height));
  6054. _draw_textured_quad( // bottom left
  6055. Rect2(Point2(p_rect.pos.x, p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_BOTTOM])),
  6056. Rect2(Point2(region.pos.x, region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_BOTTOM])),
  6057. Size2(texture->width, texture->height));
  6058. _draw_textured_quad( // bottom right
  6059. Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_BOTTOM])),
  6060. Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_BOTTOM])),
  6061. Size2(texture->width, texture->height));
  6062. Rect2 rect_center(p_rect.pos + Point2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2(p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM]));
  6063. Rect2 src_center(Point2(region.pos.x + p_margin[MARGIN_LEFT], region.pos.y + p_margin[MARGIN_TOP]), Size2(region.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], region.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM]));
  6064. _draw_textured_quad( // top
  6065. Rect2(Point2(rect_center.pos.x, p_rect.pos.y), Size2(rect_center.size.width, p_margin[MARGIN_TOP])),
  6066. Rect2(Point2(src_center.pos.x, region.pos.y), Size2(src_center.size.width, p_margin[MARGIN_TOP])),
  6067. Size2(texture->width, texture->height));
  6068. _draw_textured_quad( // bottom
  6069. Rect2(Point2(rect_center.pos.x, rect_center.pos.y + rect_center.size.height), Size2(rect_center.size.width, p_margin[MARGIN_BOTTOM])),
  6070. Rect2(Point2(src_center.pos.x, src_center.pos.y + src_center.size.height), Size2(src_center.size.width, p_margin[MARGIN_BOTTOM])),
  6071. Size2(texture->width, texture->height));
  6072. _draw_textured_quad( // left
  6073. Rect2(Point2(p_rect.pos.x, rect_center.pos.y), Size2(p_margin[MARGIN_LEFT], rect_center.size.height)),
  6074. Rect2(Point2(region.pos.x, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT], src_center.size.height)),
  6075. Size2(texture->width, texture->height));
  6076. _draw_textured_quad( // right
  6077. Rect2(Point2(rect_center.pos.x + rect_center.size.width, rect_center.pos.y), Size2(p_margin[MARGIN_RIGHT], rect_center.size.height)),
  6078. Rect2(Point2(src_center.pos.x + src_center.size.width, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT], src_center.size.height)),
  6079. Size2(texture->width, texture->height));
  6080. if (p_draw_center) {
  6081. _draw_textured_quad(
  6082. rect_center,
  6083. src_center,
  6084. Size2(texture->width, texture->height));
  6085. }
  6086. _rinfo.ci_draw_commands++;
  6087. }
  6088. void RasterizerGLES2::canvas_draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width) {
  6089. ERR_FAIL_COND(p_points.size() < 1);
  6090. _set_color_attrib(Color(1, 1, 1, canvas_opacity));
  6091. _bind_canvas_texture(p_texture);
  6092. _draw_gui_primitive(p_points.size(), p_points.ptr(), p_colors.ptr(), p_uvs.ptr());
  6093. _rinfo.ci_draw_commands++;
  6094. }
  6095. void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor) {
  6096. bool do_colors = false;
  6097. Color m;
  6098. if (p_singlecolor) {
  6099. m = *p_colors;
  6100. m.a *= canvas_opacity;
  6101. _set_color_attrib(m);
  6102. } else if (!p_colors) {
  6103. m = Color(1, 1, 1, canvas_opacity);
  6104. _set_color_attrib(m);
  6105. } else
  6106. do_colors = true;
  6107. Texture *texture = _bind_canvas_texture(p_texture);
  6108. #ifndef GLES_NO_CLIENT_ARRAYS
  6109. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  6110. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices);
  6111. if (do_colors) {
  6112. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  6113. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors);
  6114. } else {
  6115. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  6116. }
  6117. if (texture && p_uvs) {
  6118. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  6119. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs);
  6120. } else {
  6121. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  6122. }
  6123. if (p_indices) {
  6124. #ifdef GLEW_ENABLED
  6125. glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices);
  6126. #else
  6127. static const int _max_draw_poly_indices = 16 * 1024; // change this size if needed!!!
  6128. ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
  6129. static uint16_t _draw_poly_indices[_max_draw_poly_indices];
  6130. for (int i = 0; i < p_vertex_count; i++) {
  6131. _draw_poly_indices[i] = p_indices[i];
  6132. };
  6133. glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, _draw_poly_indices);
  6134. #endif
  6135. } else {
  6136. glDrawArrays(GL_TRIANGLES, 0, p_vertex_count);
  6137. }
  6138. #else //WebGL specific impl.
  6139. glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
  6140. float *b = GlobalVertexBuffer;
  6141. int ofs = 0;
  6142. if (p_vertex_count > MAX_POLYGON_VERTICES) {
  6143. print_line("Too many vertices to render");
  6144. return;
  6145. }
  6146. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  6147. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
  6148. for (int i = 0; i < p_vertex_count; i++) {
  6149. b[ofs++] = p_vertices[i].x;
  6150. b[ofs++] = p_vertices[i].y;
  6151. }
  6152. if (p_colors && do_colors) {
  6153. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  6154. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(float) * 4, ((float *)0) + ofs);
  6155. for (int i = 0; i < p_vertex_count; i++) {
  6156. b[ofs++] = p_colors[i].r;
  6157. b[ofs++] = p_colors[i].g;
  6158. b[ofs++] = p_colors[i].b;
  6159. b[ofs++] = p_colors[i].a;
  6160. }
  6161. } else {
  6162. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  6163. }
  6164. if (p_uvs) {
  6165. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  6166. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
  6167. for (int i = 0; i < p_vertex_count; i++) {
  6168. b[ofs++] = p_uvs[i].x;
  6169. b[ofs++] = p_uvs[i].y;
  6170. }
  6171. } else {
  6172. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  6173. }
  6174. glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]);
  6175. //bind the indices buffer.
  6176. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
  6177. static const int _max_draw_poly_indices = 16 * 1024; // change this size if needed!!!
  6178. ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
  6179. static uint16_t _draw_poly_indices[_max_draw_poly_indices];
  6180. for (int i = 0; i < p_vertex_count; i++) {
  6181. _draw_poly_indices[i] = p_indices[i];
  6182. //OS::get_singleton()->print("ind: %d ", p_indices[i]);
  6183. };
  6184. //copy the data to GPU.
  6185. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);
  6186. //draw the triangles.
  6187. glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);
  6188. glBindBuffer(GL_ARRAY_BUFFER, 0);
  6189. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  6190. #endif
  6191. _rinfo.ci_draw_commands++;
  6192. };
  6193. void RasterizerGLES2::canvas_set_transform(const Matrix32 &p_transform) {
  6194. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, p_transform);
  6195. //canvas_transform = Variant(p_transform);
  6196. }
  6197. RID RasterizerGLES2::canvas_light_occluder_create() {
  6198. CanvasOccluder *co = memnew(CanvasOccluder);
  6199. co->index_id = 0;
  6200. co->vertex_id = 0;
  6201. co->len = 0;
  6202. return canvas_occluder_owner.make_rid(co);
  6203. }
  6204. void RasterizerGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2> &p_lines) {
  6205. CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
  6206. ERR_FAIL_COND(!co);
  6207. co->lines = p_lines;
  6208. if (p_lines.size() != co->len) {
  6209. if (co->index_id)
  6210. glDeleteBuffers(1, &co->index_id);
  6211. if (co->vertex_id)
  6212. glDeleteBuffers(1, &co->vertex_id);
  6213. co->index_id = 0;
  6214. co->vertex_id = 0;
  6215. co->len = 0;
  6216. }
  6217. if (p_lines.size()) {
  6218. DVector<float> geometry;
  6219. DVector<uint16_t> indices;
  6220. int lc = p_lines.size();
  6221. geometry.resize(lc * 6);
  6222. indices.resize(lc * 3);
  6223. DVector<float>::Write vw = geometry.write();
  6224. DVector<uint16_t>::Write iw = indices.write();
  6225. DVector<Vector2>::Read lr = p_lines.read();
  6226. const int POLY_HEIGHT = 16384;
  6227. for (int i = 0; i < lc / 2; i++) {
  6228. vw[i * 12 + 0] = lr[i * 2 + 0].x;
  6229. vw[i * 12 + 1] = lr[i * 2 + 0].y;
  6230. vw[i * 12 + 2] = POLY_HEIGHT;
  6231. vw[i * 12 + 3] = lr[i * 2 + 1].x;
  6232. vw[i * 12 + 4] = lr[i * 2 + 1].y;
  6233. vw[i * 12 + 5] = POLY_HEIGHT;
  6234. vw[i * 12 + 6] = lr[i * 2 + 1].x;
  6235. vw[i * 12 + 7] = lr[i * 2 + 1].y;
  6236. vw[i * 12 + 8] = -POLY_HEIGHT;
  6237. vw[i * 12 + 9] = lr[i * 2 + 0].x;
  6238. vw[i * 12 + 10] = lr[i * 2 + 0].y;
  6239. vw[i * 12 + 11] = -POLY_HEIGHT;
  6240. iw[i * 6 + 0] = i * 4 + 0;
  6241. iw[i * 6 + 1] = i * 4 + 1;
  6242. iw[i * 6 + 2] = i * 4 + 2;
  6243. iw[i * 6 + 3] = i * 4 + 2;
  6244. iw[i * 6 + 4] = i * 4 + 3;
  6245. iw[i * 6 + 5] = i * 4 + 0;
  6246. }
  6247. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  6248. if (!co->vertex_id) {
  6249. glGenBuffers(1, &co->vertex_id);
  6250. glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
  6251. glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
  6252. } else {
  6253. glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
  6254. glBufferSubData(GL_ARRAY_BUFFER, 0, lc * 6 * sizeof(real_t), vw.ptr());
  6255. }
  6256. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  6257. if (!co->index_id) {
  6258. glGenBuffers(1, &co->index_id);
  6259. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
  6260. glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_STATIC_DRAW);
  6261. } else {
  6262. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
  6263. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, lc * 3 * sizeof(uint16_t), iw.ptr());
  6264. }
  6265. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
  6266. co->len = lc;
  6267. }
  6268. }
  6269. RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
  6270. CanvasLightShadow *cls = memnew(CanvasLightShadow);
  6271. if (p_width > max_texture_size)
  6272. p_width = max_texture_size;
  6273. cls->size = p_width;
  6274. glActiveTexture(GL_TEXTURE0);
  6275. glGenFramebuffers(1, &cls->fbo);
  6276. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  6277. // Create a render buffer
  6278. glGenRenderbuffers(1, &cls->rbo);
  6279. glBindRenderbuffer(GL_RENDERBUFFER, cls->rbo);
  6280. // Create a texture for storing the depth
  6281. glGenTextures(1, &cls->depth);
  6282. glBindTexture(GL_TEXTURE_2D, cls->depth);
  6283. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  6284. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  6285. // Remove artifact on the edges of the shadowmap
  6286. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  6287. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  6288. cls->height = 16;
  6289. //print_line("ERROR? "+itos(glGetError()));
  6290. if (read_depth_supported) {
  6291. // We'll use a depth texture to store the depths in the shadow map
  6292. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cls->size, cls->height, 0,
  6293. GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  6294. #ifdef GLEW_ENABLED
  6295. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  6296. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  6297. #endif
  6298. // Attach the depth texture to FBO depth attachment point
  6299. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  6300. GL_TEXTURE_2D, cls->depth, 0);
  6301. #ifdef GLEW_ENABLED
  6302. glDrawBuffer(GL_NONE);
  6303. #endif
  6304. } else {
  6305. // We'll use a RGBA texture into which we pack the depth info
  6306. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0,
  6307. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  6308. // Attach the RGBA texture to FBO color attachment point
  6309. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  6310. GL_TEXTURE_2D, cls->depth, 0);
  6311. cls->rgba = cls->depth;
  6312. // Allocate 16-bit depth buffer
  6313. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
  6314. // Attach the render buffer as depth buffer - will be ignored
  6315. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  6316. GL_RENDERBUFFER, cls->rbo);
  6317. }
  6318. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  6319. //printf("errnum: %x\n",status);
  6320. #ifdef GLEW_ENABLED
  6321. if (read_depth_supported) {
  6322. //glDrawBuffer(GL_BACK);
  6323. }
  6324. #endif
  6325. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  6326. DEBUG_TEST_ERROR("2D Shadow Buffer Init");
  6327. ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
  6328. #ifdef GLEW_ENABLED
  6329. if (read_depth_supported) {
  6330. //glDrawBuffer(GL_BACK);
  6331. }
  6332. #endif
  6333. return canvas_light_shadow_owner.make_rid(cls);
  6334. }
  6335. void RasterizerGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32 &p_light_xform, int p_light_mask, float p_near, float p_far, CanvasLightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
  6336. CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer);
  6337. ERR_FAIL_COND(!cls);
  6338. glDisable(GL_BLEND);
  6339. glDisable(GL_SCISSOR_TEST);
  6340. glDisable(GL_DITHER);
  6341. glDisable(GL_CULL_FACE);
  6342. glDepthFunc(GL_LEQUAL);
  6343. glEnable(GL_DEPTH_TEST);
  6344. glDepthMask(true);
  6345. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  6346. if (!use_rgba_shadowmaps)
  6347. glColorMask(0, 0, 0, 0);
  6348. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  6349. canvas_shadow_shader.bind();
  6350. glViewport(0, 0, cls->size, cls->height);
  6351. _glClearDepth(1.0f);
  6352. glClearColor(1, 1, 1, 1);
  6353. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  6354. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  6355. for (int i = 0; i < 4; i++) {
  6356. //make sure it remains orthogonal, makes easy to read angle later
  6357. Transform light;
  6358. light.origin[0] = p_light_xform[2][0];
  6359. light.origin[1] = p_light_xform[2][1];
  6360. light.basis[0][0] = p_light_xform[0][0];
  6361. light.basis[0][1] = p_light_xform[1][0];
  6362. light.basis[1][0] = p_light_xform[0][1];
  6363. light.basis[1][1] = p_light_xform[1][1];
  6364. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  6365. /// p_near=1;
  6366. CameraMatrix projection;
  6367. {
  6368. real_t fov = 90;
  6369. real_t near = p_near;
  6370. real_t far = p_far;
  6371. real_t aspect = 1.0;
  6372. real_t ymax = near * Math::tan(Math::deg2rad(fov * 0.5));
  6373. real_t ymin = -ymax;
  6374. real_t xmin = ymin * aspect;
  6375. real_t xmax = ymax * aspect;
  6376. projection.set_frustum(xmin, xmax, ymin, ymax, near, far);
  6377. }
  6378. Vector3 cam_target = Matrix3(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  6379. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  6380. canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
  6381. canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
  6382. if (i == 0)
  6383. *p_xform_cache = projection;
  6384. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  6385. CanvasLightOccluderInstance *instance = p_occluders;
  6386. while (instance) {
  6387. CanvasOccluder *cc = canvas_occluder_owner.get(instance->polygon_buffer);
  6388. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  6389. instance = instance->next;
  6390. continue;
  6391. }
  6392. canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
  6393. if (cull != instance->cull_cache) {
  6394. cull = instance->cull_cache;
  6395. switch (cull) {
  6396. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  6397. glDisable(GL_CULL_FACE);
  6398. } break;
  6399. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  6400. glEnable(GL_CULL_FACE);
  6401. glCullFace(GL_FRONT);
  6402. } break;
  6403. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  6404. glEnable(GL_CULL_FACE);
  6405. glCullFace(GL_BACK);
  6406. } break;
  6407. }
  6408. }
  6409. /*
  6410. if (i==0) {
  6411. for(int i=0;i<cc->lines.size();i++) {
  6412. Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
  6413. Plane pp(Vector3(p.x,p.y,0),1);
  6414. pp.normal = light.xform(pp.normal);
  6415. pp = projection.xform4(pp);
  6416. print_line(itos(i)+": "+pp.normal/pp.d);
  6417. //pp=light_mat.xform4(pp);
  6418. //print_line(itos(i)+": "+pp.normal/pp.d);
  6419. }
  6420. }
  6421. */
  6422. glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
  6423. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
  6424. glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
  6425. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
  6426. instance = instance->next;
  6427. }
  6428. }
  6429. glDisableVertexAttribArray(VS::ARRAY_VERTEX);
  6430. glBindBuffer(GL_ARRAY_BUFFER, 0);
  6431. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  6432. if (shadow_filter == SHADOW_FILTER_ESM) {
  6433. //blur the buffer
  6434. #if 0
  6435. //this is ignord, it did not make any difference..
  6436. if (read_depth_supported) {
  6437. glDepthFunc(GL_ALWAYS);
  6438. } else {
  6439. glDisable(GL_DEPTH_TEST);
  6440. glDepthMask(false);
  6441. }
  6442. glDisable(GL_CULL_FACE);
  6443. glViewport(0, 0, cls->size,cls->height);
  6444. int passes=1;
  6445. CanvasLightShadow *blur = canvas_light_shadow_owner.get(canvas_shadow_blur);
  6446. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true);
  6447. copy_shader.bind();
  6448. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,1);
  6449. copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
  6450. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  6451. for(int i=0;i<passes;i++) {
  6452. glBindFramebuffer(GL_FRAMEBUFFER, blur->fbo);
  6453. glActiveTexture(GL_TEXTURE0);
  6454. if (read_depth_supported)
  6455. glBindTexture(GL_TEXTURE_2D,cls->depth);
  6456. else
  6457. glBindTexture(GL_TEXTURE_2D,cls->rgba);
  6458. {
  6459. Vector2 src_sb_uv[4]={
  6460. Vector2( 0, 1),
  6461. Vector2( 1, 1),
  6462. Vector2( 1, 0),
  6463. Vector2( 0, 0)
  6464. };
  6465. static const Vector2 dst_pos[4]={
  6466. Vector2(-1, 1),
  6467. Vector2( 1, 1),
  6468. Vector2( 1,-1),
  6469. Vector2(-1,-1)
  6470. };
  6471. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/cls->size);
  6472. _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
  6473. }
  6474. glActiveTexture(GL_TEXTURE0);
  6475. if (read_depth_supported)
  6476. glBindTexture(GL_TEXTURE_2D,blur->depth);
  6477. else
  6478. glBindTexture(GL_TEXTURE_2D,blur->rgba);
  6479. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  6480. {
  6481. float hlimit = float(cls->size) / blur->size;
  6482. //hlimit*=2.0;
  6483. Vector2 src_sb_uv[4]={
  6484. Vector2( 0, 1),
  6485. Vector2( hlimit, 1),
  6486. Vector2( hlimit, 0),
  6487. Vector2( 0, 0)
  6488. };
  6489. static const Vector2 dst_pos[4]={
  6490. Vector2(-1, 1),
  6491. Vector2( 1, 1),
  6492. Vector2( 1,-1),
  6493. Vector2(-1,-1)
  6494. };
  6495. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/blur->size);
  6496. _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
  6497. }
  6498. }
  6499. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
  6500. glDepthFunc(GL_LEQUAL);
  6501. #endif
  6502. }
  6503. glBindFramebuffer(GL_FRAMEBUFFER, current_rt ? current_rt->fbo : base_framebuffer);
  6504. glColorMask(1, 1, 1, 1);
  6505. }
  6506. void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight *p_lights_with_shadow) {
  6507. CanvasLight *light = p_lights_with_shadow;
  6508. canvas_begin(); //reset
  6509. int h = 10;
  6510. int w = viewport.width;
  6511. int ofs = h;
  6512. //print_line(" debug lights ");
  6513. while (light) {
  6514. // print_line("debug light");
  6515. if (light->shadow_buffer.is_valid()) {
  6516. // print_line("sb is valid");
  6517. CanvasLightShadow *sb = canvas_light_shadow_owner.get(light->shadow_buffer);
  6518. if (sb) {
  6519. glActiveTexture(GL_TEXTURE0);
  6520. if (read_depth_supported)
  6521. glBindTexture(GL_TEXTURE_2D, sb->depth);
  6522. else
  6523. glBindTexture(GL_TEXTURE_2D, sb->rgba);
  6524. _draw_textured_quad(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, sb->size, 10), Size2(sb->size, 10), false, false);
  6525. ofs += h * 2;
  6526. }
  6527. }
  6528. light = light->shadows_next_ptr;
  6529. }
  6530. }
  6531. void RasterizerGLES2::_canvas_normal_set_flip(const Vector2 &p_flip) {
  6532. if (p_flip == normal_flip)
  6533. return;
  6534. normal_flip = p_flip;
  6535. canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP, normal_flip);
  6536. }
  6537. template <bool use_normalmap>
  6538. void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item, CanvasItem *current_clip, bool &reclip) {
  6539. int cc = p_item->commands.size();
  6540. CanvasItem::Command **commands = p_item->commands.ptr();
  6541. for (int i = 0; i < cc; i++) {
  6542. CanvasItem::Command *c = commands[i];
  6543. switch (c->type) {
  6544. case CanvasItem::Command::TYPE_LINE: {
  6545. CanvasItem::CommandLine *line = static_cast<CanvasItem::CommandLine *>(c);
  6546. canvas_draw_line(line->from, line->to, line->color, line->width);
  6547. } break;
  6548. case CanvasItem::Command::TYPE_RECT: {
  6549. CanvasItem::CommandRect *rect = static_cast<CanvasItem::CommandRect *>(c);
  6550. // canvas_draw_rect(rect->rect,rect->region,rect->source,rect->flags&CanvasItem::CommandRect::FLAG_TILE,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V,rect->texture,rect->modulate);
  6551. #if 0
  6552. int flags=0;
  6553. if (rect->flags&CanvasItem::CommandRect::FLAG_REGION) {
  6554. flags|=Rasterizer::CANVAS_RECT_REGION;
  6555. }
  6556. if (rect->flags&CanvasItem::CommandRect::FLAG_TILE) {
  6557. flags|=Rasterizer::CANVAS_RECT_TILE;
  6558. }
  6559. if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H) {
  6560. flags|=Rasterizer::CANVAS_RECT_FLIP_H;
  6561. }
  6562. if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V) {
  6563. flags|=Rasterizer::CANVAS_RECT_FLIP_V;
  6564. }
  6565. #else
  6566. int flags = rect->flags;
  6567. #endif
  6568. if (use_normalmap)
  6569. _canvas_normal_set_flip(Vector2((flags & CANVAS_RECT_FLIP_H) ? -1 : 1, (flags & CANVAS_RECT_FLIP_V) ? -1 : 1));
  6570. canvas_draw_rect(rect->rect, flags, rect->source, rect->texture, rect->modulate);
  6571. } break;
  6572. case CanvasItem::Command::TYPE_STYLE: {
  6573. CanvasItem::CommandStyle *style = static_cast<CanvasItem::CommandStyle *>(c);
  6574. if (use_normalmap)
  6575. _canvas_normal_set_flip(Vector2(1, 1));
  6576. canvas_draw_style_box(style->rect, style->source, style->texture, style->margin, style->draw_center, style->color);
  6577. } break;
  6578. case CanvasItem::Command::TYPE_PRIMITIVE: {
  6579. if (use_normalmap)
  6580. _canvas_normal_set_flip(Vector2(1, 1));
  6581. CanvasItem::CommandPrimitive *primitive = static_cast<CanvasItem::CommandPrimitive *>(c);
  6582. canvas_draw_primitive(primitive->points, primitive->colors, primitive->uvs, primitive->texture, primitive->width);
  6583. } break;
  6584. case CanvasItem::Command::TYPE_POLYGON: {
  6585. if (use_normalmap)
  6586. _canvas_normal_set_flip(Vector2(1, 1));
  6587. CanvasItem::CommandPolygon *polygon = static_cast<CanvasItem::CommandPolygon *>(c);
  6588. canvas_draw_polygon(polygon->count, polygon->indices.ptr(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->texture, polygon->colors.size() == 1);
  6589. } break;
  6590. case CanvasItem::Command::TYPE_POLYGON_PTR: {
  6591. if (use_normalmap)
  6592. _canvas_normal_set_flip(Vector2(1, 1));
  6593. CanvasItem::CommandPolygonPtr *polygon = static_cast<CanvasItem::CommandPolygonPtr *>(c);
  6594. canvas_draw_polygon(polygon->count, polygon->indices, polygon->points, polygon->uvs, polygon->colors, polygon->texture, false);
  6595. } break;
  6596. case CanvasItem::Command::TYPE_CIRCLE: {
  6597. CanvasItem::CommandCircle *circle = static_cast<CanvasItem::CommandCircle *>(c);
  6598. static const int numpoints = 32;
  6599. Vector2 points[numpoints + 1];
  6600. points[numpoints] = circle->pos;
  6601. int indices[numpoints * 3];
  6602. for (int i = 0; i < numpoints; i++) {
  6603. points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / numpoints), Math::cos(i * Math_PI * 2.0 / numpoints)) * circle->radius;
  6604. indices[i * 3 + 0] = i;
  6605. indices[i * 3 + 1] = (i + 1) % numpoints;
  6606. indices[i * 3 + 2] = numpoints;
  6607. }
  6608. canvas_draw_polygon(numpoints * 3, indices, points, NULL, &circle->color, RID(), true);
  6609. //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
  6610. } break;
  6611. case CanvasItem::Command::TYPE_TRANSFORM: {
  6612. CanvasItem::CommandTransform *transform = static_cast<CanvasItem::CommandTransform *>(c);
  6613. canvas_set_transform(transform->xform);
  6614. } break;
  6615. case CanvasItem::Command::TYPE_BLEND_MODE: {
  6616. CanvasItem::CommandBlendMode *bm = static_cast<CanvasItem::CommandBlendMode *>(c);
  6617. canvas_set_blend_mode(bm->blend_mode);
  6618. } break;
  6619. case CanvasItem::Command::TYPE_CLIP_IGNORE: {
  6620. CanvasItem::CommandClipIgnore *ci = static_cast<CanvasItem::CommandClipIgnore *>(c);
  6621. if (current_clip) {
  6622. if (ci->ignore != reclip) {
  6623. if (ci->ignore) {
  6624. glDisable(GL_SCISSOR_TEST);
  6625. reclip = true;
  6626. } else {
  6627. glEnable(GL_SCISSOR_TEST);
  6628. //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
  6629. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  6630. int x;
  6631. int y;
  6632. int w;
  6633. int h;
  6634. if (current_rt) {
  6635. x = current_clip->final_clip_rect.pos.x;
  6636. y = current_clip->final_clip_rect.pos.y;
  6637. w = current_clip->final_clip_rect.size.x;
  6638. h = current_clip->final_clip_rect.size.y;
  6639. } else {
  6640. x = current_clip->final_clip_rect.pos.x;
  6641. y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
  6642. w = current_clip->final_clip_rect.size.x;
  6643. h = current_clip->final_clip_rect.size.y;
  6644. }
  6645. glScissor(x, y, w, h);
  6646. reclip = false;
  6647. }
  6648. }
  6649. }
  6650. } break;
  6651. }
  6652. }
  6653. }
  6654. void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material, Shader *shader) {
  6655. if (canvas_shader.bind())
  6656. rebind_texpixel_size = true;
  6657. if (material->shader_version != shader->version) {
  6658. //todo optimize uniforms
  6659. material->shader_version = shader->version;
  6660. }
  6661. if (shader->has_texscreen && framebuffer.active) {
  6662. int x = viewport.x;
  6663. int y = window_size.height - (viewport.height + viewport.y);
  6664. canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT, Vector2(float(viewport.width) / framebuffer.width, float(viewport.height) / framebuffer.height));
  6665. canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP, Color(float(x) / framebuffer.width, float(y) / framebuffer.height, float(x + viewport.width) / framebuffer.width, float(y + viewport.height) / framebuffer.height));
  6666. canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX, max_texture_units - 1);
  6667. glActiveTexture(GL_TEXTURE0 + max_texture_units - 1);
  6668. glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
  6669. if (framebuffer.scale == 1 && !canvas_texscreen_used) {
  6670. #ifdef GLEW_ENABLED
  6671. if (current_rt) {
  6672. glReadBuffer(GL_COLOR_ATTACHMENT0);
  6673. } else {
  6674. glReadBuffer(GL_BACK);
  6675. }
  6676. #endif
  6677. if (current_rt) {
  6678. glCopyTexSubImage2D(GL_TEXTURE_2D, 0, viewport.x, viewport.y, viewport.x, viewport.y, viewport.width, viewport.height);
  6679. canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP, Color(float(x) / framebuffer.width, float(viewport.y) / framebuffer.height, float(x + viewport.width) / framebuffer.width, float(y + viewport.height) / framebuffer.height));
  6680. //window_size.height-(viewport.height+viewport.y)
  6681. } else {
  6682. glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, y, x, y, viewport.width, viewport.height);
  6683. }
  6684. // if (current_clip) {
  6685. // // print_line(" a clip ");
  6686. // }
  6687. canvas_texscreen_used = true;
  6688. }
  6689. glActiveTexture(GL_TEXTURE0);
  6690. }
  6691. if (shader->has_screen_uv) {
  6692. canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT, Vector2(1.0 / viewport.width, 1.0 / viewport.height));
  6693. }
  6694. uses_texpixel_size = shader->uses_texpixel_size;
  6695. }
  6696. void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *material, Shader *shader) {
  6697. //this can be optimized..
  6698. int tex_id = 1;
  6699. int idx = 0;
  6700. for (Map<StringName, ShaderLanguage::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
  6701. Map<StringName, Variant>::Element *F = material->shader_param.find(E->key());
  6702. if ((E->get().type == ShaderLanguage::TYPE_TEXTURE || E->get().type == ShaderLanguage::TYPE_CUBEMAP)) {
  6703. RID rid;
  6704. if (F) {
  6705. rid = F->get();
  6706. }
  6707. if (!rid.is_valid()) {
  6708. Map<StringName, RID>::Element *DT = shader->default_textures.find(E->key());
  6709. if (DT) {
  6710. rid = DT->get();
  6711. }
  6712. }
  6713. if (rid.is_valid()) {
  6714. int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
  6715. glActiveTexture(GL_TEXTURE0 + tex_id);
  6716. Texture *t = texture_owner.get(rid);
  6717. if (!t)
  6718. glBindTexture(GL_TEXTURE_2D, white_tex);
  6719. else
  6720. glBindTexture(t->target, t->tex_id);
  6721. glUniform1i(loc, tex_id);
  6722. tex_id++;
  6723. }
  6724. } else {
  6725. Variant &v = F ? F->get() : E->get().default_value;
  6726. canvas_shader.set_custom_uniform(idx, v);
  6727. }
  6728. idx++;
  6729. }
  6730. if (tex_id > 1) {
  6731. glActiveTexture(GL_TEXTURE0);
  6732. }
  6733. if (shader->uses_time) {
  6734. canvas_shader.set_uniform(CanvasShaderGLES2::TIME, Math::fmod(scaled_time, shader_time_rollback));
  6735. draw_next_frame = true;
  6736. }
  6737. //if uses TIME - draw_next_frame=true
  6738. }
  6739. void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list, int p_z, const Color &p_modulate, CanvasLight *p_light) {
  6740. CanvasItem *current_clip = NULL;
  6741. Shader *shader_cache = NULL;
  6742. bool rebind_shader = true;
  6743. canvas_opacity = 1.0;
  6744. canvas_use_modulate = p_modulate != Color(1, 1, 1, 1);
  6745. canvas_modulate = p_modulate;
  6746. canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE, canvas_use_modulate);
  6747. canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD, false);
  6748. bool reset_modulate = false;
  6749. bool prev_distance_field = false;
  6750. while (p_item_list) {
  6751. CanvasItem *ci = p_item_list;
  6752. if (ci->vp_render) {
  6753. if (draw_viewport_func) {
  6754. draw_viewport_func(ci->vp_render->owner, ci->vp_render->udata, ci->vp_render->rect);
  6755. }
  6756. memdelete(ci->vp_render);
  6757. ci->vp_render = NULL;
  6758. canvas_last_material = NULL;
  6759. canvas_use_modulate = p_modulate != Color(1, 1, 1, 1);
  6760. canvas_modulate = p_modulate;
  6761. canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE, canvas_use_modulate);
  6762. canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD, false);
  6763. prev_distance_field = false;
  6764. rebind_shader = true;
  6765. reset_modulate = true;
  6766. }
  6767. if (prev_distance_field != ci->distance_field) {
  6768. canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD, ci->distance_field);
  6769. prev_distance_field = ci->distance_field;
  6770. rebind_shader = true;
  6771. }
  6772. if (current_clip != ci->final_clip_owner) {
  6773. current_clip = ci->final_clip_owner;
  6774. //setup clip
  6775. if (current_clip) {
  6776. glEnable(GL_SCISSOR_TEST);
  6777. //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
  6778. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  6779. /* int x = viewport.x+current_clip->final_clip_rect.pos.x;
  6780. int y = window_size.height-(viewport.y+current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.y);
  6781. int w = current_clip->final_clip_rect.size.x;
  6782. int h = current_clip->final_clip_rect.size.y;
  6783. */
  6784. int x;
  6785. int y;
  6786. int w;
  6787. int h;
  6788. if (current_rt) {
  6789. x = current_clip->final_clip_rect.pos.x;
  6790. y = current_clip->final_clip_rect.pos.y;
  6791. w = current_clip->final_clip_rect.size.x;
  6792. h = current_clip->final_clip_rect.size.y;
  6793. } else {
  6794. x = current_clip->final_clip_rect.pos.x;
  6795. y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
  6796. w = current_clip->final_clip_rect.size.x;
  6797. h = current_clip->final_clip_rect.size.y;
  6798. }
  6799. glScissor(x, y, w, h);
  6800. } else {
  6801. glDisable(GL_SCISSOR_TEST);
  6802. }
  6803. }
  6804. if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale == 1) {
  6805. Rect2 rect;
  6806. int x, y;
  6807. if (ci->copy_back_buffer->full) {
  6808. x = viewport.x;
  6809. y = window_size.height - (viewport.height + viewport.y);
  6810. } else {
  6811. x = viewport.x + ci->copy_back_buffer->screen_rect.pos.x;
  6812. y = window_size.height - (viewport.y + ci->copy_back_buffer->screen_rect.pos.y + ci->copy_back_buffer->screen_rect.size.y);
  6813. }
  6814. glActiveTexture(GL_TEXTURE0 + max_texture_units - 1);
  6815. glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
  6816. #ifdef GLEW_ENABLED
  6817. if (current_rt) {
  6818. glReadBuffer(GL_COLOR_ATTACHMENT0);
  6819. } else {
  6820. glReadBuffer(GL_BACK);
  6821. }
  6822. #endif
  6823. if (current_rt) {
  6824. glCopyTexSubImage2D(GL_TEXTURE_2D, 0, viewport.x, viewport.y, viewport.x, viewport.y, viewport.width, viewport.height);
  6825. //window_size.height-(viewport.height+viewport.y)
  6826. } else {
  6827. glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, y, x, y, viewport.width, viewport.height);
  6828. }
  6829. canvas_texscreen_used = true;
  6830. glActiveTexture(GL_TEXTURE0);
  6831. }
  6832. //begin rect
  6833. CanvasItem *material_owner = ci->material_owner ? ci->material_owner : ci;
  6834. CanvasItemMaterial *material = material_owner->material;
  6835. if (material != canvas_last_material || rebind_shader) {
  6836. Shader *shader = NULL;
  6837. if (material && material->shader.is_valid()) {
  6838. shader = shader_owner.get(material->shader);
  6839. if (shader && !shader->valid) {
  6840. shader = NULL;
  6841. }
  6842. }
  6843. shader_cache = shader;
  6844. if (shader) {
  6845. canvas_shader.set_custom_shader(shader->custom_code_id);
  6846. _canvas_item_setup_shader_params(material, shader);
  6847. } else {
  6848. shader_cache = NULL;
  6849. canvas_shader.set_custom_shader(0);
  6850. canvas_shader.bind();
  6851. uses_texpixel_size = false;
  6852. }
  6853. canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, canvas_transform);
  6854. if (canvas_use_modulate)
  6855. reset_modulate = true;
  6856. canvas_last_material = material;
  6857. rebind_shader = false;
  6858. }
  6859. if (material && shader_cache) {
  6860. _canvas_item_setup_shader_uniforms(material, shader_cache);
  6861. }
  6862. bool unshaded = (material && material->shading_mode == VS::CANVAS_ITEM_SHADING_UNSHADED) || ci->blend_mode != VS::MATERIAL_BLEND_MODE_MIX;
  6863. if (unshaded) {
  6864. canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE, Color(1, 1, 1, 1));
  6865. reset_modulate = true;
  6866. } else if (reset_modulate) {
  6867. canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE, canvas_modulate);
  6868. reset_modulate = false;
  6869. }
  6870. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, ci->final_transform);
  6871. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, Matrix32());
  6872. bool reclip = false;
  6873. if (ci == p_item_list || ci->blend_mode != canvas_blend_mode) {
  6874. switch (ci->blend_mode) {
  6875. case VS::MATERIAL_BLEND_MODE_MIX: {
  6876. glBlendEquation(GL_FUNC_ADD);
  6877. if (current_rt && current_rt_transparent) {
  6878. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  6879. } else {
  6880. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  6881. }
  6882. } break;
  6883. case VS::MATERIAL_BLEND_MODE_ADD: {
  6884. glBlendEquation(GL_FUNC_ADD);
  6885. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  6886. } break;
  6887. case VS::MATERIAL_BLEND_MODE_SUB: {
  6888. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  6889. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  6890. } break;
  6891. case VS::MATERIAL_BLEND_MODE_MUL: {
  6892. glBlendEquation(GL_FUNC_ADD);
  6893. glBlendFunc(GL_DST_COLOR, GL_ZERO);
  6894. } break;
  6895. case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
  6896. glBlendEquation(GL_FUNC_ADD);
  6897. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  6898. } break;
  6899. }
  6900. canvas_blend_mode = ci->blend_mode;
  6901. }
  6902. canvas_opacity = ci->final_opacity;
  6903. if (unshaded || (p_modulate.a > 0.001 && (!material || material->shading_mode != VS::CANVAS_ITEM_SHADING_ONLY_LIGHT) && !ci->light_masked))
  6904. _canvas_item_render_commands<false>(ci, current_clip, reclip);
  6905. if (canvas_blend_mode == VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) {
  6906. CanvasLight *light = p_light;
  6907. bool light_used = false;
  6908. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  6909. while (light) {
  6910. if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
  6911. //intersects this light
  6912. if (!light_used || mode != light->mode) {
  6913. mode = light->mode;
  6914. switch (mode) {
  6915. case VS::CANVAS_LIGHT_MODE_ADD: {
  6916. glBlendEquation(GL_FUNC_ADD);
  6917. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  6918. } break;
  6919. case VS::CANVAS_LIGHT_MODE_SUB: {
  6920. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  6921. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  6922. } break;
  6923. case VS::CANVAS_LIGHT_MODE_MIX:
  6924. case VS::CANVAS_LIGHT_MODE_MASK: {
  6925. glBlendEquation(GL_FUNC_ADD);
  6926. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  6927. } break;
  6928. }
  6929. }
  6930. if (!light_used) {
  6931. canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
  6932. canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE, false);
  6933. light_used = true;
  6934. normal_flip = Vector2(1, 1);
  6935. }
  6936. bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
  6937. canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
  6938. bool light_rebind = canvas_shader.bind();
  6939. if (light_rebind) {
  6940. if (material && shader_cache) {
  6941. _canvas_item_setup_shader_params(material, shader_cache);
  6942. _canvas_item_setup_shader_uniforms(material, shader_cache);
  6943. }
  6944. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, ci->final_transform);
  6945. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, Matrix32());
  6946. canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, canvas_transform);
  6947. if (canvas_use_modulate)
  6948. canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE, canvas_modulate);
  6949. canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP, Vector2(1, 1));
  6950. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, 1.0 / light->shadow_buffer_size);
  6951. }
  6952. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
  6953. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
  6954. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, Color(light->color.r * light->energy, light->color.g * light->energy, light->color.b * light->energy, light->color.a));
  6955. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
  6956. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
  6957. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
  6958. if (has_shadow) {
  6959. CanvasLightShadow *cls = canvas_light_shadow_owner.get(light->shadow_buffer);
  6960. glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
  6961. if (read_depth_supported)
  6962. glBindTexture(GL_TEXTURE_2D, cls->depth);
  6963. else
  6964. glBindTexture(GL_TEXTURE_2D, cls->rgba);
  6965. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE, max_texture_units - 3);
  6966. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
  6967. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER, light->shadow_esm_mult);
  6968. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
  6969. }
  6970. glActiveTexture(GL_TEXTURE0 + max_texture_units - 2);
  6971. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_TEXTURE, max_texture_units - 2);
  6972. Texture *t = texture_owner.get(light->texture);
  6973. if (!t) {
  6974. glBindTexture(GL_TEXTURE_2D, white_tex);
  6975. } else {
  6976. glBindTexture(t->target, t->tex_id);
  6977. }
  6978. glActiveTexture(GL_TEXTURE0);
  6979. _canvas_item_render_commands<true>(ci, current_clip, reclip); //redraw using light
  6980. }
  6981. light = light->next_ptr;
  6982. }
  6983. if (light_used) {
  6984. canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
  6985. canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE, canvas_use_modulate);
  6986. canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
  6987. canvas_shader.bind();
  6988. if (material && shader_cache) {
  6989. _canvas_item_setup_shader_params(material, shader_cache);
  6990. _canvas_item_setup_shader_uniforms(material, shader_cache);
  6991. }
  6992. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, ci->final_transform);
  6993. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, Matrix32());
  6994. if (canvas_use_modulate)
  6995. canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE, canvas_modulate);
  6996. glBlendEquation(GL_FUNC_ADD);
  6997. if (current_rt && current_rt_transparent) {
  6998. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  6999. } else {
  7000. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  7001. }
  7002. }
  7003. }
  7004. if (reclip) {
  7005. glEnable(GL_SCISSOR_TEST);
  7006. //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
  7007. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  7008. int x;
  7009. int y;
  7010. int w;
  7011. int h;
  7012. if (current_rt) {
  7013. x = current_clip->final_clip_rect.pos.x;
  7014. y = current_clip->final_clip_rect.pos.y;
  7015. w = current_clip->final_clip_rect.size.x;
  7016. h = current_clip->final_clip_rect.size.y;
  7017. } else {
  7018. x = current_clip->final_clip_rect.pos.x;
  7019. y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
  7020. w = current_clip->final_clip_rect.size.x;
  7021. h = current_clip->final_clip_rect.size.y;
  7022. }
  7023. glScissor(x, y, w, h);
  7024. }
  7025. p_item_list = p_item_list->next;
  7026. }
  7027. if (current_clip) {
  7028. glDisable(GL_SCISSOR_TEST);
  7029. }
  7030. }
  7031. /* ENVIRONMENT */
  7032. RID RasterizerGLES2::environment_create() {
  7033. Environment *env = memnew(Environment);
  7034. return environment_owner.make_rid(env);
  7035. }
  7036. void RasterizerGLES2::environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {
  7037. ERR_FAIL_INDEX(p_bg, VS::ENV_BG_MAX);
  7038. Environment *env = environment_owner.get(p_env);
  7039. ERR_FAIL_COND(!env);
  7040. env->bg_mode = p_bg;
  7041. }
  7042. VS::EnvironmentBG RasterizerGLES2::environment_get_background(RID p_env) const {
  7043. const Environment *env = environment_owner.get(p_env);
  7044. ERR_FAIL_COND_V(!env, VS::ENV_BG_MAX);
  7045. return env->bg_mode;
  7046. }
  7047. void RasterizerGLES2::environment_set_background_param(RID p_env, VS::EnvironmentBGParam p_param, const Variant &p_value) {
  7048. ERR_FAIL_INDEX(p_param, VS::ENV_BG_PARAM_MAX);
  7049. Environment *env = environment_owner.get(p_env);
  7050. ERR_FAIL_COND(!env);
  7051. env->bg_param[p_param] = p_value;
  7052. }
  7053. Variant RasterizerGLES2::environment_get_background_param(RID p_env, VS::EnvironmentBGParam p_param) const {
  7054. ERR_FAIL_INDEX_V(p_param, VS::ENV_BG_PARAM_MAX, Variant());
  7055. const Environment *env = environment_owner.get(p_env);
  7056. ERR_FAIL_COND_V(!env, Variant());
  7057. return env->bg_param[p_param];
  7058. }
  7059. void RasterizerGLES2::environment_set_enable_fx(RID p_env, VS::EnvironmentFx p_effect, bool p_enabled) {
  7060. ERR_FAIL_INDEX(p_effect, VS::ENV_FX_MAX);
  7061. Environment *env = environment_owner.get(p_env);
  7062. ERR_FAIL_COND(!env);
  7063. env->fx_enabled[p_effect] = p_enabled;
  7064. }
  7065. bool RasterizerGLES2::environment_is_fx_enabled(RID p_env, VS::EnvironmentFx p_effect) const {
  7066. ERR_FAIL_INDEX_V(p_effect, VS::ENV_FX_MAX, false);
  7067. const Environment *env = environment_owner.get(p_env);
  7068. ERR_FAIL_COND_V(!env, false);
  7069. return env->fx_enabled[p_effect];
  7070. }
  7071. void RasterizerGLES2::environment_fx_set_param(RID p_env, VS::EnvironmentFxParam p_param, const Variant &p_value) {
  7072. ERR_FAIL_INDEX(p_param, VS::ENV_FX_PARAM_MAX);
  7073. Environment *env = environment_owner.get(p_env);
  7074. ERR_FAIL_COND(!env);
  7075. env->fx_param[p_param] = p_value;
  7076. }
  7077. Variant RasterizerGLES2::environment_fx_get_param(RID p_env, VS::EnvironmentFxParam p_param) const {
  7078. ERR_FAIL_INDEX_V(p_param, VS::ENV_FX_PARAM_MAX, Variant());
  7079. const Environment *env = environment_owner.get(p_env);
  7080. ERR_FAIL_COND_V(!env, Variant());
  7081. return env->fx_param[p_param];
  7082. }
  7083. RID RasterizerGLES2::sampled_light_dp_create(int p_width, int p_height) {
  7084. SampledLight *slight = memnew(SampledLight);
  7085. slight->w = p_width;
  7086. slight->h = p_height;
  7087. slight->multiplier = 1.0;
  7088. slight->is_float = float_linear_supported;
  7089. glActiveTexture(GL_TEXTURE0);
  7090. glGenTextures(1, &slight->texture);
  7091. glBindTexture(GL_TEXTURE_2D, slight->texture);
  7092. // for debug, but glitchy
  7093. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7094. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7095. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7096. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7097. // Remove artifact on the edges of the shadowmap
  7098. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7099. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7100. if (slight->is_float) {
  7101. #ifdef GLEW_ENABLED
  7102. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_width, p_height, 0, GL_RGBA, GL_FLOAT, NULL);
  7103. #else
  7104. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_FLOAT, NULL);
  7105. #endif
  7106. } else {
  7107. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  7108. }
  7109. return sampled_light_owner.make_rid(slight);
  7110. }
  7111. void RasterizerGLES2::sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier) {
  7112. SampledLight *slight = sampled_light_owner.get(p_sampled_light);
  7113. ERR_FAIL_COND(!slight);
  7114. glActiveTexture(GL_TEXTURE0);
  7115. glBindTexture(GL_TEXTURE_2D, slight->texture);
  7116. if (slight->is_float) {
  7117. #ifdef GLEW_ENABLED
  7118. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, slight->w, slight->h, GL_RGBA, GL_FLOAT, p_data);
  7119. #else
  7120. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, slight->w, slight->h, GL_RGBA, GL_FLOAT, p_data);
  7121. #endif
  7122. } else {
  7123. //convert to bytes
  7124. uint8_t *tex8 = (uint8_t *)alloca(slight->w * slight->h * 4);
  7125. const float *src = (const float *)p_data;
  7126. for (int i = 0; i < slight->w * slight->h * 4; i++) {
  7127. tex8[i] = Math::fast_ftoi(CLAMP(src[i] * 255.0, 0.0, 255.0));
  7128. }
  7129. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, slight->w, slight->h, GL_RGBA, GL_UNSIGNED_BYTE, p_data);
  7130. }
  7131. slight->multiplier = p_multiplier;
  7132. }
  7133. /*MISC*/
  7134. bool RasterizerGLES2::is_texture(const RID &p_rid) const {
  7135. return texture_owner.owns(p_rid);
  7136. }
  7137. bool RasterizerGLES2::is_material(const RID &p_rid) const {
  7138. return material_owner.owns(p_rid);
  7139. }
  7140. bool RasterizerGLES2::is_mesh(const RID &p_rid) const {
  7141. return mesh_owner.owns(p_rid);
  7142. }
  7143. bool RasterizerGLES2::is_immediate(const RID &p_rid) const {
  7144. return immediate_owner.owns(p_rid);
  7145. }
  7146. bool RasterizerGLES2::is_multimesh(const RID &p_rid) const {
  7147. return multimesh_owner.owns(p_rid);
  7148. }
  7149. bool RasterizerGLES2::is_particles(const RID &p_beam) const {
  7150. return particles_owner.owns(p_beam);
  7151. }
  7152. bool RasterizerGLES2::is_light(const RID &p_rid) const {
  7153. return light_owner.owns(p_rid);
  7154. }
  7155. bool RasterizerGLES2::is_light_instance(const RID &p_rid) const {
  7156. return light_instance_owner.owns(p_rid);
  7157. }
  7158. bool RasterizerGLES2::is_particles_instance(const RID &p_rid) const {
  7159. return particles_instance_owner.owns(p_rid);
  7160. }
  7161. bool RasterizerGLES2::is_skeleton(const RID &p_rid) const {
  7162. return skeleton_owner.owns(p_rid);
  7163. }
  7164. bool RasterizerGLES2::is_environment(const RID &p_rid) const {
  7165. return environment_owner.owns(p_rid);
  7166. }
  7167. bool RasterizerGLES2::is_shader(const RID &p_rid) const {
  7168. return shader_owner.owns(p_rid);
  7169. }
  7170. bool RasterizerGLES2::is_canvas_light_occluder(const RID &p_rid) const {
  7171. return false;
  7172. }
  7173. void RasterizerGLES2::set_time_scale(float p_scale) {
  7174. time_scale = p_scale;
  7175. }
  7176. void RasterizerGLES2::free(const RID &p_rid) {
  7177. if (texture_owner.owns(p_rid)) {
  7178. // delete the texture
  7179. Texture *texture = texture_owner.get(p_rid);
  7180. // glDeleteTextures( 1,&texture->tex_id );
  7181. _rinfo.texture_mem -= texture->total_data_size;
  7182. texture_owner.free(p_rid);
  7183. memdelete(texture);
  7184. } else if (shader_owner.owns(p_rid)) {
  7185. // delete the texture
  7186. Shader *shader = shader_owner.get(p_rid);
  7187. switch (shader->mode) {
  7188. case VS::SHADER_MATERIAL: {
  7189. material_shader.free_custom_shader(shader->custom_code_id);
  7190. } break;
  7191. case VS::SHADER_POST_PROCESS: {
  7192. //postprocess_shader.free_custom_shader(shader->custom_code_id);
  7193. } break;
  7194. }
  7195. if (shader->dirty_list.in_list())
  7196. _shader_dirty_list.remove(&shader->dirty_list);
  7197. //material_shader.free_custom_shader(shader->custom_code_id);
  7198. shader_owner.free(p_rid);
  7199. memdelete(shader);
  7200. } else if (material_owner.owns(p_rid)) {
  7201. Material *material = material_owner.get(p_rid);
  7202. ERR_FAIL_COND(!material);
  7203. _free_fixed_material(p_rid); //just in case
  7204. material_owner.free(p_rid);
  7205. memdelete(material);
  7206. } else if (mesh_owner.owns(p_rid)) {
  7207. Mesh *mesh = mesh_owner.get(p_rid);
  7208. ERR_FAIL_COND(!mesh);
  7209. for (int i = 0; i < mesh->surfaces.size(); i++) {
  7210. Surface *surface = mesh->surfaces[i];
  7211. if (surface->array_local != 0) {
  7212. memfree(surface->array_local);
  7213. };
  7214. if (surface->index_array_local != 0) {
  7215. memfree(surface->index_array_local);
  7216. };
  7217. if (mesh->morph_target_count > 0) {
  7218. for (int i = 0; i < mesh->morph_target_count; i++) {
  7219. memdelete_arr(surface->morph_targets_local[i].array);
  7220. }
  7221. memdelete_arr(surface->morph_targets_local);
  7222. surface->morph_targets_local = NULL;
  7223. }
  7224. if (surface->vertex_id)
  7225. glDeleteBuffers(1, &surface->vertex_id);
  7226. if (surface->index_id)
  7227. glDeleteBuffers(1, &surface->index_id);
  7228. memdelete(surface);
  7229. };
  7230. mesh->surfaces.clear();
  7231. mesh_owner.free(p_rid);
  7232. memdelete(mesh);
  7233. } else if (multimesh_owner.owns(p_rid)) {
  7234. MultiMesh *multimesh = multimesh_owner.get(p_rid);
  7235. ERR_FAIL_COND(!multimesh);
  7236. if (multimesh->tex_id) {
  7237. glDeleteTextures(1, &multimesh->tex_id);
  7238. }
  7239. multimesh_owner.free(p_rid);
  7240. memdelete(multimesh);
  7241. } else if (immediate_owner.owns(p_rid)) {
  7242. Immediate *immediate = immediate_owner.get(p_rid);
  7243. ERR_FAIL_COND(!immediate);
  7244. immediate_owner.free(p_rid);
  7245. memdelete(immediate);
  7246. } else if (particles_owner.owns(p_rid)) {
  7247. Particles *particles = particles_owner.get(p_rid);
  7248. ERR_FAIL_COND(!particles);
  7249. particles_owner.free(p_rid);
  7250. memdelete(particles);
  7251. } else if (particles_instance_owner.owns(p_rid)) {
  7252. ParticlesInstance *particles_isntance = particles_instance_owner.get(p_rid);
  7253. ERR_FAIL_COND(!particles_isntance);
  7254. particles_instance_owner.free(p_rid);
  7255. memdelete(particles_isntance);
  7256. } else if (skeleton_owner.owns(p_rid)) {
  7257. Skeleton *skeleton = skeleton_owner.get(p_rid);
  7258. ERR_FAIL_COND(!skeleton);
  7259. if (skeleton->dirty_list.in_list())
  7260. _skeleton_dirty_list.remove(&skeleton->dirty_list);
  7261. if (skeleton->tex_id) {
  7262. glDeleteTextures(1, &skeleton->tex_id);
  7263. }
  7264. skeleton_owner.free(p_rid);
  7265. memdelete(skeleton);
  7266. } else if (light_owner.owns(p_rid)) {
  7267. Light *light = light_owner.get(p_rid);
  7268. ERR_FAIL_COND(!light)
  7269. light_owner.free(p_rid);
  7270. memdelete(light);
  7271. } else if (light_instance_owner.owns(p_rid)) {
  7272. LightInstance *light_instance = light_instance_owner.get(p_rid);
  7273. ERR_FAIL_COND(!light_instance);
  7274. light_instance->clear_shadow_buffers();
  7275. light_instance_owner.free(p_rid);
  7276. memdelete(light_instance);
  7277. } else if (environment_owner.owns(p_rid)) {
  7278. Environment *env = environment_owner.get(p_rid);
  7279. ERR_FAIL_COND(!env);
  7280. environment_owner.free(p_rid);
  7281. memdelete(env);
  7282. } else if (viewport_data_owner.owns(p_rid)) {
  7283. ViewportData *viewport_data = viewport_data_owner.get(p_rid);
  7284. ERR_FAIL_COND(!viewport_data);
  7285. glDeleteFramebuffers(1, &viewport_data->lum_fbo);
  7286. glDeleteTextures(1, &viewport_data->lum_color);
  7287. viewport_data_owner.free(p_rid);
  7288. memdelete(viewport_data);
  7289. } else if (render_target_owner.owns(p_rid)) {
  7290. RenderTarget *render_target = render_target_owner.get(p_rid);
  7291. ERR_FAIL_COND(!render_target);
  7292. render_target_set_size(p_rid, 0, 0); //clears framebuffer
  7293. texture_owner.free(render_target->texture);
  7294. memdelete(render_target->texture_ptr);
  7295. render_target_owner.free(p_rid);
  7296. memdelete(render_target);
  7297. } else if (sampled_light_owner.owns(p_rid)) {
  7298. SampledLight *sampled_light = sampled_light_owner.get(p_rid);
  7299. ERR_FAIL_COND(!sampled_light);
  7300. glDeleteTextures(1, &sampled_light->texture);
  7301. sampled_light_owner.free(p_rid);
  7302. memdelete(sampled_light);
  7303. } else if (canvas_occluder_owner.owns(p_rid)) {
  7304. CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
  7305. if (co->index_id)
  7306. glDeleteBuffers(1, &co->index_id);
  7307. if (co->vertex_id)
  7308. glDeleteBuffers(1, &co->vertex_id);
  7309. canvas_occluder_owner.free(p_rid);
  7310. memdelete(co);
  7311. } else if (canvas_light_shadow_owner.owns(p_rid)) {
  7312. CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
  7313. glDeleteFramebuffers(1, &cls->fbo);
  7314. glDeleteRenderbuffers(1, &cls->rbo);
  7315. glDeleteTextures(1, &cls->depth);
  7316. //if (!read_depth_supported) {
  7317. // glDeleteTextures(1,&cls->rgba);
  7318. //}
  7319. canvas_light_shadow_owner.free(p_rid);
  7320. memdelete(cls);
  7321. };
  7322. }
  7323. bool RasterizerGLES2::ShadowBuffer::init(int p_size, bool p_use_depth) {
  7324. size = p_size;
  7325. // Create a framebuffer object
  7326. glGenFramebuffers(1, &fbo);
  7327. glBindFramebuffer(GL_FRAMEBUFFER, fbo);
  7328. // Create a render buffer
  7329. glGenRenderbuffers(1, &rbo);
  7330. glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  7331. // Create a texture for storing the depth
  7332. glGenTextures(1, &depth);
  7333. glBindTexture(GL_TEXTURE_2D, depth);
  7334. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7335. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7336. // Remove artifact on the edges of the shadowmap
  7337. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7338. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7339. //print_line("ERROR? "+itos(glGetError()));
  7340. if (p_use_depth) {
  7341. // We'll use a depth texture to store the depths in the shadow map
  7342. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
  7343. GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  7344. #ifdef GLEW_ENABLED
  7345. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7346. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7347. #endif
  7348. // Attach the depth texture to FBO depth attachment point
  7349. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  7350. GL_TEXTURE_2D, depth, 0);
  7351. #ifdef GLEW_ENABLED
  7352. glDrawBuffer(GL_NONE);
  7353. #endif
  7354. } else {
  7355. // We'll use a RGBA texture into which we pack the depth info
  7356. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
  7357. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  7358. // Attach the RGBA texture to FBO color attachment point
  7359. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  7360. GL_TEXTURE_2D, depth, 0);
  7361. // Allocate 16-bit depth buffer
  7362. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
  7363. // Attach the render buffer as depth buffer - will be ignored
  7364. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  7365. GL_RENDERBUFFER, rbo);
  7366. }
  7367. #if 0
  7368. if (!p_use_depth) {
  7369. print_line("try no depth!");
  7370. glGenTextures(1, &rgba);
  7371. glBindTexture(GL_TEXTURE_2D, rgba);
  7372. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  7373. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rgba, 0);
  7374. /*
  7375. glGenRenderbuffers(1, &depth);
  7376. glBindRenderbuffer(GL_RENDERBUFFER, depth);
  7377. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, p_size, p_size);
  7378. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
  7379. */
  7380. glGenTextures(1, &depth);
  7381. glBindTexture(GL_TEXTURE_2D, depth);
  7382. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7383. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7384. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7385. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7386. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  7387. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
  7388. } else {
  7389. // glGenRenderbuffers(1, &rbo);
  7390. // glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  7391. glGenTextures(1, &depth);
  7392. glBindTexture(GL_TEXTURE_2D, depth);
  7393. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7394. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7395. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7396. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7397. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  7398. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
  7399. }
  7400. #endif
  7401. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7402. //printf("errnum: %x\n",status);
  7403. #ifdef GLEW_ENABLED
  7404. if (p_use_depth) {
  7405. //glDrawBuffer(GL_BACK);
  7406. }
  7407. #endif
  7408. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7409. DEBUG_TEST_ERROR("Shadow Buffer Init");
  7410. ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, false);
  7411. #ifdef GLEW_ENABLED
  7412. if (p_use_depth) {
  7413. //glDrawBuffer(GL_BACK);
  7414. }
  7415. #endif
  7416. #if 0
  7417. glGenFramebuffers(1, &fbo_blur);
  7418. glBindFramebuffer(GL_FRAMEBUFFER, fbo_blur);
  7419. glGenRenderbuffers(1, &rbo_blur);
  7420. glBindRenderbuffer(GL_RENDERBUFFER, rbo_blur);
  7421. glGenTextures(1, &blur);
  7422. glBindTexture(GL_TEXTURE_2D, blur);
  7423. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7424. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7425. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7426. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7427. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  7428. // glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0,
  7429. // GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL);
  7430. // Attach the RGBA texture to FBO color attachment point
  7431. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  7432. GL_TEXTURE_2D, blur, 0);
  7433. // Allocate 16-bit depth buffer
  7434. /* glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
  7435. // Attach the render buffer as depth buffer - will be ignored
  7436. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  7437. GL_RENDERBUFFER, rbo_blur);
  7438. */
  7439. status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7440. OS::get_singleton()->print("Status: %x\n",status);
  7441. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7442. DEBUG_TEST_ERROR("Shadow Blur Buffer Init");
  7443. ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
  7444. #endif
  7445. return true;
  7446. }
  7447. void RasterizerGLES2::_update_framebuffer() {
  7448. if (!use_framebuffers)
  7449. return;
  7450. int scale = GLOBAL_DEF("rasterizer/framebuffer_shrink", 1);
  7451. if (scale < 1)
  7452. scale = 1;
  7453. int dwidth = OS::get_singleton()->get_video_mode().width / scale;
  7454. int dheight = OS::get_singleton()->get_video_mode().height / scale;
  7455. if (framebuffer.fbo && dwidth == framebuffer.width && dheight == framebuffer.height)
  7456. return;
  7457. bool use_fbo = true;
  7458. if (framebuffer.fbo != 0) {
  7459. glDeleteFramebuffers(1, &framebuffer.fbo);
  7460. #if 0
  7461. glDeleteTextures(1,&framebuffer.depth);
  7462. #else
  7463. glDeleteRenderbuffers(1, &framebuffer.depth);
  7464. #endif
  7465. glDeleteTextures(1, &framebuffer.color);
  7466. for (int i = 0; i < framebuffer.luminance.size(); i++) {
  7467. glDeleteTextures(1, &framebuffer.luminance[i].color);
  7468. glDeleteFramebuffers(1, &framebuffer.luminance[i].fbo);
  7469. }
  7470. for (int i = 0; i < 3; i++) {
  7471. glDeleteTextures(1, &framebuffer.blur[i].color);
  7472. glDeleteFramebuffers(1, &framebuffer.blur[i].fbo);
  7473. }
  7474. glDeleteTextures(1, &framebuffer.sample_color);
  7475. glDeleteFramebuffers(1, &framebuffer.sample_fbo);
  7476. framebuffer.luminance.clear();
  7477. framebuffer.blur_size = 0;
  7478. framebuffer.fbo = 0;
  7479. }
  7480. #ifdef TOOLS_ENABLED
  7481. framebuffer.active = use_fbo;
  7482. #else
  7483. framebuffer.active = use_fbo && !low_memory_2d;
  7484. #endif
  7485. framebuffer.width = dwidth;
  7486. framebuffer.height = dheight;
  7487. framebuffer.scale = scale;
  7488. if (!framebuffer.active)
  7489. return;
  7490. glGenFramebuffers(1, &framebuffer.fbo);
  7491. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  7492. //print_line("generating fbo, id: "+itos(framebuffer.fbo));
  7493. //depth
  7494. // Create a render buffer
  7495. #if 0
  7496. glGenTextures(1, &framebuffer.depth);
  7497. glBindTexture(GL_TEXTURE_2D, framebuffer.depth);
  7498. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, framebuffer.width, framebuffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  7499. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7500. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7501. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
  7502. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, framebuffer.depth, 0);
  7503. #else
  7504. glGenRenderbuffers(1, &framebuffer.depth);
  7505. glBindRenderbuffer(GL_RENDERBUFFER, framebuffer.depth);
  7506. glRenderbufferStorage(GL_RENDERBUFFER, use_depth24 ? _DEPTH_COMPONENT24_OES : GL_DEPTH_COMPONENT16, framebuffer.width, framebuffer.height);
  7507. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, framebuffer.depth);
  7508. #endif
  7509. //color
  7510. // GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA;
  7511. GLuint format_rgba = GL_RGBA;
  7512. GLuint format_type = use_fp16_fb ? _GL_HALF_FLOAT_OES : GL_UNSIGNED_BYTE;
  7513. GLuint format_internal = GL_RGBA;
  7514. if (use_16bits_fbo) {
  7515. format_type = GL_UNSIGNED_SHORT_5_6_5;
  7516. format_rgba = GL_RGB;
  7517. format_internal = GL_RGB;
  7518. }
  7519. /*GLuint format_luminance = use_fp16_fb?GL_RGB16F:GL_RGBA;
  7520. GLuint format_luminance_type = use_fp16_fb?(use_fu_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
  7521. GLuint format_luminance_components = use_fp16_fb?GL_RGB:GL_RGBA;*/
  7522. GLuint format_luminance = use_fp16_fb ? _GL_RG_EXT : GL_RGBA;
  7523. GLuint format_luminance_type = use_fp16_fb ? (full_float_fb_supported ? GL_FLOAT : _GL_HALF_FLOAT_OES) : GL_UNSIGNED_BYTE;
  7524. GLuint format_luminance_components = use_fp16_fb ? _GL_RG_EXT : GL_RGBA;
  7525. glGenTextures(1, &framebuffer.color);
  7526. glBindTexture(GL_TEXTURE_2D, framebuffer.color);
  7527. glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL);
  7528. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7529. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7530. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7531. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7532. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7533. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7534. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.color, 0);
  7535. #
  7536. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7537. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7538. if (status != GL_FRAMEBUFFER_COMPLETE) {
  7539. glDeleteFramebuffers(1, &framebuffer.fbo);
  7540. #if 0
  7541. glDeleteTextures(1,&framebuffer.depth);
  7542. #else
  7543. glDeleteRenderbuffers(1, &framebuffer.depth);
  7544. #endif
  7545. glDeleteTextures(1, &framebuffer.color);
  7546. framebuffer.fbo = 0;
  7547. framebuffer.active = false;
  7548. //print_line("**************** NO FAMEBUFFEEEERRRR????");
  7549. WARN_PRINT(String("Could not create framebuffer!!, code: " + itos(status)).ascii().get_data());
  7550. }
  7551. //sample
  7552. glGenFramebuffers(1, &framebuffer.sample_fbo);
  7553. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
  7554. glGenTextures(1, &framebuffer.sample_color);
  7555. glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
  7556. glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL);
  7557. if (bool(GLOBAL_DEF("rasterizer/texscreen_filtered", false))) {
  7558. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7559. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7560. } else {
  7561. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7562. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7563. }
  7564. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7565. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7566. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.sample_color, 0);
  7567. #
  7568. status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7569. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7570. if (status != GL_FRAMEBUFFER_COMPLETE) {
  7571. glDeleteFramebuffers(1, &framebuffer.fbo);
  7572. #if 0
  7573. glDeleteTextures(1,&framebuffer.depth);
  7574. #else
  7575. glDeleteRenderbuffers(1, &framebuffer.depth);
  7576. #endif
  7577. glDeleteTextures(1, &framebuffer.color);
  7578. glDeleteTextures(1, &framebuffer.sample_color);
  7579. glDeleteFramebuffers(1, &framebuffer.sample_fbo);
  7580. framebuffer.fbo = 0;
  7581. framebuffer.active = false;
  7582. //print_line("**************** NO FAMEBUFFEEEERRRR????");
  7583. WARN_PRINT("Could not create framebuffer!!");
  7584. }
  7585. //blur
  7586. int size = GLOBAL_DEF("rasterizer/blur_buffer_size", 256);
  7587. if (size != framebuffer.blur_size) {
  7588. for (int i = 0; i < 3; i++) {
  7589. if (framebuffer.blur[i].fbo) {
  7590. glDeleteFramebuffers(1, &framebuffer.blur[i].fbo);
  7591. glDeleteTextures(1, &framebuffer.blur[i].color);
  7592. framebuffer.blur[i].fbo = 0;
  7593. framebuffer.blur[i].color = 0;
  7594. }
  7595. }
  7596. framebuffer.blur_size = size;
  7597. for (int i = 0; i < 3; i++) {
  7598. glGenFramebuffers(1, &framebuffer.blur[i].fbo);
  7599. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
  7600. glGenTextures(1, &framebuffer.blur[i].color);
  7601. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
  7602. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7603. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7604. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7605. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7606. glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, size, size, 0,
  7607. format_internal, format_type, NULL);
  7608. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  7609. GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
  7610. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7611. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7612. DEBUG_TEST_ERROR("Shadow Buffer Init");
  7613. ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
  7614. }
  7615. }
  7616. // luminance
  7617. int base_size = GLOBAL_DEF("rasterizer/luminance_buffer_size", 81);
  7618. if (framebuffer.luminance.empty() || framebuffer.luminance[0].size != base_size) {
  7619. for (int i = 0; i < framebuffer.luminance.size(); i++) {
  7620. glDeleteFramebuffers(1, &framebuffer.luminance[i].fbo);
  7621. glDeleteTextures(1, &framebuffer.luminance[i].color);
  7622. }
  7623. framebuffer.luminance.clear();
  7624. while (base_size > 0) {
  7625. FrameBuffer::Luminance lb;
  7626. lb.size = base_size;
  7627. glGenFramebuffers(1, &lb.fbo);
  7628. glBindFramebuffer(GL_FRAMEBUFFER, lb.fbo);
  7629. glGenTextures(1, &lb.color);
  7630. glBindTexture(GL_TEXTURE_2D, lb.color);
  7631. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7632. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7633. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7634. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7635. glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0,
  7636. format_luminance_components, format_luminance_type, NULL);
  7637. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  7638. GL_TEXTURE_2D, lb.color, 0);
  7639. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7640. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7641. base_size /= 3;
  7642. DEBUG_TEST_ERROR("Shadow Buffer Init");
  7643. ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
  7644. framebuffer.luminance.push_back(lb);
  7645. }
  7646. }
  7647. }
  7648. void RasterizerGLES2::set_base_framebuffer(GLuint p_id, Vector2 p_size) {
  7649. base_framebuffer = p_id;
  7650. if (p_size.x != 0) {
  7651. window_size = p_size;
  7652. };
  7653. }
  7654. #if 0
  7655. void RasterizerGLES2::_update_blur_buffer() {
  7656. int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
  7657. if (size!=framebuffer.blur_size) {
  7658. for(int i=0;i<3;i++) {
  7659. if (framebuffer.blur[i].fbo) {
  7660. glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
  7661. glDeleteTextures(1,&framebuffer.blur[i].color);
  7662. framebuffer.blur[i].fbo=0;
  7663. framebuffer.blur[i].color=0;
  7664. }
  7665. }
  7666. framebuffer.blur_size=size;
  7667. for(int i=0;i<3;i++) {
  7668. glGenFramebuffers(1, &framebuffer.blur[i].fbo);
  7669. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
  7670. glGenTextures(1, &framebuffer.blur[i].color);
  7671. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
  7672. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7673. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7674. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7675. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7676. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
  7677. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  7678. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  7679. GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
  7680. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7681. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7682. DEBUG_TEST_ERROR("Shadow Buffer Init");
  7683. ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
  7684. }
  7685. }
  7686. }
  7687. #endif
  7688. bool RasterizerGLES2::_test_depth_shadow_buffer() {
  7689. int size = 16;
  7690. GLuint fbo;
  7691. GLuint rbo;
  7692. GLuint depth;
  7693. glActiveTexture(GL_TEXTURE0);
  7694. glGenFramebuffers(1, &fbo);
  7695. glBindFramebuffer(GL_FRAMEBUFFER, fbo);
  7696. // Create a render buffer
  7697. glGenRenderbuffers(1, &rbo);
  7698. glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  7699. // Create a texture for storing the depth
  7700. glGenTextures(1, &depth);
  7701. glBindTexture(GL_TEXTURE_2D, depth);
  7702. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7703. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7704. // Remove artifact on the edges of the shadowmap
  7705. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7706. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7707. // We'll use a depth texture to store the depths in the shadow map
  7708. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
  7709. GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  7710. #ifdef GLEW_ENABLED
  7711. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7712. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7713. #endif
  7714. // Attach the depth texture to FBO depth attachment point
  7715. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  7716. GL_TEXTURE_2D, depth, 0);
  7717. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7718. glDeleteFramebuffers(1, &fbo);
  7719. glDeleteRenderbuffers(1, &rbo);
  7720. glDeleteTextures(1, &depth);
  7721. return status == GL_FRAMEBUFFER_COMPLETE;
  7722. }
  7723. void RasterizerGLES2::init() {
  7724. if (OS::get_singleton()->is_stdout_verbose()) {
  7725. print_line("Using GLES2 video driver");
  7726. }
  7727. #ifdef GLEW_ENABLED
  7728. GLuint res = glewInit();
  7729. ERR_FAIL_COND(res != GLEW_OK);
  7730. if (OS::get_singleton()->is_stdout_verbose()) {
  7731. print_line(String("GLES2: Using GLEW ") + (const char *)glewGetString(GLEW_VERSION));
  7732. }
  7733. // Godot makes use of functions from ARB_framebuffer_object extension which is not implemented by all drivers.
  7734. // On the other hand, these drivers might implement the older EXT_framebuffer_object extension
  7735. // with which current source code is backward compatible.
  7736. bool framebuffer_object_is_supported = glewIsSupported("GL_ARB_framebuffer_object");
  7737. if (!framebuffer_object_is_supported) {
  7738. WARN_PRINT("GL_ARB_framebuffer_object not supported by your graphics card.");
  7739. if (glewIsSupported("GL_EXT_framebuffer_object")) {
  7740. // falling-back to the older EXT function if present
  7741. WARN_PRINT("Falling-back to GL_EXT_framebuffer_object.");
  7742. glIsRenderbuffer = glIsRenderbufferEXT;
  7743. glBindRenderbuffer = glBindRenderbufferEXT;
  7744. glDeleteRenderbuffers = glDeleteRenderbuffersEXT;
  7745. glGenRenderbuffers = glGenRenderbuffersEXT;
  7746. glRenderbufferStorage = glRenderbufferStorageEXT;
  7747. glGetRenderbufferParameteriv = glGetRenderbufferParameterivEXT;
  7748. glIsFramebuffer = glIsFramebufferEXT;
  7749. glBindFramebuffer = glBindFramebufferEXT;
  7750. glDeleteFramebuffers = glDeleteFramebuffersEXT;
  7751. glGenFramebuffers = glGenFramebuffersEXT;
  7752. glCheckFramebufferStatus = glCheckFramebufferStatusEXT;
  7753. glFramebufferTexture1D = glFramebufferTexture1DEXT;
  7754. glFramebufferTexture2D = glFramebufferTexture2DEXT;
  7755. glFramebufferTexture3D = glFramebufferTexture3DEXT;
  7756. glFramebufferRenderbuffer = glFramebufferRenderbufferEXT;
  7757. glGetFramebufferAttachmentParameteriv = glGetFramebufferAttachmentParameterivEXT;
  7758. glGenerateMipmap = glGenerateMipmapEXT;
  7759. framebuffer_object_is_supported = true;
  7760. } else {
  7761. ERR_PRINT("Framebuffer Object is not supported by your graphics card.");
  7762. }
  7763. }
  7764. // Check for GL 2.1 compatibility, if not bail out
  7765. if (!(glewIsSupported("GL_VERSION_2_1") && framebuffer_object_is_supported)) {
  7766. ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n"
  7767. "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot is now going to terminate.");
  7768. OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n"
  7769. "Godot Engine will self-destruct as soon as you acknowledge this error message.",
  7770. "Fatal error: Insufficient OpenGL / GLES drivers");
  7771. exit(1);
  7772. }
  7773. #endif
  7774. scene_pass = 1;
  7775. if (extensions.size() == 0) {
  7776. set_extensions((const char *)glGetString(GL_EXTENSIONS));
  7777. }
  7778. GLint tmp = 0;
  7779. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &tmp);
  7780. //print_line("GL_MAX_VERTEX_ATTRIBS "+itos(tmp));
  7781. glEnable(GL_DEPTH_TEST);
  7782. glDepthFunc(GL_LEQUAL);
  7783. glFrontFace(GL_CW);
  7784. //glEnable(GL_TEXTURE_2D);
  7785. default_material = create_default_material();
  7786. material_shader.init();
  7787. canvas_shader.init();
  7788. copy_shader.init();
  7789. canvas_shadow_shader.init();
  7790. #ifdef GLEW_ENABLED
  7791. material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL, true);
  7792. canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL, true);
  7793. canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_GLES_OVER_GL, true);
  7794. copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL, true);
  7795. #endif
  7796. shadow = NULL;
  7797. shadow_pass = 0;
  7798. #ifdef ANGLE_ENABLED
  7799. // Fix for ANGLE
  7800. material_shader.set_conditional(MaterialShaderGLES2::DISABLE_FRONT_FACING, true);
  7801. #endif
  7802. framebuffer.fbo = 0;
  7803. framebuffer.width = 0;
  7804. framebuffer.height = 0;
  7805. // framebuffer.buff16=false;
  7806. // framebuffer.blur[0].fbo=false;
  7807. // framebuffer.blur[1].fbo=false;
  7808. framebuffer.active = false;
  7809. //do a single initial clear
  7810. glClearColor(0, 0, 0, 1);
  7811. //glClearDepth(1.0);
  7812. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  7813. glGenTextures(1, &white_tex);
  7814. unsigned char whitetexdata[8 * 8 * 3];
  7815. for (int i = 0; i < 8 * 8 * 3; i++) {
  7816. whitetexdata[i] = 255;
  7817. }
  7818. glActiveTexture(GL_TEXTURE0);
  7819. glBindTexture(GL_TEXTURE_2D, white_tex);
  7820. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
  7821. glGenerateMipmap(GL_TEXTURE_2D);
  7822. glBindTexture(GL_TEXTURE_2D, 0);
  7823. #ifdef GLEW_ENABLED
  7824. pvr_supported = false;
  7825. etc_supported = false;
  7826. use_depth24 = true;
  7827. s3tc_supported = true;
  7828. atitc_supported = false;
  7829. // use_texture_instancing=false;
  7830. // use_attribute_instancing=true;
  7831. use_texture_instancing = false;
  7832. use_attribute_instancing = true;
  7833. full_float_fb_supported = true;
  7834. srgb_supported = true;
  7835. latc_supported = true;
  7836. s3tc_srgb_supported = true;
  7837. use_anisotropic_filter = true;
  7838. float_linear_supported = true;
  7839. GLint vtf;
  7840. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vtf);
  7841. float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
  7842. use_hw_skeleton_xform = vtf > 0 && float_supported;
  7843. read_depth_supported = _test_depth_shadow_buffer();
  7844. use_rgba_shadowmaps = !read_depth_supported;
  7845. //print_line("read depth support? "+itos(read_depth_supported));
  7846. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
  7847. anisotropic_level = MIN(anisotropic_level, float(GLOBAL_DEF("rasterizer/anisotropic_filter_level", 4.0)));
  7848. #ifdef OSX_ENABLED
  7849. use_rgba_shadowmaps = true;
  7850. use_fp16_fb = false;
  7851. #else
  7852. #endif
  7853. use_half_float = true;
  7854. #else
  7855. for (Set<String>::Element *E = extensions.front(); E; E = E->next()) {
  7856. print_line(E->get());
  7857. }
  7858. read_depth_supported = extensions.has("GL_OES_depth_texture");
  7859. use_rgba_shadowmaps = !read_depth_supported;
  7860. if (shadow_filter >= SHADOW_FILTER_ESM && !extensions.has("GL_EXT_frag_depth")) {
  7861. use_rgba_shadowmaps = true; //no other way, go back to rgba
  7862. }
  7863. pvr_supported = extensions.has("GL_IMG_texture_compression_pvrtc");
  7864. pvr_srgb_supported = extensions.has("GL_EXT_pvrtc_sRGB");
  7865. etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
  7866. use_depth24 = extensions.has("GL_OES_depth24");
  7867. s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
  7868. use_half_float = extensions.has("GL_OES_vertex_half_float");
  7869. atitc_supported = extensions.has("GL_AMD_compressed_ATC_texture");
  7870. srgb_supported = extensions.has("GL_EXT_sRGB");
  7871. #ifndef ANGLE_ENABLED
  7872. s3tc_srgb_supported = s3tc_supported && extensions.has("GL_EXT_texture_compression_s3tc");
  7873. #else
  7874. s3tc_srgb_supported = s3tc_supported;
  7875. #endif
  7876. latc_supported = extensions.has("GL_EXT_texture_compression_latc");
  7877. anisotropic_level = 1.0;
  7878. use_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
  7879. if (use_anisotropic_filter) {
  7880. glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
  7881. anisotropic_level = MIN(anisotropic_level, float(GLOBAL_DEF("rasterizer/anisotropic_filter_level", 4.0)));
  7882. }
  7883. print_line("S3TC: " + itos(s3tc_supported) + " ATITC: " + itos(atitc_supported));
  7884. GLint vtf;
  7885. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vtf);
  7886. float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
  7887. use_hw_skeleton_xform = vtf > 0 && float_supported;
  7888. float_linear_supported = extensions.has("GL_OES_texture_float_linear");
  7889. //if (extensions.has("GL_QCOM_tiled_rendering"))
  7890. // use_hw_skeleton_xform=false;
  7891. GLint mva;
  7892. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &mva);
  7893. if (vtf == 0 && mva > 8) {
  7894. //tegra 3, mali 400
  7895. use_attribute_instancing = true;
  7896. use_texture_instancing = false;
  7897. } else if (vtf > 0 && extensions.has("GL_OES_texture_float")) {
  7898. //use_texture_instancing=true;
  7899. use_texture_instancing = false; // i don't get it, uniforms are faster.
  7900. use_attribute_instancing = false;
  7901. } else {
  7902. use_texture_instancing = false;
  7903. use_attribute_instancing = false;
  7904. }
  7905. if (use_fp16_fb) {
  7906. use_fp16_fb = extensions.has("GL_OES_texture_half_float") && extensions.has("GL_EXT_color_buffer_half_float") && extensions.has("GL_EXT_texture_rg");
  7907. }
  7908. full_float_fb_supported = extensions.has("GL_EXT_color_buffer_float");
  7909. //etc_supported=false;
  7910. #endif
  7911. //use_rgba_shadowmaps=true;
  7912. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
  7913. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
  7914. //read_depth_supported=false;
  7915. canvas_shadow_blur = canvas_light_shadow_buffer_create(max_texture_size);
  7916. {
  7917. //shadowmaps
  7918. //don't use a shadowbuffer too big in GLES, this should be the maximum
  7919. int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size", 1024);
  7920. int smsize = max_shadow_size;
  7921. while (smsize >= 16) {
  7922. ShadowBuffer sb;
  7923. bool s = sb.init(smsize, !use_rgba_shadowmaps);
  7924. if (s)
  7925. near_shadow_buffers.push_back(sb);
  7926. smsize /= 2;
  7927. }
  7928. blur_shadow_buffer.init(max_shadow_size, !use_rgba_shadowmaps);
  7929. //material_shader
  7930. material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS, !use_rgba_shadowmaps);
  7931. canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_DEPTH_SHADOWS, !use_rgba_shadowmaps);
  7932. }
  7933. shadow_material = material_create(); //empty with nothing
  7934. shadow_mat_ptr = material_owner.get(shadow_material);
  7935. // Now create a second shadow material for double-sided shadow instances
  7936. shadow_material_double_sided = material_create();
  7937. shadow_mat_double_sided_ptr = material_owner.get(shadow_material_double_sided);
  7938. shadow_mat_double_sided_ptr->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED] = true;
  7939. overdraw_material = create_overdraw_debug_material();
  7940. copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR, !use_fp16_fb);
  7941. canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS, read_depth_supported);
  7942. canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("display/use_2d_pixel_snap", false));
  7943. npo2_textures_available = true;
  7944. //fragment_lighting=false;
  7945. _rinfo.texture_mem = 0;
  7946. current_env = NULL;
  7947. current_rt = NULL;
  7948. current_vd = NULL;
  7949. current_debug = VS::SCENARIO_DEBUG_DISABLED;
  7950. camera_ortho = false;
  7951. glGenBuffers(1, &gui_quad_buffer);
  7952. glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
  7953. #ifdef GLES_NO_CLIENT_ARRAYS //WebGL specific implementation.
  7954. glBufferData(GL_ARRAY_BUFFER, 8 * MAX_POLYGON_VERTICES, NULL, GL_DYNAMIC_DRAW);
  7955. #else
  7956. glBufferData(GL_ARRAY_BUFFER, 128, NULL, GL_DYNAMIC_DRAW);
  7957. #endif
  7958. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  7959. #ifdef GLES_NO_CLIENT_ARRAYS //webgl indices buffer
  7960. glGenBuffers(1, &indices_buffer);
  7961. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
  7962. glBufferData(GL_ELEMENT_ARRAY_BUFFER, 16 * 1024, NULL, GL_DYNAMIC_DRAW);
  7963. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // unbind
  7964. #endif
  7965. shader_time_rollback = GLOBAL_DEF("rasterizer/shader_time_rollback", 300);
  7966. time_scale = 1.0f;
  7967. using_canvas_bg = false;
  7968. _update_framebuffer();
  7969. DEBUG_TEST_ERROR("Initializing");
  7970. }
  7971. void RasterizerGLES2::finish() {
  7972. free(default_material);
  7973. free(shadow_material);
  7974. free(shadow_material_double_sided);
  7975. free(canvas_shadow_blur);
  7976. free(overdraw_material);
  7977. }
  7978. int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) {
  7979. switch (p_info) {
  7980. case VS::INFO_OBJECTS_IN_FRAME: {
  7981. return _rinfo.object_count;
  7982. } break;
  7983. case VS::INFO_VERTICES_IN_FRAME: {
  7984. return _rinfo.vertex_count;
  7985. } break;
  7986. case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
  7987. return _rinfo.mat_change_count;
  7988. } break;
  7989. case VS::INFO_SHADER_CHANGES_IN_FRAME: {
  7990. return _rinfo.shader_change_count;
  7991. } break;
  7992. case VS::INFO_DRAW_CALLS_IN_FRAME: {
  7993. return _rinfo.draw_calls;
  7994. } break;
  7995. case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
  7996. return _rinfo.surface_count;
  7997. } break;
  7998. case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {
  7999. return 0;
  8000. } break;
  8001. case VS::INFO_VIDEO_MEM_USED: {
  8002. return get_render_info(VS::INFO_TEXTURE_MEM_USED) + get_render_info(VS::INFO_VERTEX_MEM_USED);
  8003. } break;
  8004. case VS::INFO_TEXTURE_MEM_USED: {
  8005. return _rinfo.texture_mem;
  8006. } break;
  8007. case VS::INFO_VERTEX_MEM_USED: {
  8008. return 0;
  8009. } break;
  8010. }
  8011. return 0;
  8012. }
  8013. void RasterizerGLES2::set_extensions(const char *p_strings) {
  8014. Vector<String> strings = String(p_strings).split(" ", false);
  8015. for (int i = 0; i < strings.size(); i++) {
  8016. extensions.insert(strings[i]);
  8017. // print_line(strings[i]);
  8018. }
  8019. }
  8020. bool RasterizerGLES2::needs_to_draw_next_frame() const {
  8021. return draw_next_frame;
  8022. }
  8023. bool RasterizerGLES2::has_feature(VS::Features p_feature) const {
  8024. switch (p_feature) {
  8025. case VS::FEATURE_SHADERS: return true;
  8026. case VS::FEATURE_NEEDS_RELOAD_HOOK: return use_reload_hooks;
  8027. default: return false;
  8028. }
  8029. }
  8030. void RasterizerGLES2::reload_vram() {
  8031. glEnable(GL_DEPTH_TEST);
  8032. glDepthFunc(GL_LEQUAL);
  8033. glFrontFace(GL_CW);
  8034. //do a single initial clear
  8035. glClearColor(0, 0, 0, 1);
  8036. //glClearDepth(1.0);
  8037. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  8038. glGenTextures(1, &white_tex);
  8039. unsigned char whitetexdata[8 * 8 * 3];
  8040. for (int i = 0; i < 8 * 8 * 3; i++) {
  8041. whitetexdata[i] = 255;
  8042. }
  8043. glActiveTexture(GL_TEXTURE0);
  8044. glBindTexture(GL_TEXTURE_2D, white_tex);
  8045. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
  8046. glGenerateMipmap(GL_TEXTURE_2D);
  8047. glBindTexture(GL_TEXTURE_2D, 0);
  8048. List<RID> textures;
  8049. texture_owner.get_owned_list(&textures);
  8050. keep_copies = false;
  8051. for (List<RID>::Element *E = textures.front(); E; E = E->next()) {
  8052. RID tid = E->get();
  8053. Texture *t = texture_owner.get(tid);
  8054. ERR_CONTINUE(!t);
  8055. t->tex_id = 0;
  8056. t->data_size = 0;
  8057. glGenTextures(1, &t->tex_id);
  8058. t->active = false;
  8059. if (t->render_target)
  8060. continue;
  8061. texture_allocate(tid, t->width, t->height, t->format, t->flags);
  8062. bool had_image = false;
  8063. for (int i = 0; i < 6; i++) {
  8064. if (!t->image[i].empty()) {
  8065. texture_set_data(tid, t->image[i], VS::CubeMapSide(i));
  8066. had_image = true;
  8067. }
  8068. }
  8069. if (!had_image && t->reloader) {
  8070. Object *rl = ObjectDB::get_instance(t->reloader);
  8071. if (rl)
  8072. rl->call(t->reloader_func, tid);
  8073. }
  8074. }
  8075. keep_copies = true;
  8076. List<RID> render_targets;
  8077. render_target_owner.get_owned_list(&render_targets);
  8078. for (List<RID>::Element *E = render_targets.front(); E; E = E->next()) {
  8079. RenderTarget *rt = render_target_owner.get(E->get());
  8080. int w = rt->width;
  8081. int h = rt->height;
  8082. rt->width = 0;
  8083. rt->height = 0;
  8084. render_target_set_size(E->get(), w, h);
  8085. }
  8086. List<RID> meshes;
  8087. mesh_owner.get_owned_list(&meshes);
  8088. for (List<RID>::Element *E = meshes.front(); E; E = E->next()) {
  8089. Mesh *mesh = mesh_owner.get(E->get());
  8090. Vector<Surface *> surfaces = mesh->surfaces;
  8091. mesh->surfaces.clear();
  8092. for (int i = 0; i < surfaces.size(); i++) {
  8093. mesh_add_surface(E->get(), surfaces[i]->primitive, surfaces[i]->data, surfaces[i]->morph_data, surfaces[i]->alpha_sort);
  8094. mesh_surface_set_material(E->get(), i, surfaces[i]->material);
  8095. if (surfaces[i]->array_local != 0) {
  8096. memfree(surfaces[i]->array_local);
  8097. };
  8098. if (surfaces[i]->index_array_local != 0) {
  8099. memfree(surfaces[i]->index_array_local);
  8100. };
  8101. memdelete(surfaces[i]);
  8102. }
  8103. }
  8104. List<RID> skeletons;
  8105. skeleton_owner.get_owned_list(&skeletons);
  8106. for (List<RID>::Element *E = skeletons.front(); E; E = E->next()) {
  8107. Skeleton *sk = skeleton_owner.get(E->get());
  8108. if (!sk->tex_id)
  8109. continue; //does not use hw transform, leave alone
  8110. Vector<Skeleton::Bone> bones = sk->bones;
  8111. sk->bones.clear();
  8112. sk->tex_id = 0;
  8113. sk->pixel_size = 1.0;
  8114. skeleton_resize(E->get(), bones.size());
  8115. sk->bones = bones;
  8116. }
  8117. List<RID> multimeshes;
  8118. multimesh_owner.get_owned_list(&multimeshes);
  8119. for (List<RID>::Element *E = multimeshes.front(); E; E = E->next()) {
  8120. MultiMesh *mm = multimesh_owner.get(E->get());
  8121. if (!mm->tex_id)
  8122. continue; //does not use hw transform, leave alone
  8123. Vector<MultiMesh::Element> elements = mm->elements;
  8124. mm->elements.clear();
  8125. mm->tw = 1;
  8126. mm->th = 1;
  8127. mm->tex_id = 0;
  8128. mm->last_pass = 0;
  8129. mm->visible = -1;
  8130. multimesh_set_instance_count(E->get(), elements.size());
  8131. mm->elements = elements;
  8132. }
  8133. if (framebuffer.fbo != 0) {
  8134. framebuffer.fbo = 0;
  8135. framebuffer.depth = 0;
  8136. framebuffer.color = 0;
  8137. for (int i = 0; i < 3; i++) {
  8138. framebuffer.blur[i].fbo = 0;
  8139. framebuffer.blur[i].color = 0;
  8140. }
  8141. framebuffer.luminance.clear();
  8142. }
  8143. for (int i = 0; i < near_shadow_buffers.size(); i++) {
  8144. near_shadow_buffers[i].init(near_shadow_buffers[i].size, !use_rgba_shadowmaps);
  8145. }
  8146. blur_shadow_buffer.init(near_shadow_buffers[0].size, !use_rgba_shadowmaps);
  8147. canvas_shader.clear_caches();
  8148. material_shader.clear_caches();
  8149. blur_shader.clear_caches();
  8150. copy_shader.clear_caches();
  8151. List<RID> shaders;
  8152. shader_owner.get_owned_list(&shaders);
  8153. for (List<RID>::Element *E = shaders.front(); E; E = E->next()) {
  8154. Shader *s = shader_owner.get(E->get());
  8155. s->custom_code_id = 0;
  8156. s->version = 1;
  8157. s->valid = false;
  8158. shader_set_mode(E->get(), s->mode);
  8159. }
  8160. List<RID> materials;
  8161. material_owner.get_owned_list(&materials);
  8162. for (List<RID>::Element *E = materials.front(); E; E = E->next()) {
  8163. Material *m = material_owner.get(E->get());
  8164. RID shader = m->shader;
  8165. m->shader_version = 0;
  8166. material_set_shader(E->get(), shader);
  8167. }
  8168. }
  8169. void RasterizerGLES2::set_use_framebuffers(bool p_use) {
  8170. use_framebuffers = p_use;
  8171. }
  8172. RasterizerGLES2 *RasterizerGLES2::get_singleton() {
  8173. return _singleton;
  8174. };
  8175. int RasterizerGLES2::RenderList::max_elements = RenderList::DEFAULT_MAX_ELEMENTS;
  8176. void RasterizerGLES2::set_force_16_bits_fbo(bool p_force) {
  8177. use_16bits_fbo = p_force;
  8178. }
  8179. RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays, bool p_keep_ram_copy, bool p_default_fragment_lighting, bool p_use_reload_hooks) {
  8180. _singleton = this;
  8181. shrink_textures_x2 = false;
  8182. RenderList::max_elements = GLOBAL_DEF("rasterizer/max_render_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS);
  8183. if (RenderList::max_elements > 64000)
  8184. RenderList::max_elements = 64000;
  8185. if (RenderList::max_elements < 1024)
  8186. RenderList::max_elements = 1024;
  8187. opaque_render_list.init();
  8188. alpha_render_list.init();
  8189. skinned_buffer_size = GLOBAL_DEF("rasterizer/skeleton_buffer_size_kb", DEFAULT_SKINNED_BUFFER_SIZE);
  8190. if (skinned_buffer_size < 256)
  8191. skinned_buffer_size = 256;
  8192. if (skinned_buffer_size > 16384)
  8193. skinned_buffer_size = 16384;
  8194. skinned_buffer_size *= 1024;
  8195. skinned_buffer = memnew_arr(uint8_t, skinned_buffer_size);
  8196. keep_copies = p_keep_ram_copy;
  8197. use_reload_hooks = p_use_reload_hooks;
  8198. pack_arrays = p_compress_arrays;
  8199. p_default_fragment_lighting = false;
  8200. fragment_lighting = GLOBAL_DEF("rasterizer/use_fragment_lighting", true);
  8201. read_depth_supported = true; //todo check for extension
  8202. shadow_filter = ShadowFilterTechnique((int)(GLOBAL_DEF("rasterizer/shadow_filter", SHADOW_FILTER_PCF5)));
  8203. Globals::get_singleton()->set_custom_property_info("rasterizer/shadow_filter", PropertyInfo(Variant::INT, "rasterizer/shadow_filter", PROPERTY_HINT_ENUM, "None,PCF5,PCF13,ESM"));
  8204. use_fp16_fb = bool(GLOBAL_DEF("rasterizer/fp16_framebuffer", true));
  8205. use_shadow_mapping = true;
  8206. use_fast_texture_filter = !bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter", true));
  8207. low_memory_2d = bool(GLOBAL_DEF("rasterizer/low_memory_2d_mode", false));
  8208. skel_default.resize(1024 * 4);
  8209. for (int i = 0; i < 1024 / 3; i++) {
  8210. float *ptr = skel_default.ptr();
  8211. ptr += i * 4 * 4;
  8212. ptr[0] = 1.0;
  8213. ptr[1] = 0.0;
  8214. ptr[2] = 0.0;
  8215. ptr[3] = 0.0;
  8216. ptr[4] = 0.0;
  8217. ptr[5] = 1.0;
  8218. ptr[6] = 0.0;
  8219. ptr[7] = 0.0;
  8220. ptr[8] = 0.0;
  8221. ptr[9] = 0.0;
  8222. ptr[10] = 1.0;
  8223. ptr[12] = 0.0;
  8224. }
  8225. base_framebuffer = 0;
  8226. frame = 0;
  8227. scaled_time = 0.0;
  8228. draw_next_frame = false;
  8229. use_framebuffers = true;
  8230. framebuffer.active = false;
  8231. tc0_id_cache = 0;
  8232. tc0_idx = 0;
  8233. use_16bits_fbo = false;
  8234. };
  8235. void RasterizerGLES2::restore_framebuffer() {
  8236. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  8237. }
  8238. RasterizerGLES2::~RasterizerGLES2() {
  8239. memdelete_arr(skinned_buffer);
  8240. };
  8241. #endif