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- /*************************************************************************/
- /* rasterizer_gles2.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef RASTERIZER_GLES2_H
- #define RASTERIZER_GLES2_H
- #include "servers/visual/rasterizer.h"
- #define MAX_POLYGON_VERTICES 4096 //used for WebGL canvas_draw_polygon call.
- #ifdef GLES2_ENABLED
- #include "camera_matrix.h"
- #include "image.h"
- #include "list.h"
- #include "map.h"
- #include "rid.h"
- #include "self_list.h"
- #include "servers/visual_server.h"
- #include "sort.h"
- #include "platform_config.h"
- #ifndef GLES2_INCLUDE_H
- #include <GLES2/gl2.h>
- #else
- #include GLES2_INCLUDE_H
- #endif
- #include "drivers/gles2/shader_compiler_gles2.h"
- #include "drivers/gles2/shaders/blur.glsl.gen.h"
- #include "drivers/gles2/shaders/canvas.glsl.gen.h"
- #include "drivers/gles2/shaders/canvas_shadow.glsl.gen.h"
- #include "drivers/gles2/shaders/copy.glsl.gen.h"
- #include "drivers/gles2/shaders/material.glsl.gen.h"
- #include "servers/visual/particle_system_sw.h"
- /**
- @author Juan Linietsky <reduzio@gmail.com>
- */
- class RasterizerGLES2 : public Rasterizer {
- enum {
- MAX_SCENE_LIGHTS = 2048,
- LIGHT_SPOT_BIT = 0x80,
- DEFAULT_SKINNED_BUFFER_SIZE = 2048, // 10k vertices
- MAX_HW_LIGHTS = 1,
- };
- uint8_t *skinned_buffer;
- int skinned_buffer_size;
- bool pvr_supported;
- bool pvr_srgb_supported;
- bool s3tc_supported;
- bool s3tc_srgb_supported;
- bool latc_supported;
- bool etc_supported;
- bool atitc_supported;
- bool npo2_textures_available;
- bool read_depth_supported;
- bool use_framebuffers;
- bool full_float_fb_supported;
- bool use_shadow_mapping;
- bool use_fp16_fb;
- bool srgb_supported;
- bool float_supported;
- bool float_linear_supported;
- bool use_16bits_fbo;
- ShadowFilterTechnique shadow_filter;
- bool use_shadow_esm;
- bool use_shadow_pcf;
- bool use_hw_skeleton_xform;
- bool use_depth24;
- bool use_texture_instancing;
- bool use_attribute_instancing;
- bool use_rgba_shadowmaps;
- bool use_anisotropic_filter;
- float anisotropic_level;
- bool use_half_float;
- bool low_memory_2d;
- bool shrink_textures_x2;
- Vector<float> skel_default;
- Image _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);
- struct RenderTarget;
- struct Texture {
- String path;
- uint32_t flags;
- int width, height;
- int alloc_width, alloc_height;
- Image::Format format;
- GLenum target;
- GLenum gl_format_cache;
- GLenum gl_internal_format_cache;
- int gl_components_cache;
- int data_size; //original data size, useful for retrieving back
- bool has_alpha;
- bool format_has_alpha;
- bool compressed;
- bool disallow_mipmaps;
- int total_data_size;
- bool ignore_mipmaps;
- ObjectID reloader;
- StringName reloader_func;
- Image image[6];
- int mipmaps;
- bool active;
- GLuint tex_id;
- RenderTarget *render_target;
- Texture() {
- ignore_mipmaps = false;
- render_target = NULL;
- flags = width = height = 0;
- tex_id = 0;
- data_size = 0;
- format = Image::FORMAT_GRAYSCALE;
- gl_components_cache = 0;
- format_has_alpha = false;
- has_alpha = false;
- active = false;
- disallow_mipmaps = false;
- compressed = false;
- total_data_size = 0;
- target = GL_TEXTURE_2D;
- mipmaps = 0;
- reloader = 0;
- }
- ~Texture() {
- if (tex_id != 0) {
- glDeleteTextures(1, &tex_id);
- }
- }
- };
- mutable RID_Owner<Texture> texture_owner;
- struct Shader {
- String vertex_code;
- String fragment_code;
- String light_code;
- int vertex_line;
- int fragment_line;
- int light_line;
- VS::ShaderMode mode;
- uint32_t custom_code_id;
- uint32_t version;
- bool valid;
- bool has_alpha;
- bool can_zpass;
- bool has_texscreen;
- bool has_screen_uv;
- bool writes_vertex;
- bool uses_discard;
- bool uses_time;
- bool uses_normal;
- bool uses_texpixel_size;
- Map<StringName, ShaderLanguage::Uniform> uniforms;
- StringName first_texture;
- Map<StringName, RID> default_textures;
- SelfList<Shader> dirty_list;
- Shader() :
- dirty_list(this) {
- valid = false;
- custom_code_id = 0;
- has_alpha = false;
- version = 1;
- vertex_line = 0;
- fragment_line = 0;
- light_line = 0;
- can_zpass = true;
- has_texscreen = false;
- has_screen_uv = false;
- writes_vertex = false;
- uses_discard = false;
- uses_time = false;
- uses_normal = false;
- }
- };
- mutable RID_Owner<Shader> shader_owner;
- mutable SelfList<Shader>::List _shader_dirty_list;
- _FORCE_INLINE_ void _shader_make_dirty(Shader *p_shader);
- void _update_shader(Shader *p_shader) const;
- struct Material {
- bool flags[VS::MATERIAL_FLAG_MAX];
- VS::MaterialBlendMode blend_mode;
- VS::MaterialDepthDrawMode depth_draw_mode;
- float line_width;
- bool has_alpha;
- mutable uint32_t shader_version;
- RID shader; // shader material
- Shader *shader_cache;
- struct UniformData {
- bool inuse;
- bool istexture;
- Variant value;
- int index;
- };
- mutable Map<StringName, UniformData> shader_params;
- uint64_t last_pass;
- Material() {
- for (int i = 0; i < VS::MATERIAL_FLAG_MAX; i++)
- flags[i] = false;
- flags[VS::MATERIAL_FLAG_VISIBLE] = true;
- line_width = 1;
- has_alpha = false;
- depth_draw_mode = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
- blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
- last_pass = 0;
- shader_version = 0;
- shader_cache = NULL;
- }
- };
- _FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const;
- mutable RID_Owner<Material> material_owner;
- struct Geometry {
- enum Type {
- GEOMETRY_INVALID,
- GEOMETRY_SURFACE,
- GEOMETRY_IMMEDIATE,
- GEOMETRY_PARTICLES,
- GEOMETRY_MULTISURFACE,
- };
- Type type;
- RID material;
- bool has_alpha;
- bool material_owned;
- Geometry() {
- has_alpha = false;
- material_owned = false;
- }
- virtual ~Geometry(){};
- };
- struct GeometryOwner {
- virtual ~GeometryOwner() {}
- };
- struct Mesh;
- struct Surface : public Geometry {
- struct ArrayData {
- uint32_t ofs, size, datatype, count;
- bool normalize;
- bool bind;
- ArrayData() {
- ofs = 0;
- size = 0;
- count = 0;
- datatype = 0;
- normalize = 0;
- bind = false;
- }
- };
- Mesh *mesh;
- Array data;
- Array morph_data;
- ArrayData array[VS::ARRAY_MAX];
- // support for vertex array objects
- GLuint array_object_id;
- // support for vertex buffer object
- GLuint vertex_id; // 0 means, unconfigured
- GLuint index_id; // 0 means, unconfigured
- // no support for the above, array in localmem.
- uint8_t *array_local;
- uint8_t *index_array_local;
- Vector<AABB> skeleton_bone_aabb;
- Vector<bool> skeleton_bone_used;
- //bool packed;
- struct MorphTarget {
- uint32_t configured_format;
- uint8_t *array;
- };
- MorphTarget *morph_targets_local;
- int morph_target_count;
- AABB aabb;
- int array_len;
- int index_array_len;
- int max_bone;
- float vertex_scale;
- float uv_scale;
- float uv2_scale;
- bool alpha_sort;
- VS::PrimitiveType primitive;
- uint32_t format;
- uint32_t configured_format;
- int stride;
- int local_stride;
- uint32_t morph_format;
- bool active;
- Point2 uv_min;
- Point2 uv_max;
- Surface() {
- array_len = 0;
- local_stride = 0;
- morph_format = 0;
- type = GEOMETRY_SURFACE;
- primitive = VS::PRIMITIVE_POINTS;
- index_array_len = 0;
- vertex_scale = 1.0;
- uv_scale = 1.0;
- uv2_scale = 1.0;
- alpha_sort = false;
- format = 0;
- stride = 0;
- morph_targets_local = 0;
- morph_target_count = 0;
- array_local = index_array_local = 0;
- vertex_id = index_id = 0;
- active = false;
- //packed=false;
- }
- ~Surface() {
- }
- };
- struct Mesh {
- bool active;
- Vector<Surface *> surfaces;
- int morph_target_count;
- VS::MorphTargetMode morph_target_mode;
- AABB custom_aabb;
- mutable uint64_t last_pass;
- Mesh() {
- morph_target_mode = VS::MORPH_MODE_NORMALIZED;
- morph_target_count = 0;
- last_pass = 0;
- active = false;
- }
- };
- mutable RID_Owner<Mesh> mesh_owner;
- Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem, uint8_t *p_index_mem, const Array &p_arrays, bool p_main);
- struct MultiMesh;
- struct MultiMeshSurface : public Geometry {
- Surface *surface;
- MultiMeshSurface() { type = GEOMETRY_MULTISURFACE; }
- };
- struct MultiMesh : public GeometryOwner {
- struct Element {
- float matrix[16];
- uint8_t color[4];
- Element() {
- matrix[0] = 1;
- matrix[1] = 0;
- matrix[2] = 0;
- matrix[3] = 0;
- matrix[4] = 0;
- matrix[5] = 1;
- matrix[6] = 0;
- matrix[7] = 0;
- matrix[8] = 0;
- matrix[9] = 0;
- matrix[10] = 1;
- matrix[11] = 0;
- matrix[12] = 0;
- matrix[13] = 0;
- matrix[14] = 0;
- matrix[15] = 1;
- };
- };
- AABB aabb;
- RID mesh;
- int visible;
- //IDirect3DVertexBuffer9* instance_buffer;
- Vector<Element> elements;
- Vector<MultiMeshSurface> cache_surfaces;
- mutable uint64_t last_pass;
- GLuint tex_id;
- int tw;
- int th;
- SelfList<MultiMesh> dirty_list;
- MultiMesh() :
- dirty_list(this) {
- tw = 1;
- th = 1;
- tex_id = 0;
- last_pass = 0;
- visible = -1;
- }
- };
- mutable RID_Owner<MultiMesh> multimesh_owner;
- mutable SelfList<MultiMesh>::List _multimesh_dirty_list;
- struct Immediate : public Geometry {
- struct Chunk {
- RID texture;
- VS::PrimitiveType primitive;
- Vector<Vector3> vertices;
- Vector<Vector3> normals;
- Vector<Plane> tangents;
- Vector<Color> colors;
- Vector<Vector2> uvs;
- Vector<Vector2> uvs2;
- };
- List<Chunk> chunks;
- bool building;
- int mask;
- AABB aabb;
- Immediate() {
- type = GEOMETRY_IMMEDIATE;
- building = false;
- }
- };
- mutable RID_Owner<Immediate> immediate_owner;
- struct Particles : public Geometry {
- ParticleSystemSW data; // software particle system
- Particles() {
- type = GEOMETRY_PARTICLES;
- }
- };
- mutable RID_Owner<Particles> particles_owner;
- struct ParticlesInstance : public GeometryOwner {
- RID particles;
- ParticleSystemProcessSW particles_process;
- Transform transform;
- ParticlesInstance() {}
- };
- mutable RID_Owner<ParticlesInstance> particles_instance_owner;
- ParticleSystemDrawInfoSW particle_draw_info;
- struct Skeleton {
- struct Bone {
- float mtx[4][4]; //used
- Bone() {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- mtx[i][j] = (i == j) ? 1 : 0;
- }
- }
- }
- _ALWAYS_INLINE_ void transform_add_mul3(const float *p_src, float *r_dst, float p_weight) const {
- r_dst[0] += ((mtx[0][0] * p_src[0]) + (mtx[1][0] * p_src[1]) + (mtx[2][0] * p_src[2]) + mtx[3][0]) * p_weight;
- r_dst[1] += ((mtx[0][1] * p_src[0]) + (mtx[1][1] * p_src[1]) + (mtx[2][1] * p_src[2]) + mtx[3][1]) * p_weight;
- r_dst[2] += ((mtx[0][2] * p_src[0]) + (mtx[1][2] * p_src[1]) + (mtx[2][2] * p_src[2]) + mtx[3][2]) * p_weight;
- }
- _ALWAYS_INLINE_ void transform3_add_mul3(const float *p_src, float *r_dst, float p_weight) const {
- r_dst[0] += ((mtx[0][0] * p_src[0]) + (mtx[1][0] * p_src[1]) + (mtx[2][0] * p_src[2])) * p_weight;
- r_dst[1] += ((mtx[0][1] * p_src[0]) + (mtx[1][1] * p_src[1]) + (mtx[2][1] * p_src[2])) * p_weight;
- r_dst[2] += ((mtx[0][2] * p_src[0]) + (mtx[1][2] * p_src[1]) + (mtx[2][2] * p_src[2])) * p_weight;
- }
- _ALWAYS_INLINE_ AABB transform_aabb(const AABB &p_aabb) const {
- float vertices[8][3] = {
- { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z },
- { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z },
- { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z },
- { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z },
- { p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z },
- { p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z },
- { p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z },
- { p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z }
- };
- AABB ret;
- for (int i = 0; i < 8; i++) {
- Vector3 xv(
- ((mtx[0][0] * vertices[i][0]) + (mtx[1][0] * vertices[i][1]) + (mtx[2][0] * vertices[i][2]) + mtx[3][0]),
- ((mtx[0][1] * vertices[i][0]) + (mtx[1][1] * vertices[i][1]) + (mtx[2][1] * vertices[i][2]) + mtx[3][1]),
- ((mtx[0][2] * vertices[i][0]) + (mtx[1][2] * vertices[i][1]) + (mtx[2][2] * vertices[i][2]) + mtx[3][2]));
- if (i == 0)
- ret.pos = xv;
- else
- ret.expand_to(xv);
- }
- return ret;
- }
- };
- GLuint tex_id;
- float pixel_size; //for texture
- Vector<Bone> bones;
- SelfList<Skeleton> dirty_list;
- Skeleton() :
- dirty_list(this) {
- tex_id = 0;
- pixel_size = 1.0;
- }
- };
- mutable RID_Owner<Skeleton> skeleton_owner;
- mutable SelfList<Skeleton>::List _skeleton_dirty_list;
- template <bool USE_NORMAL, bool USE_TANGENT, bool INPLACE>
- void _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);
- struct Light {
- VS::LightType type;
- float vars[VS::LIGHT_PARAM_MAX];
- Color colors[3];
- bool shadow_enabled;
- RID projector;
- bool volumetric_enabled;
- Color volumetric_color;
- VS::LightOmniShadowMode omni_shadow_mode;
- VS::LightDirectionalShadowMode directional_shadow_mode;
- float directional_shadow_param[3];
- Light() {
- vars[VS::LIGHT_PARAM_SPOT_ATTENUATION] = 1;
- vars[VS::LIGHT_PARAM_SPOT_ANGLE] = 45;
- vars[VS::LIGHT_PARAM_ATTENUATION] = 1.0;
- vars[VS::LIGHT_PARAM_ENERGY] = 1.0;
- vars[VS::LIGHT_PARAM_RADIUS] = 1.0;
- vars[VS::LIGHT_PARAM_SHADOW_DARKENING] = 0.0;
- vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET] = 0.2;
- vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE] = 1.4;
- vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER] = 60.0;
- vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES] = 1;
- colors[VS::LIGHT_COLOR_DIFFUSE] = Color(1, 1, 1);
- colors[VS::LIGHT_COLOR_SPECULAR] = Color(1, 1, 1);
- shadow_enabled = false;
- volumetric_enabled = false;
- directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT] = 0.5;
- directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE] = 0;
- directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE] = 2.0;
- omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DEFAULT;
- directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
- }
- };
- struct Environment {
- VS::EnvironmentBG bg_mode;
- Variant bg_param[VS::ENV_BG_PARAM_MAX];
- bool fx_enabled[VS::ENV_FX_MAX];
- Variant fx_param[VS::ENV_FX_PARAM_MAX];
- Environment() {
- bg_mode = VS::ENV_BG_DEFAULT_COLOR;
- bg_param[VS::ENV_BG_PARAM_COLOR] = Color(0, 0, 0);
- bg_param[VS::ENV_BG_PARAM_TEXTURE] = RID();
- bg_param[VS::ENV_BG_PARAM_CUBEMAP] = RID();
- bg_param[VS::ENV_BG_PARAM_ENERGY] = 1.0;
- bg_param[VS::ENV_BG_PARAM_SCALE] = 1.0;
- bg_param[VS::ENV_BG_PARAM_GLOW] = 0.0;
- bg_param[VS::ENV_BG_PARAM_CANVAS_MAX_LAYER] = 0;
- for (int i = 0; i < VS::ENV_FX_MAX; i++)
- fx_enabled[i] = false;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES] = 1;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE] = 1.0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH] = 1.0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE] = 0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM] = 0.0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD] = 0.5;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES] = 1;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN] = 100.0;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE] = 10.0;
- fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER] = VS::ENV_FX_HDR_TONE_MAPPER_LINEAR;
- fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE] = 0.4;
- fx_param[VS::ENV_FX_PARAM_HDR_WHITE] = 1.0;
- fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD] = 0.95;
- fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE] = 0.2;
- fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE] = 0.4;
- fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE] = 8.0;
- fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED] = 0.5;
- fx_param[VS::ENV_FX_PARAM_FOG_BEGIN] = 100.0;
- fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION] = 1.0;
- fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR] = Color(0, 0, 0);
- fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR] = Color(0, 0, 0);
- fx_param[VS::ENV_FX_PARAM_FOG_BG] = true;
- fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS] = 1.0;
- fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST] = 1.0;
- fx_param[VS::ENV_FX_PARAM_BCS_SATURATION] = 1.0;
- }
- };
- mutable RID_Owner<Environment> environment_owner;
- struct SampledLight {
- int w, h;
- GLuint texture;
- float multiplier;
- bool is_float;
- };
- mutable RID_Owner<SampledLight> sampled_light_owner;
- struct ViewportData {
- //1x1 fbo+texture for storing previous HDR value
- GLuint lum_fbo;
- GLuint lum_color;
- ViewportData() {
- lum_fbo = 0;
- lum_color = 0;
- }
- };
- mutable RID_Owner<ViewportData> viewport_data_owner;
- struct RenderTarget {
- Texture *texture_ptr;
- RID texture;
- GLuint fbo;
- GLuint color;
- GLuint depth;
- int width, height;
- uint64_t last_pass;
- };
- mutable RID_Owner<RenderTarget> render_target_owner;
- struct ShadowBuffer;
- struct LightInstance {
- struct SplitInfo {
- CameraMatrix camera;
- Transform transform;
- float near;
- float far;
- };
- RID light;
- Light *base;
- Transform transform;
- CameraMatrix projection;
- Transform custom_transform[4];
- CameraMatrix custom_projection[4];
- Vector3 light_vector;
- Vector3 spot_vector;
- float linear_att;
- uint64_t shadow_pass;
- uint64_t last_pass;
- uint16_t sort_key;
- Vector2 dp;
- CameraMatrix shadow_projection[4];
- float shadow_split[4];
- ShadowBuffer *near_shadow_buffer;
- void clear_shadow_buffers() {
- clear_near_shadow_buffers();
- }
- void clear_near_shadow_buffers() {
- if (near_shadow_buffer) {
- near_shadow_buffer->owner = NULL;
- near_shadow_buffer = NULL;
- }
- }
- LightInstance() {
- shadow_pass = 0;
- last_pass = 0;
- sort_key = 0;
- near_shadow_buffer = NULL;
- }
- };
- mutable RID_Owner<Light> light_owner;
- mutable RID_Owner<LightInstance> light_instance_owner;
- LightInstance *light_instances[MAX_SCENE_LIGHTS];
- LightInstance *directional_lights[4];
- int light_instance_count;
- int directional_light_count;
- int last_light_id;
- bool current_depth_test;
- bool current_depth_mask;
- VS::MaterialBlendMode current_blend_mode;
- bool use_fast_texture_filter;
- int max_texture_size;
- bool fragment_lighting;
- RID shadow_material;
- RID shadow_material_double_sided;
- Material *shadow_mat_ptr;
- Material *shadow_mat_double_sided_ptr;
- int max_texture_units;
- GLuint base_framebuffer;
- GLuint gui_quad_buffer;
- GLuint indices_buffer;
- struct RenderList {
- enum {
- DEFAULT_MAX_ELEMENTS = 4096,
- MAX_LIGHTS = 4,
- SORT_FLAG_SKELETON = 1,
- SORT_FLAG_INSTANCING = 2,
- };
- static int max_elements;
- struct Element {
- float depth;
- const InstanceData *instance;
- const Skeleton *skeleton;
- const Geometry *geometry;
- const Geometry *geometry_cmp;
- const Material *material;
- const GeometryOwner *owner;
- bool *additive_ptr;
- bool additive;
- bool mirror;
- union {
- #ifdef BIG_ENDIAN_ENABLED
- struct {
- uint8_t sort_flags;
- uint8_t light_type;
- uint16_t light;
- };
- #else
- struct {
- uint16_t light;
- uint8_t light_type;
- uint8_t sort_flags;
- };
- #endif
- uint32_t sort_key;
- };
- };
- Element *_elements;
- Element **elements;
- int element_count;
- void clear() {
- element_count = 0;
- }
- struct SortZ {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->depth > B->depth;
- }
- };
- void sort_z() {
- SortArray<Element *, SortZ> sorter;
- sorter.sort(elements, element_count);
- }
- struct SortMatGeom {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- // TODO move to a single uint64 (one comparison)
- if (A->material->shader_cache == B->material->shader_cache) {
- if (A->material == B->material) {
- return A->geometry_cmp < B->geometry_cmp;
- } else {
- return (A->material < B->material);
- }
- } else {
- return A->material->shader_cache < B->material->shader_cache;
- }
- }
- };
- void sort_mat_geom() {
- SortArray<Element *, SortMatGeom> sorter;
- sorter.sort(elements, element_count);
- }
- struct SortMatLight {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- if (A->geometry_cmp == B->geometry_cmp) {
- if (A->material == B->material) {
- return A->light < B->light;
- } else {
- return (A->material < B->material);
- }
- } else {
- return (A->geometry_cmp < B->geometry_cmp);
- }
- }
- };
- void sort_mat_light() {
- SortArray<Element *, SortMatLight> sorter;
- sorter.sort(elements, element_count);
- }
- struct SortMatLightType {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- if (A->light_type == B->light_type) {
- if (A->material->shader_cache == B->material->shader_cache) {
- if (A->material == B->material) {
- return (A->geometry_cmp < B->geometry_cmp);
- } else {
- return (A->material < B->material);
- }
- } else {
- return (A->material->shader_cache < B->material->shader_cache);
- }
- } else {
- return A->light_type < B->light_type;
- }
- }
- };
- void sort_mat_light_type() {
- SortArray<Element *, SortMatLightType> sorter;
- sorter.sort(elements, element_count);
- }
- struct SortMatLightTypeFlags {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- if (A->sort_key == B->sort_key) {
- if (A->material->shader_cache == B->material->shader_cache) {
- if (A->material == B->material) {
- return (A->geometry_cmp < B->geometry_cmp);
- } else {
- return (A->material < B->material);
- }
- } else {
- return (A->material->shader_cache < B->material->shader_cache);
- }
- } else {
- return A->sort_key < B->sort_key; //one is null and one is not
- }
- }
- };
- void sort_mat_light_type_flags() {
- SortArray<Element *, SortMatLightTypeFlags> sorter;
- sorter.sort(elements, element_count);
- }
- _FORCE_INLINE_ Element *add_element() {
- if (element_count >= max_elements)
- return NULL;
- elements[element_count] = &_elements[element_count];
- return elements[element_count++];
- }
- void init() {
- element_count = 0;
- elements = memnew_arr(Element *, max_elements);
- _elements = memnew_arr(Element, max_elements);
- for (int i = 0; i < max_elements; i++)
- elements[i] = &_elements[i]; // assign elements
- }
- RenderList() {
- }
- ~RenderList() {
- memdelete_arr(elements);
- memdelete_arr(_elements);
- }
- };
- RenderList opaque_render_list;
- RenderList alpha_render_list;
- RID default_material;
- CameraMatrix camera_projection;
- Transform camera_transform;
- Transform camera_transform_inverse;
- float camera_z_near;
- float camera_z_far;
- Size2 camera_vp_size;
- bool camera_ortho;
- Set<String> extensions;
- bool texscreen_copied;
- bool texscreen_used;
- Plane camera_plane;
- void _add_geometry(const Geometry *p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner, int p_material = -1);
- void _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 = false, bool p_fragment_light = false, bool p_alpha_pass = false);
- //void _setup_light(LightInstance* p_instance, int p_idx);
- void _setup_light(uint16_t p_light);
- _FORCE_INLINE_ void _setup_shader_params(const Material *p_material);
- bool _setup_material(const Geometry *p_geometry, const Material *p_material, bool p_no_const_light, bool p_opaque_pass);
- void _setup_skeleton(const Skeleton *p_skeleton);
- Error _setup_geometry(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton, const float *p_morphs);
- void _render(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton, const GeometryOwner *p_owner, const Transform &p_xform);
- /***********/
- /* SHADOWS */
- /***********/
- struct ShadowBuffer {
- int size;
- GLuint fbo;
- GLuint rbo;
- GLuint depth;
- GLuint rgba; //for older devices
- #if 0
- GLuint fbo_blur;
- GLuint rbo_blur;
- GLuint blur;
- #endif
- LightInstance *owner;
- bool init(int p_size, bool p_use_depth);
- ShadowBuffer() {
- size = 0;
- depth = 0;
- owner = NULL;
- }
- };
- Vector<ShadowBuffer> near_shadow_buffers;
- ShadowBuffer blur_shadow_buffer;
- Vector<ShadowBuffer> far_shadow_buffers;
- LightInstance *shadow;
- int shadow_pass;
- float shadow_near_far_split_size_ratio;
- bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer> &p_buffers);
- void _debug_draw_shadow(GLuint tex, const Rect2 &p_rect);
- void _debug_draw_shadows_type(Vector<ShadowBuffer> &p_shadows, Point2 &ofs);
- void _debug_shadows();
- void _debug_luminances();
- void _debug_samplers();
- /***********/
- /* FBOs */
- /***********/
- struct FrameBuffer {
- GLuint fbo;
- GLuint color;
- GLuint depth;
- int width, height;
- int scale;
- bool active;
- int blur_size;
- struct Blur {
- GLuint fbo;
- GLuint color;
- Blur() {
- fbo = 0;
- color = 0;
- }
- } blur[3];
- struct Luminance {
- int size;
- GLuint fbo;
- GLuint color;
- Luminance() {
- fbo = 0;
- color = 0;
- size = 0;
- }
- };
- Vector<Luminance> luminance;
- GLuint sample_fbo;
- GLuint sample_color;
- FrameBuffer() {
- blur_size = 0;
- }
- } framebuffer;
- void _update_framebuffer();
- void _process_glow_and_bloom();
- //void _update_blur_buffer();
- /*********/
- /* FRAME */
- /*********/
- struct _Rinfo {
- int texture_mem;
- int vertex_count;
- int object_count;
- int mat_change_count;
- int surface_count;
- int shader_change_count;
- int ci_draw_commands;
- int draw_calls;
- } _rinfo;
- /*******************/
- /* CANVAS OCCLUDER */
- /*******************/
- struct CanvasOccluder {
- GLuint vertex_id; // 0 means, unconfigured
- GLuint index_id; // 0 means, unconfigured
- DVector<Vector2> lines;
- int len;
- };
- RID_Owner<CanvasOccluder> canvas_occluder_owner;
- /***********************/
- /* CANVAS LIGHT SHADOW */
- /***********************/
- struct CanvasLightShadow {
- int size;
- int height;
- GLuint fbo;
- GLuint rbo;
- GLuint depth;
- GLuint rgba; //for older devices
- GLuint blur;
- };
- RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
- RID canvas_shadow_blur;
- /* ETC */
- RenderTarget *current_rt;
- bool current_rt_transparent;
- bool current_rt_vflip;
- ViewportData *current_vd;
- GLuint white_tex;
- RID canvas_tex;
- float canvas_opacity;
- Color canvas_modulate;
- bool canvas_use_modulate;
- bool uses_texpixel_size;
- bool rebind_texpixel_size;
- Transform canvas_transform;
- CanvasItemMaterial *canvas_last_material;
- bool canvas_texscreen_used;
- Vector2 normal_flip;
- _FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2 &p_flip);
- _FORCE_INLINE_ Texture *_bind_canvas_texture(const RID &p_texture);
- VS::MaterialBlendMode canvas_blend_mode;
- int _setup_geometry_vinfo;
- bool pack_arrays;
- bool keep_copies;
- bool use_reload_hooks;
- bool cull_front;
- bool lights_use_shadow;
- _FORCE_INLINE_ void _set_cull(bool p_front, bool p_reverse_cull = false);
- _FORCE_INLINE_ Color _convert_color(const Color &p_color);
- void _process_glow_bloom();
- void _process_hdr();
- void _draw_tex_bg();
- bool using_canvas_bg;
- Size2 window_size;
- VS::ViewportRect viewport;
- double last_time;
- double scaled_time;
- double time_delta;
- uint64_t frame;
- uint64_t scene_pass;
- bool draw_next_frame;
- Environment *current_env;
- VS::ScenarioDebugMode current_debug;
- RID overdraw_material;
- float shader_time_rollback;
- float time_scale;
- mutable MaterialShaderGLES2 material_shader;
- mutable CanvasShaderGLES2 canvas_shader;
- BlurShaderGLES2 blur_shader;
- CopyShaderGLES2 copy_shader;
- mutable CanvasShadowShaderGLES2 canvas_shadow_shader;
- mutable ShaderCompilerGLES2 shader_precompiler;
- void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color *p_colors, const Vector3 *p_uvs, const Plane *p_tangents = NULL, int p_instanced = 1);
- _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
- _FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2);
- void _draw_textured_quad(const Rect2 &p_rect, const Rect2 &p_src_region, const Size2 &p_tex_size, bool p_h_flip = false, bool p_v_flip = false, bool p_transpose = false);
- void _draw_quad(const Rect2 &p_rect);
- void _copy_screen_quad();
- void _copy_to_texscreen();
- bool _test_depth_shadow_buffer();
- Vector3 chunk_vertex;
- Vector3 chunk_normal;
- Plane chunk_tangent;
- Color chunk_color;
- Vector2 chunk_uv;
- Vector2 chunk_uv2;
- GLuint tc0_id_cache;
- GLuint tc0_idx;
- template <bool use_normalmap>
- _FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item, CanvasItem *current_clip, bool &reclip);
- _FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItemMaterial *material, Shader *p_shader);
- _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItemMaterial *material, Shader *p_shader);
- public:
- /* TEXTURE API */
- virtual RID texture_create();
- virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
- virtual void texture_set_data(RID p_texture, const Image &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT);
- virtual Image texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const;
- virtual void texture_set_flags(RID p_texture, uint32_t p_flags);
- virtual uint32_t texture_get_flags(RID p_texture) const;
- virtual Image::Format texture_get_format(RID p_texture) const;
- virtual uint32_t texture_get_width(RID p_texture) const;
- virtual uint32_t texture_get_height(RID p_texture) const;
- virtual bool texture_has_alpha(RID p_texture) const;
- virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
- virtual void texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const;
- virtual void texture_set_path(RID p_texture, const String &p_path);
- virtual String texture_get_path(RID p_texture) const;
- virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
- virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
- GLuint _texture_get_name(RID p_tex);
- /* SHADER API */
- virtual RID shader_create(VS::ShaderMode p_mode = VS::SHADER_MATERIAL);
- virtual void shader_set_mode(RID p_shader, VS::ShaderMode p_mode);
- virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
- virtual void shader_set_code(RID p_shader, const String &p_vertex, const String &p_fragment, const String &p_light, int p_vertex_ofs = 0, int p_fragment_ofs = 0, int p_light_ofs = 0);
- virtual String shader_get_fragment_code(RID p_shader) const;
- virtual String shader_get_vertex_code(RID p_shader) const;
- virtual String shader_get_light_code(RID p_shader) const;
- virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
- virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
- virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
- virtual Variant shader_get_default_param(RID p_shader, const StringName &p_name);
- /* COMMON MATERIAL API */
- virtual RID material_create();
- virtual void material_set_shader(RID p_shader_material, RID p_shader);
- virtual RID material_get_shader(RID p_shader_material) const;
- virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
- virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
- virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled);
- virtual bool material_get_flag(RID p_material, VS::MaterialFlag p_flag) const;
- virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
- virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
- virtual void material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode);
- virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
- virtual void material_set_line_width(RID p_material, float p_line_width);
- virtual float material_get_line_width(RID p_material) const;
- /* MESH API */
- virtual RID mesh_create();
- virtual void mesh_add_surface(RID p_mesh, VS::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), bool p_alpha_sort = false);
- virtual Array mesh_get_surface_arrays(RID p_mesh, int p_surface) const;
- virtual Array mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const;
- virtual void mesh_add_custom_surface(RID p_mesh, const Variant &p_dat);
- virtual void mesh_set_morph_target_count(RID p_mesh, int p_amount);
- virtual int mesh_get_morph_target_count(RID p_mesh) const;
- virtual void mesh_set_morph_target_mode(RID p_mesh, VS::MorphTargetMode p_mode);
- virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
- virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned = false);
- virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
- virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
- virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
- virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
- virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
- virtual void mesh_remove_surface(RID p_mesh, int p_index);
- virtual int mesh_get_surface_count(RID p_mesh) const;
- virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) const;
- virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
- virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
- /* MULTIMESH API */
- virtual RID multimesh_create();
- virtual void multimesh_set_instance_count(RID p_multimesh, int p_count);
- virtual int multimesh_get_instance_count(RID p_multimesh) const;
- virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
- virtual void multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb);
- virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
- virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
- virtual RID multimesh_get_mesh(RID p_multimesh) const;
- virtual AABB multimesh_get_aabb(RID p_multimesh) const;
- virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
- virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
- virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
- virtual int multimesh_get_visible_instances(RID p_multimesh) const;
- /* IMMEDIATE API */
- virtual RID immediate_create();
- virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID());
- virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex);
- virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal);
- virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent);
- virtual void immediate_color(RID p_immediate, const Color &p_color);
- virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv);
- virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv);
- virtual void immediate_end(RID p_immediate);
- virtual void immediate_clear(RID p_immediate);
- virtual AABB immediate_get_aabb(RID p_immediate) const;
- virtual void immediate_set_material(RID p_immediate, RID p_material);
- virtual RID immediate_get_material(RID p_immediate) const;
- /* PARTICLES API */
- virtual RID particles_create();
- virtual void particles_set_amount(RID p_particles, int p_amount);
- virtual int particles_get_amount(RID p_particles) const;
- virtual void particles_set_emitting(RID p_particles, bool p_emitting);
- virtual bool particles_is_emitting(RID p_particles) const;
- virtual void particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility);
- virtual AABB particles_get_visibility_aabb(RID p_particles) const;
- virtual void particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents);
- virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
- virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity);
- virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
- virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3> &p_points);
- virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
- virtual void particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal);
- virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
- virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value);
- virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const;
- virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness);
- virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const;
- virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
- virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
- virtual void particles_set_color_phases(RID p_particles, int p_phases);
- virtual int particles_get_color_phases(RID p_particles) const;
- virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color);
- virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
- virtual void particles_set_attractors(RID p_particles, int p_attractors);
- virtual int particles_get_attractors(RID p_particles) const;
- virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos);
- virtual Vector3 particles_get_attractor_pos(RID p_particles, int p_attractor) const;
- virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
- virtual float particles_get_attractor_strength(RID p_particles, int p_attractor) const;
- virtual void particles_set_material(RID p_particles, RID p_material, bool p_owned = false);
- virtual RID particles_get_material(RID p_particles) const;
- virtual AABB particles_get_aabb(RID p_particles) const;
- virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
- virtual bool particles_has_height_from_velocity(RID p_particles) const;
- virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
- virtual bool particles_is_using_local_coordinates(RID p_particles) const;
- /* SKELETON API */
- virtual RID skeleton_create();
- virtual void skeleton_resize(RID p_skeleton, int p_bones);
- virtual int skeleton_get_bone_count(RID p_skeleton) const;
- virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
- virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone);
- /* LIGHT API */
- virtual RID light_create(VS::LightType p_type);
- virtual VS::LightType light_get_type(RID p_light) const;
- virtual void light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color);
- virtual Color light_get_color(RID p_light, VS::LightColor p_type) const;
- virtual void light_set_shadow(RID p_light, bool p_enabled);
- virtual bool light_has_shadow(RID p_light) const;
- virtual void light_set_volumetric(RID p_light, bool p_enabled);
- virtual bool light_is_volumetric(RID p_light) const;
- virtual void light_set_projector(RID p_light, RID p_texture);
- virtual RID light_get_projector(RID p_light) const;
- virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value);
- virtual float light_get_var(RID p_light, VS::LightParam p_var) const;
- virtual void light_set_operator(RID p_light, VS::LightOp p_op);
- virtual VS::LightOp light_get_operator(RID p_light) const;
- virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
- virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
- virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode);
- virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
- virtual void light_directional_set_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param, float p_value);
- virtual float light_directional_get_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param) const;
- virtual AABB light_get_aabb(RID p_poly) const;
- virtual RID light_instance_create(RID p_light);
- virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
- virtual ShadowType light_instance_get_shadow_type(RID p_light_instance, bool p_far = false) const;
- virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
- virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const;
- virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix &p_camera, const Transform &p_transform, float p_split_near = 0, float p_split_far = 0);
- virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index = 0) const;
- virtual void shadow_clear_near();
- virtual bool shadow_allocate_near(RID p_light);
- virtual bool shadow_allocate_far(RID p_light);
- /* SHADOW */
- virtual RID particles_instance_create(RID p_particles);
- virtual void particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform);
- /* VIEWPORT */
- virtual RID viewport_data_create();
- virtual RID render_target_create();
- virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
- virtual RID render_target_get_texture(RID p_render_target) const;
- virtual bool render_target_renedered_in_frame(RID p_render_target);
- /* RENDER API */
- /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
- virtual void begin_frame();
- virtual void set_viewport(const VS::ViewportRect &p_viewport);
- virtual void set_render_target(RID p_render_target, bool p_transparent_bg = false, bool p_vflip = false);
- virtual void clear_viewport(const Color &p_color);
- virtual void capture_viewport(Image *r_capture);
- virtual void begin_scene(RID p_viewport_data, RID p_env, VS::ScenarioDebugMode p_debug);
- virtual void begin_shadow_map(RID p_light_instance, int p_shadow_pass);
- virtual void set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint);
- virtual void add_light(RID p_light_instance); ///< all "add_light" calls happen before add_geometry calls
- typedef Map<StringName, Variant> ParamOverrideMap;
- virtual void add_mesh(const RID &p_mesh, const InstanceData *p_data);
- virtual void add_multimesh(const RID &p_multimesh, const InstanceData *p_data);
- virtual void add_immediate(const RID &p_immediate, const InstanceData *p_data);
- virtual void add_particles(const RID &p_particle_instance, const InstanceData *p_data);
- virtual void end_scene();
- virtual void end_shadow_map();
- virtual void end_frame();
- /* CANVAS API */
- virtual void begin_canvas_bg();
- virtual void canvas_begin();
- virtual void canvas_disable_blending();
- virtual void canvas_set_opacity(float p_opacity);
- virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
- virtual void canvas_begin_rect(const Matrix32 &p_transform);
- virtual void canvas_set_clip(bool p_clip, const Rect2 &p_rect);
- virtual void canvas_end_rect();
- virtual void canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width);
- virtual void canvas_draw_rect(const Rect2 &p_rect, int p_flags, const Rect2 &p_source, RID p_texture, const Color &p_modulate);
- virtual void canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_src_region, RID p_texture, const float *p_margins, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1));
- virtual void canvas_draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width);
- virtual void canvas_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor);
- virtual void canvas_set_transform(const Matrix32 &p_transform);
- virtual void canvas_render_items(CanvasItem *p_item_list, int p_z, const Color &p_modulate, CanvasLight *p_light);
- virtual void canvas_debug_viewport_shadows(CanvasLight *p_lights_with_shadow);
- /* CANVAS LIGHT SHADOW */
- //buffer
- virtual RID canvas_light_shadow_buffer_create(int p_width);
- virtual void 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);
- //occluder
- virtual RID canvas_light_occluder_create();
- virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2> &p_lines);
- /* ENVIRONMENT */
- virtual RID environment_create();
- virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
- virtual VS::EnvironmentBG environment_get_background(RID p_env) const;
- virtual void environment_set_background_param(RID p_env, VS::EnvironmentBGParam p_param, const Variant &p_value);
- virtual Variant environment_get_background_param(RID p_env, VS::EnvironmentBGParam p_param) const;
- virtual void environment_set_enable_fx(RID p_env, VS::EnvironmentFx p_effect, bool p_enabled);
- virtual bool environment_is_fx_enabled(RID p_env, VS::EnvironmentFx p_effect) const;
- virtual void environment_fx_set_param(RID p_env, VS::EnvironmentFxParam p_param, const Variant &p_value);
- virtual Variant environment_fx_get_param(RID p_env, VS::EnvironmentFxParam p_param) const;
- /* SAMPLED LIGHT */
- virtual RID sampled_light_dp_create(int p_width, int p_height);
- virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier);
- /*MISC*/
- virtual bool is_texture(const RID &p_rid) const;
- virtual bool is_material(const RID &p_rid) const;
- virtual bool is_mesh(const RID &p_rid) const;
- virtual bool is_immediate(const RID &p_rid) const;
- virtual bool is_multimesh(const RID &p_rid) const;
- virtual bool is_particles(const RID &p_beam) const;
- virtual bool is_light(const RID &p_rid) const;
- virtual bool is_light_instance(const RID &p_rid) const;
- virtual bool is_particles_instance(const RID &p_rid) const;
- virtual bool is_skeleton(const RID &p_rid) const;
- virtual bool is_environment(const RID &p_rid) const;
- virtual bool is_shader(const RID &p_rid) const;
- virtual bool is_canvas_light_occluder(const RID &p_rid) const;
- virtual void set_time_scale(float p_scale);
- virtual void free(const RID &p_rid);
- virtual void init();
- virtual void finish();
- virtual int get_render_info(VS::RenderInfo p_info);
- void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0));
- virtual void flush_frame(); //not necesary in most cases
- void set_extensions(const char *p_strings);
- virtual bool needs_to_draw_next_frame() const;
- void set_use_framebuffers(bool p_use);
- void reload_vram();
- virtual bool has_feature(VS::Features p_feature) const;
- virtual void restore_framebuffer();
- static RasterizerGLES2 *get_singleton();
- virtual void set_force_16_bits_fbo(bool p_force);
- RasterizerGLES2(bool p_compress_arrays = false, bool p_keep_ram_copy = true, bool p_default_fragment_lighting = true, bool p_use_reload_hooks = false);
- virtual ~RasterizerGLES2();
- };
- #endif
- #endif
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