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- /*************************************************************************/
- /* rasterizer_storage_gles3.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 RASTERIZERSTORAGEGLES3_H
- #define RASTERIZERSTORAGEGLES3_H
- #include "core/self_list.h"
- #include "servers/visual/rasterizer.h"
- #include "servers/visual/shader_language.h"
- #include "shader_compiler_gles3.h"
- #include "shader_gles3.h"
- #include "shaders/blend_shape.glsl.gen.h"
- #include "shaders/canvas.glsl.gen.h"
- #include "shaders/copy.glsl.gen.h"
- #include "shaders/cubemap_filter.glsl.gen.h"
- #include "shaders/particles.glsl.gen.h"
- // WebGL 2.0 has no MapBufferRange/UnmapBuffer, but offers a non-ES style BufferSubData API instead.
- #ifdef __EMSCRIPTEN__
- void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
- #endif
- class RasterizerCanvasGLES3;
- class RasterizerSceneGLES3;
- #define _TEXTURE_SRGB_DECODE_EXT 0x8A48
- #define _DECODE_EXT 0x8A49
- #define _SKIP_DECODE_EXT 0x8A4A
- void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type);
- class RasterizerStorageGLES3 : public RasterizerStorage {
- public:
- RasterizerCanvasGLES3 *canvas;
- RasterizerSceneGLES3 *scene;
- static GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo.
- enum RenderArchitecture {
- RENDER_ARCH_MOBILE,
- RENDER_ARCH_DESKTOP,
- };
- struct Config {
- bool shrink_textures_x2;
- bool use_fast_texture_filter;
- bool use_anisotropic_filter;
- bool s3tc_supported;
- bool latc_supported;
- bool rgtc_supported;
- bool bptc_supported;
- bool etc_supported;
- bool etc2_supported;
- bool pvrtc_supported;
- bool srgb_decode_supported;
- bool texture_float_linear_supported;
- bool framebuffer_float_supported;
- bool framebuffer_half_float_supported;
- bool use_rgba_2d_shadows;
- float anisotropic_level;
- int max_texture_image_units;
- int max_texture_size;
- bool generate_wireframes;
- bool use_texture_array_environment;
- Set<String> extensions;
- bool keep_original_textures;
- bool use_depth_prepass;
- bool force_vertex_shading;
- } config;
- mutable struct Shaders {
- CopyShaderGLES3 copy;
- ShaderCompilerGLES3 compiler;
- CubemapFilterShaderGLES3 cubemap_filter;
- BlendShapeShaderGLES3 blend_shapes;
- ParticlesShaderGLES3 particles;
- ShaderCompilerGLES3::IdentifierActions actions_canvas;
- ShaderCompilerGLES3::IdentifierActions actions_scene;
- ShaderCompilerGLES3::IdentifierActions actions_particles;
- } shaders;
- struct Resources {
- GLuint white_tex;
- GLuint black_tex;
- GLuint normal_tex;
- GLuint aniso_tex;
- GLuint white_tex_3d;
- GLuint white_tex_array;
- GLuint quadie;
- GLuint quadie_array;
- GLuint transform_feedback_buffers[2];
- GLuint transform_feedback_array;
- } resources;
- struct Info {
- uint64_t texture_mem;
- uint64_t vertex_mem;
- struct Render {
- uint32_t object_count;
- uint32_t draw_call_count;
- uint32_t material_switch_count;
- uint32_t surface_switch_count;
- uint32_t shader_rebind_count;
- uint32_t vertices_count;
- uint32_t _2d_item_count;
- uint32_t _2d_draw_call_count;
- void reset() {
- object_count = 0;
- draw_call_count = 0;
- material_switch_count = 0;
- surface_switch_count = 0;
- shader_rebind_count = 0;
- vertices_count = 0;
- _2d_item_count = 0;
- _2d_draw_call_count = 0;
- }
- } render, render_final, snap;
- Info() {
- texture_mem = 0;
- vertex_mem = 0;
- render.reset();
- render_final.reset();
- }
- } info;
- /////////////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////DATA///////////////////////////////////////////////////
- /////////////////////////////////////////////////////////////////////////////////////////
- struct Instantiable : public RID_Data {
- SelfList<RasterizerScene::InstanceBase>::List instance_list;
- _FORCE_INLINE_ void instance_change_notify(bool p_aabb, bool p_materials) {
- SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
- while (instances) {
- instances->self()->base_changed(p_aabb, p_materials);
- instances = instances->next();
- }
- }
- _FORCE_INLINE_ void instance_remove_deps() {
- SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
- while (instances) {
- SelfList<RasterizerScene::InstanceBase> *next = instances->next();
- instances->self()->base_removed();
- instances = next;
- }
- }
- Instantiable() {}
- virtual ~Instantiable() {
- }
- };
- struct GeometryOwner : public Instantiable {
- virtual ~GeometryOwner() {}
- };
- struct Geometry : Instantiable {
- enum Type {
- GEOMETRY_INVALID,
- GEOMETRY_SURFACE,
- GEOMETRY_IMMEDIATE,
- GEOMETRY_MULTISURFACE,
- };
- Type type;
- RID material;
- uint64_t last_pass;
- uint32_t index;
- virtual void material_changed_notify() {}
- Geometry() {
- last_pass = 0;
- index = 0;
- }
- };
- /////////////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////API////////////////////////////////////////////////////
- /////////////////////////////////////////////////////////////////////////////////////////
- /* TEXTURE API */
- struct RenderTarget;
- struct Texture : public RID_Data {
- Texture *proxy;
- Set<Texture *> proxy_owners;
- String path;
- uint32_t flags;
- int width, height, depth;
- int alloc_width, alloc_height, alloc_depth;
- Image::Format format;
- VS::TextureType type;
- GLenum target;
- GLenum gl_format_cache;
- GLenum gl_internal_format_cache;
- GLenum gl_type_cache;
- int data_size; //original data size, useful for retrieving back
- bool compressed;
- bool srgb;
- int total_data_size;
- bool ignore_mipmaps;
- int mipmaps;
- bool is_npot_repeat_mipmap;
- bool active;
- GLuint tex_id;
- bool using_srgb;
- bool redraw_if_visible;
- uint16_t stored_cube_sides;
- RenderTarget *render_target;
- Vector<Ref<Image> > images;
- VisualServer::TextureDetectCallback detect_3d;
- void *detect_3d_ud;
- VisualServer::TextureDetectCallback detect_srgb;
- void *detect_srgb_ud;
- VisualServer::TextureDetectCallback detect_normal;
- void *detect_normal_ud;
- Texture() :
- proxy(NULL),
- flags(0),
- width(0),
- height(0),
- format(Image::FORMAT_L8),
- type(VS::TEXTURE_TYPE_2D),
- target(GL_TEXTURE_2D),
- data_size(0),
- compressed(false),
- srgb(false),
- total_data_size(0),
- ignore_mipmaps(false),
- mipmaps(0),
- active(false),
- tex_id(0),
- using_srgb(false),
- redraw_if_visible(false),
- stored_cube_sides(0),
- render_target(NULL),
- detect_3d(NULL),
- detect_3d_ud(NULL),
- detect_srgb(NULL),
- detect_srgb_ud(NULL),
- detect_normal(NULL),
- detect_normal_ud(NULL) {
- }
- _ALWAYS_INLINE_ Texture *get_ptr() {
- if (proxy) {
- return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
- } else {
- return this;
- }
- }
- ~Texture() {
- if (tex_id != 0) {
- glDeleteTextures(1, &tex_id);
- }
- for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
- E->get()->proxy = NULL;
- }
- if (proxy) {
- proxy->proxy_owners.erase(this);
- }
- }
- };
- mutable RID_Owner<Texture> texture_owner;
- Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool &r_srgb, bool p_force_decompress) const;
- virtual RID texture_create();
- virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
- virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
- virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
- virtual Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
- virtual void texture_set_flags(RID p_texture, uint32_t p_flags);
- virtual uint32_t texture_get_flags(RID p_texture) const;
- virtual Image::Format texture_get_format(RID p_texture) const;
- virtual VS::TextureType texture_get_type(RID p_texture) const;
- virtual uint32_t texture_get_texid(RID p_texture) const;
- virtual uint32_t texture_get_width(RID p_texture) const;
- virtual uint32_t texture_get_height(RID p_texture) const;
- virtual uint32_t texture_get_depth(RID p_texture) const;
- virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth);
- virtual void texture_bind(RID p_texture, uint32_t p_texture_no);
- virtual void texture_set_path(RID p_texture, const String &p_path);
- virtual String texture_get_path(RID p_texture) const;
- virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
- virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
- virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
- virtual void textures_keep_original(bool p_enable);
- virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
- virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
- virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
- virtual void texture_set_proxy(RID p_texture, RID p_proxy);
- virtual Size2 texture_size_with_proxy(RID p_texture) const;
- virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
- /* SKY API */
- struct Sky : public RID_Data {
- RID panorama;
- GLuint radiance;
- GLuint irradiance;
- int radiance_size;
- };
- mutable RID_Owner<Sky> sky_owner;
- virtual RID sky_create();
- virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
- /* SHADER API */
- struct Material;
- struct Shader : public RID_Data {
- RID self;
- VS::ShaderMode mode;
- ShaderGLES3 *shader;
- String code;
- SelfList<Material>::List materials;
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
- uint32_t texture_count;
- uint32_t custom_code_id;
- uint32_t version;
- SelfList<Shader> dirty_list;
- Map<StringName, RID> default_textures;
- Vector<ShaderLanguage::DataType> texture_types;
- Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
- bool valid;
- String path;
- struct CanvasItem {
- enum BlendMode {
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- BLEND_MODE_PMALPHA,
- BLEND_MODE_DISABLED,
- };
- int blend_mode;
- enum LightMode {
- LIGHT_MODE_NORMAL,
- LIGHT_MODE_UNSHADED,
- LIGHT_MODE_LIGHT_ONLY
- };
- int light_mode;
- bool uses_screen_texture;
- bool uses_screen_uv;
- bool uses_time;
- } canvas_item;
- struct Spatial {
- enum BlendMode {
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- };
- int blend_mode;
- enum DepthDrawMode {
- DEPTH_DRAW_OPAQUE,
- DEPTH_DRAW_ALWAYS,
- DEPTH_DRAW_NEVER,
- DEPTH_DRAW_ALPHA_PREPASS,
- };
- int depth_draw_mode;
- enum CullMode {
- CULL_MODE_FRONT,
- CULL_MODE_BACK,
- CULL_MODE_DISABLED,
- };
- int cull_mode;
- bool uses_alpha;
- bool uses_alpha_scissor;
- bool unshaded;
- bool no_depth_test;
- bool uses_vertex;
- bool uses_discard;
- bool uses_sss;
- bool uses_screen_texture;
- bool uses_depth_texture;
- bool uses_time;
- bool writes_modelview_or_projection;
- bool uses_vertex_lighting;
- bool uses_world_coordinates;
- } spatial;
- struct Particles {
- } particles;
- bool uses_vertex_time;
- bool uses_fragment_time;
- Shader() :
- dirty_list(this) {
- shader = NULL;
- ubo_size = 0;
- valid = false;
- custom_code_id = 0;
- version = 1;
- }
- };
- mutable SelfList<Shader>::List _shader_dirty_list;
- void _shader_make_dirty(Shader *p_shader);
- mutable RID_Owner<Shader> shader_owner;
- virtual RID shader_create();
- virtual void shader_set_code(RID p_shader, const String &p_code);
- virtual String shader_get_code(RID p_shader) const;
- virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
- virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
- virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
- virtual void shader_add_custom_define(RID p_shader, const String &p_define);
- virtual void shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const;
- virtual void shader_remove_custom_define(RID p_shader, const String &p_define);
- void _update_shader(Shader *p_shader) const;
- void update_dirty_shaders();
- /* COMMON MATERIAL API */
- struct Material : public RID_Data {
- Shader *shader;
- GLuint ubo_id;
- uint32_t ubo_size;
- Map<StringName, Variant> params;
- SelfList<Material> list;
- SelfList<Material> dirty_list;
- Vector<bool> texture_is_3d;
- Vector<RID> textures;
- float line_width;
- int render_priority;
- RID next_pass;
- uint32_t index;
- uint64_t last_pass;
- Map<Geometry *, int> geometry_owners;
- Map<RasterizerScene::InstanceBase *, int> instance_owners;
- bool can_cast_shadow_cache;
- bool is_animated_cache;
- Material() :
- shader(NULL),
- ubo_id(0),
- ubo_size(0),
- list(this),
- dirty_list(this),
- line_width(1.0),
- render_priority(0),
- last_pass(0),
- can_cast_shadow_cache(false),
- is_animated_cache(false) {
- }
- };
- mutable SelfList<Material>::List _material_dirty_list;
- void _material_make_dirty(Material *p_material) const;
- void _material_add_geometry(RID p_material, Geometry *p_geometry);
- void _material_remove_geometry(RID p_material, Geometry *p_geometry);
- mutable RID_Owner<Material> material_owner;
- virtual RID material_create();
- virtual void material_set_shader(RID p_material, RID p_shader);
- virtual RID material_get_shader(RID p_material) const;
- virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
- virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
- virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
- virtual void material_set_line_width(RID p_material, float p_width);
- virtual void material_set_next_pass(RID p_material, RID p_next_material);
- virtual bool material_is_animated(RID p_material);
- virtual bool material_casts_shadows(RID p_material);
- virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
- virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
- virtual void material_set_render_priority(RID p_material, int priority);
- void _update_material(Material *material);
- void update_dirty_materials();
- /* MESH API */
- struct Mesh;
- struct Surface : public Geometry {
- struct Attrib {
- bool enabled;
- bool integer;
- GLuint index;
- GLint size;
- GLenum type;
- GLboolean normalized;
- GLsizei stride;
- uint32_t offset;
- };
- Attrib attribs[VS::ARRAY_MAX];
- Mesh *mesh;
- uint32_t format;
- GLuint array_id;
- GLuint instancing_array_id;
- GLuint vertex_id;
- GLuint index_id;
- GLuint index_wireframe_id;
- GLuint array_wireframe_id;
- GLuint instancing_array_wireframe_id;
- int index_wireframe_len;
- Vector<AABB> skeleton_bone_aabb;
- Vector<bool> skeleton_bone_used;
- //bool packed;
- struct BlendShape {
- GLuint vertex_id;
- GLuint array_id;
- };
- Vector<BlendShape> blend_shapes;
- AABB aabb;
- int array_len;
- int index_array_len;
- int max_bone;
- int array_byte_size;
- int index_array_byte_size;
- VS::PrimitiveType primitive;
- bool active;
- virtual void material_changed_notify() {
- mesh->instance_change_notify(false, true);
- mesh->update_multimeshes();
- }
- int total_data_size;
- Surface() :
- mesh(NULL),
- format(0),
- array_id(0),
- vertex_id(0),
- index_id(0),
- index_wireframe_id(0),
- array_wireframe_id(0),
- instancing_array_wireframe_id(0),
- index_wireframe_len(0),
- array_len(0),
- index_array_len(0),
- array_byte_size(0),
- index_array_byte_size(0),
- primitive(VS::PRIMITIVE_POINTS),
- active(false),
- total_data_size(0) {
- type = GEOMETRY_SURFACE;
- }
- ~Surface() {
- }
- };
- struct MultiMesh;
- struct Mesh : public GeometryOwner {
- bool active;
- Vector<Surface *> surfaces;
- int blend_shape_count;
- VS::BlendShapeMode blend_shape_mode;
- AABB custom_aabb;
- mutable uint64_t last_pass;
- SelfList<MultiMesh>::List multimeshes;
- _FORCE_INLINE_ void update_multimeshes() {
- SelfList<MultiMesh> *mm = multimeshes.first();
- while (mm) {
- mm->self()->instance_change_notify(false, true);
- mm = mm->next();
- }
- }
- Mesh() :
- active(false),
- blend_shape_count(0),
- blend_shape_mode(VS::BLEND_SHAPE_MODE_NORMALIZED),
- last_pass(0) {
- }
- };
- mutable RID_Owner<Mesh> mesh_owner;
- virtual RID mesh_create();
- virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>());
- virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount);
- virtual int mesh_get_blend_shape_count(RID p_mesh) const;
- virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
- virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
- virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
- virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
- virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
- virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
- virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
- virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
- virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;
- virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
- virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
- virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const;
- virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const;
- virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const;
- virtual void mesh_remove_surface(RID p_mesh, int p_surface);
- virtual int mesh_get_surface_count(RID p_mesh) const;
- virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
- virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
- virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const;
- virtual void mesh_clear(RID p_mesh);
- void mesh_render_blend_shapes(Surface *s, const float *p_weights);
- /* MULTIMESH API */
- struct MultiMesh : public GeometryOwner {
- RID mesh;
- int size;
- VS::MultimeshTransformFormat transform_format;
- VS::MultimeshColorFormat color_format;
- VS::MultimeshCustomDataFormat custom_data_format;
- Vector<float> data;
- AABB aabb;
- SelfList<MultiMesh> update_list;
- SelfList<MultiMesh> mesh_list;
- GLuint buffer;
- int visible_instances;
- int xform_floats;
- int color_floats;
- int custom_data_floats;
- bool dirty_aabb;
- bool dirty_data;
- MultiMesh() :
- size(0),
- transform_format(VS::MULTIMESH_TRANSFORM_2D),
- color_format(VS::MULTIMESH_COLOR_NONE),
- custom_data_format(VS::MULTIMESH_CUSTOM_DATA_NONE),
- update_list(this),
- mesh_list(this),
- buffer(0),
- visible_instances(-1),
- xform_floats(0),
- color_floats(0),
- custom_data_floats(0),
- dirty_aabb(true),
- dirty_data(true) {
- }
- };
- mutable RID_Owner<MultiMesh> multimesh_owner;
- SelfList<MultiMesh>::List multimesh_update_list;
- void update_dirty_multimeshes();
- virtual RID multimesh_create();
- virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data_format = VS::MULTIMESH_CUSTOM_DATA_NONE);
- virtual int multimesh_get_instance_count(RID p_multimesh) const;
- virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
- virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
- virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
- virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
- virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_custom_data);
- virtual RID multimesh_get_mesh(RID p_multimesh) const;
- virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
- virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
- virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
- virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
- virtual void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array);
- virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
- virtual int multimesh_get_visible_instances(RID p_multimesh) const;
- virtual AABB multimesh_get_aabb(RID p_multimesh) const;
- /* IMMEDIATE API */
- struct Immediate : public Geometry {
- struct Chunk {
- RID texture;
- VS::PrimitiveType primitive;
- Vector<Vector3> vertices;
- Vector<Vector3> normals;
- Vector<Plane> tangents;
- Vector<Color> colors;
- Vector<Vector2> uvs;
- Vector<Vector2> uvs2;
- };
- List<Chunk> chunks;
- bool building;
- int mask;
- AABB aabb;
- Immediate() {
- type = GEOMETRY_IMMEDIATE;
- building = false;
- }
- };
- Vector3 chunk_vertex;
- Vector3 chunk_normal;
- Plane chunk_tangent;
- Color chunk_color;
- Vector2 chunk_uv;
- Vector2 chunk_uv2;
- mutable RID_Owner<Immediate> immediate_owner;
- virtual RID immediate_create();
- virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture = RID());
- virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex);
- virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal);
- virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent);
- virtual void immediate_color(RID p_immediate, const Color &p_color);
- virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv);
- virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv);
- virtual void immediate_end(RID p_immediate);
- virtual void immediate_clear(RID p_immediate);
- virtual void immediate_set_material(RID p_immediate, RID p_material);
- virtual RID immediate_get_material(RID p_immediate) const;
- virtual AABB immediate_get_aabb(RID p_immediate) const;
- /* SKELETON API */
- struct Skeleton : RID_Data {
- bool use_2d;
- int size;
- Vector<float> skel_texture;
- GLuint texture;
- SelfList<Skeleton> update_list;
- Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
- Transform2D base_transform_2d;
- Skeleton() :
- use_2d(false),
- size(0),
- texture(0),
- update_list(this) {
- }
- };
- mutable RID_Owner<Skeleton> skeleton_owner;
- SelfList<Skeleton>::List skeleton_update_list;
- void update_dirty_skeletons();
- virtual RID skeleton_create();
- virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
- virtual int skeleton_get_bone_count(RID p_skeleton) const;
- virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
- virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
- virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
- virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
- virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
- /* Light API */
- struct Light : Instantiable {
- VS::LightType type;
- float param[VS::LIGHT_PARAM_MAX];
- Color color;
- Color shadow_color;
- RID projector;
- bool shadow;
- bool negative;
- bool reverse_cull;
- bool use_gi;
- uint32_t cull_mask;
- VS::LightOmniShadowMode omni_shadow_mode;
- VS::LightOmniShadowDetail omni_shadow_detail;
- VS::LightDirectionalShadowMode directional_shadow_mode;
- VS::LightDirectionalShadowDepthRangeMode directional_range_mode;
- bool directional_blend_splits;
- uint64_t version;
- };
- mutable RID_Owner<Light> light_owner;
- virtual RID light_create(VS::LightType p_type);
- virtual void light_set_color(RID p_light, const Color &p_color);
- virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value);
- virtual void light_set_shadow(RID p_light, bool p_enabled);
- virtual void light_set_shadow_color(RID p_light, const Color &p_color);
- virtual void light_set_projector(RID p_light, RID p_texture);
- virtual void light_set_negative(RID p_light, bool p_enable);
- virtual void light_set_cull_mask(RID p_light, uint32_t p_mask);
- virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
- virtual void light_set_use_gi(RID p_light, bool p_enabled);
- virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
- virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail);
- virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode);
- virtual void light_directional_set_blend_splits(RID p_light, bool p_enable);
- virtual bool light_directional_get_blend_splits(RID p_light) const;
- virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
- virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
- virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode);
- virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
- virtual bool light_has_shadow(RID p_light) const;
- virtual VS::LightType light_get_type(RID p_light) const;
- virtual float light_get_param(RID p_light, VS::LightParam p_param);
- virtual Color light_get_color(RID p_light);
- virtual bool light_get_use_gi(RID p_light);
- virtual AABB light_get_aabb(RID p_light) const;
- virtual uint64_t light_get_version(RID p_light) const;
- /* PROBE API */
- struct ReflectionProbe : Instantiable {
- VS::ReflectionProbeUpdateMode update_mode;
- float intensity;
- Color interior_ambient;
- float interior_ambient_energy;
- float interior_ambient_probe_contrib;
- float max_distance;
- Vector3 extents;
- Vector3 origin_offset;
- bool interior;
- bool box_projection;
- bool enable_shadows;
- uint32_t cull_mask;
- };
- mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
- virtual RID reflection_probe_create();
- virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode);
- virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
- virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient);
- virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy);
- virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib);
- virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance);
- virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
- virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
- virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
- virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
- virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
- virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
- virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
- virtual AABB reflection_probe_get_aabb(RID p_probe) const;
- virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
- virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
- virtual Vector3 reflection_probe_get_extents(RID p_probe) const;
- virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
- virtual float reflection_probe_get_origin_max_distance(RID p_probe) const;
- virtual bool reflection_probe_renders_shadows(RID p_probe) const;
- /* GI PROBE API */
- struct GIProbe : public Instantiable {
- AABB bounds;
- Transform to_cell;
- float cell_size;
- int dynamic_range;
- float energy;
- float bias;
- float normal_bias;
- float propagation;
- bool interior;
- bool compress;
- uint32_t version;
- PoolVector<int> dynamic_data;
- };
- mutable RID_Owner<GIProbe> gi_probe_owner;
- virtual RID gi_probe_create();
- virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds);
- virtual AABB gi_probe_get_bounds(RID p_probe) const;
- virtual void gi_probe_set_cell_size(RID p_probe, float p_size);
- virtual float gi_probe_get_cell_size(RID p_probe) const;
- virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform);
- virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const;
- virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data);
- virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const;
- virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range);
- virtual int gi_probe_get_dynamic_range(RID p_probe) const;
- virtual void gi_probe_set_energy(RID p_probe, float p_range);
- virtual float gi_probe_get_energy(RID p_probe) const;
- virtual void gi_probe_set_bias(RID p_probe, float p_range);
- virtual float gi_probe_get_bias(RID p_probe) const;
- virtual void gi_probe_set_normal_bias(RID p_probe, float p_range);
- virtual float gi_probe_get_normal_bias(RID p_probe) const;
- virtual void gi_probe_set_propagation(RID p_probe, float p_range);
- virtual float gi_probe_get_propagation(RID p_probe) const;
- virtual void gi_probe_set_interior(RID p_probe, bool p_enable);
- virtual bool gi_probe_is_interior(RID p_probe) const;
- virtual void gi_probe_set_compress(RID p_probe, bool p_enable);
- virtual bool gi_probe_is_compressed(RID p_probe) const;
- virtual uint32_t gi_probe_get_version(RID p_probe);
- struct GIProbeData : public RID_Data {
- int width;
- int height;
- int depth;
- int levels;
- GLuint tex_id;
- GIProbeCompression compression;
- GIProbeData() {
- }
- };
- mutable RID_Owner<GIProbeData> gi_probe_data_owner;
- virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const;
- virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression);
- virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data);
- /* LIGHTMAP CAPTURE */
- virtual RID lightmap_capture_create();
- virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds);
- virtual AABB lightmap_capture_get_bounds(RID p_capture) const;
- virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree);
- virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const;
- virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform);
- virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const;
- virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv);
- virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const;
- virtual void lightmap_capture_set_energy(RID p_capture, float p_energy);
- virtual float lightmap_capture_get_energy(RID p_capture) const;
- virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const;
- struct LightmapCapture : public Instantiable {
- PoolVector<LightmapCaptureOctree> octree;
- AABB bounds;
- Transform cell_xform;
- int cell_subdiv;
- float energy;
- LightmapCapture() {
- energy = 1.0;
- cell_subdiv = 1;
- }
- };
- mutable RID_Owner<LightmapCapture> lightmap_capture_data_owner;
- /* PARTICLES */
- struct Particles : public GeometryOwner {
- bool inactive;
- float inactive_time;
- bool emitting;
- bool one_shot;
- int amount;
- float lifetime;
- float pre_process_time;
- float explosiveness;
- float randomness;
- bool restart_request;
- AABB custom_aabb;
- bool use_local_coords;
- RID process_material;
- VS::ParticlesDrawOrder draw_order;
- Vector<RID> draw_passes;
- GLuint particle_buffers[2];
- GLuint particle_vaos[2];
- GLuint particle_buffer_histories[2];
- GLuint particle_vao_histories[2];
- bool particle_valid_histories[2];
- bool histories_enabled;
- SelfList<Particles> particle_element;
- float phase;
- float prev_phase;
- uint64_t prev_ticks;
- uint32_t random_seed;
- uint32_t cycle_number;
- float speed_scale;
- int fixed_fps;
- bool fractional_delta;
- float frame_remainder;
- bool clear;
- Transform emission_transform;
- Particles() :
- inactive(true),
- inactive_time(0.0),
- emitting(false),
- one_shot(false),
- amount(0),
- lifetime(1.0),
- pre_process_time(0.0),
- explosiveness(0.0),
- randomness(0.0),
- restart_request(false),
- custom_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))),
- use_local_coords(true),
- draw_order(VS::PARTICLES_DRAW_ORDER_INDEX),
- histories_enabled(false),
- particle_element(this),
- prev_ticks(0),
- random_seed(0),
- cycle_number(0),
- speed_scale(1.0),
- fixed_fps(0),
- fractional_delta(false),
- frame_remainder(0),
- clear(true) {
- particle_buffers[0] = 0;
- particle_buffers[1] = 0;
- glGenBuffers(2, particle_buffers);
- glGenVertexArrays(2, particle_vaos);
- }
- ~Particles() {
- glDeleteBuffers(2, particle_buffers);
- glDeleteVertexArrays(2, particle_vaos);
- if (histories_enabled) {
- glDeleteBuffers(2, particle_buffer_histories);
- glDeleteVertexArrays(2, particle_vao_histories);
- }
- }
- };
- SelfList<Particles>::List particle_update_list;
- void update_particles();
- mutable RID_Owner<Particles> particles_owner;
- virtual RID particles_create();
- virtual void particles_set_emitting(RID p_particles, bool p_emitting);
- virtual bool particles_get_emitting(RID p_particles);
- virtual void particles_set_amount(RID p_particles, int p_amount);
- virtual void particles_set_lifetime(RID p_particles, float p_lifetime);
- virtual void particles_set_one_shot(RID p_particles, bool p_one_shot);
- virtual void particles_set_pre_process_time(RID p_particles, float p_time);
- virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
- virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio);
- virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
- virtual void particles_set_speed_scale(RID p_particles, float p_scale);
- virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
- virtual void particles_set_process_material(RID p_particles, RID p_material);
- virtual void particles_set_fixed_fps(RID p_particles, int p_fps);
- virtual void particles_set_fractional_delta(RID p_particles, bool p_enable);
- virtual void particles_restart(RID p_particles);
- virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order);
- virtual void particles_set_draw_passes(RID p_particles, int p_passes);
- virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
- virtual void particles_request_process(RID p_particles);
- virtual AABB particles_get_current_aabb(RID p_particles);
- virtual AABB particles_get_aabb(RID p_particles) const;
- virtual void _particles_update_histories(Particles *particles);
- virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform);
- void _particles_process(Particles *p_particles, float p_delta);
- virtual int particles_get_draw_passes(RID p_particles) const;
- virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
- virtual bool particles_is_inactive(RID p_particles) const;
- /* INSTANCE */
- virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
- virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
- virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
- virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
- /* RENDER TARGET */
- struct RenderTarget : public RID_Data {
- GLuint fbo;
- GLuint color;
- GLuint depth;
- struct Buffers {
- bool active;
- bool effects_active;
- GLuint fbo;
- GLuint depth;
- GLuint specular;
- GLuint diffuse;
- GLuint normal_rough;
- GLuint sss;
- GLuint effect_fbo;
- GLuint effect;
- } buffers;
- struct Effects {
- struct MipMaps {
- struct Size {
- GLuint fbo;
- int width;
- int height;
- };
- Vector<Size> sizes;
- GLuint color;
- int levels;
- MipMaps() :
- color(0),
- levels(0) {
- }
- };
- MipMaps mip_maps[2]; //first mipmap chain starts from full-screen
- //GLuint depth2; //depth for the second mipmap chain, in case of desiring upsampling
- struct SSAO {
- GLuint blur_fbo[2]; // blur fbo
- GLuint blur_red[2]; // 8 bits red buffer
- GLuint linear_depth;
- Vector<GLuint> depth_mipmap_fbos; //fbos for depth mipmapsla ver
- SSAO() :
- linear_depth(0) {
- blur_fbo[0] = 0;
- blur_fbo[1] = 0;
- }
- } ssao;
- Effects() {}
- } effects;
- struct Exposure {
- GLuint fbo;
- GLuint color;
- Exposure() :
- fbo(0) {}
- } exposure;
- // External FBO to render our final result to (mostly used for ARVR)
- struct External {
- GLuint fbo;
- RID texture;
- External() :
- fbo(0) {}
- } external;
- uint64_t last_exposure_tick;
- int width, height;
- bool flags[RENDER_TARGET_FLAG_MAX];
- bool used_in_frame;
- VS::ViewportMSAA msaa;
- RID texture;
- RenderTarget() :
- fbo(0),
- depth(0),
- last_exposure_tick(0),
- width(0),
- height(0),
- used_in_frame(false),
- msaa(VS::VIEWPORT_MSAA_DISABLED) {
- exposure.fbo = 0;
- buffers.fbo = 0;
- external.fbo = 0;
- for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
- flags[i] = false;
- }
- flags[RENDER_TARGET_HDR] = true;
- buffers.active = false;
- buffers.effects_active = false;
- }
- };
- mutable RID_Owner<RenderTarget> render_target_owner;
- void _render_target_clear(RenderTarget *rt);
- void _render_target_allocate(RenderTarget *rt);
- virtual RID render_target_create();
- virtual void render_target_set_position(RID p_render_target, int p_x, int p_y);
- virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
- virtual RID render_target_get_texture(RID p_render_target) const;
- virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
- virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
- virtual bool render_target_was_used(RID p_render_target);
- virtual void render_target_clear_used(RID p_render_target);
- virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa);
- /* CANVAS SHADOW */
- struct CanvasLightShadow : public RID_Data {
- int size;
- int height;
- GLuint fbo;
- GLuint depth;
- GLuint distance; //for older devices
- };
- RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
- virtual RID canvas_light_shadow_buffer_create(int p_width);
- /* LIGHT SHADOW MAPPING */
- struct CanvasOccluder : public RID_Data {
- GLuint array_id; // 0 means, unconfigured
- GLuint vertex_id; // 0 means, unconfigured
- GLuint index_id; // 0 means, unconfigured
- PoolVector<Vector2> lines;
- int len;
- };
- RID_Owner<CanvasOccluder> canvas_occluder_owner;
- virtual RID canvas_light_occluder_create();
- virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines);
- virtual VS::InstanceType get_base_type(RID p_rid) const;
- virtual bool free(RID p_rid);
- struct Frame {
- RenderTarget *current_rt;
- bool clear_request;
- Color clear_request_color;
- float time[4];
- float delta;
- uint64_t count;
- } frame;
- void initialize();
- void finalize();
- virtual bool has_os_feature(const String &p_feature) const;
- virtual void update_dirty_resources();
- virtual void set_debug_generate_wireframes(bool p_generate);
- virtual void render_info_begin_capture();
- virtual void render_info_end_capture();
- virtual int get_captured_render_info(VS::RenderInfo p_info);
- virtual int get_render_info(VS::RenderInfo p_info);
- virtual String get_video_adapter_name() const;
- virtual String get_video_adapter_vendor() const;
- RasterizerStorageGLES3();
- };
- #endif // RASTERIZERSTORAGEGLES3_H
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