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- /*************************************************************************/
- /* rasterizer_gles2.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifdef GLES2_ENABLED
- #include "rasterizer_gles2.h"
- #include "os/os.h"
- #include "globals.h"
- #include <stdio.h>
- #include "servers/visual/shader_language.h"
- #include "servers/visual/particle_system_sw.h"
- #include "gl_context/context_gl.h"
- #include <string.h>
- #include <stdlib.h>
- #ifdef GLEW_ENABLED
- #define _GL_HALF_FLOAT_OES 0x140B
- #else
- #define _GL_HALF_FLOAT_OES 0x8D61
- #endif
- #define _GL_RGBA16F_EXT 0x881A
- #define _GL_RGB16F_EXT 0x881B
- #define _GL_RG16F_EXT 0x822F
- #define _GL_R16F_EXT 0x822D
- #define _GL_R32F_EXT 0x822E
- #define _GL_RED_EXT 0x1903
- #define _GL_RG_EXT 0x8227
- #define _GL_R8_EXT 0x8229
- #define _GL_RG8_EXT 0x822B
- #define _DEPTH_COMPONENT24_OES 0x81A6
- #ifdef GLEW_ENABLED
- #define _glClearDepth glClearDepth
- #else
- #define _glClearDepth glClearDepthf
- #endif
- #define _GL_SRGB_EXT 0x8C40
- #define _GL_SRGB_ALPHA_EXT 0x8C42
- #define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
- #define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
- //#define DEBUG_OPENGL
- #ifdef DEBUG_OPENGL
- #define DEBUG_TEST_ERROR(m_section)\
- {\
- print_line("AT: "+String(m_section)); glFlush();\
- uint32_t err = glGetError();\
- if (err) {\
- print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\
- }\
- }
- #else
- #define DEBUG_TEST_ERROR(m_section)
- #endif
- static RasterizerGLES2* _singleton = NULL;
- #ifdef GLES_NO_CLIENT_ARRAYS
- static float GlobalVertexBuffer[MAX_POLYGON_VERTICES * 8] = {0};
- #endif
- static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
- _FORCE_INLINE_ static void _set_color_attrib(const Color& p_color) {
- GLfloat c[4]= { p_color.r, p_color.g, p_color.b, p_color.a };
- glVertexAttrib4fv( VS::ARRAY_COLOR, c );
- }
- static _FORCE_INLINE_ uint16_t make_half_float(float f) {
- union {
- float fv;
- uint32_t ui;
- } ci;
- ci.fv=f;
- unsigned int x = ci.ui;
- unsigned int sign = (unsigned short)(x >> 31);
- unsigned int mantissa;
- unsigned int exp;
- uint16_t hf;
- // get mantissa
- mantissa = x & ((1 << 23) - 1);
- // get exponent bits
- exp = x & (0xFF << 23);
- if (exp >= 0x47800000)
- {
- // check if the original single precision float number is a NaN
- if (mantissa && (exp == (0xFF << 23)))
- {
- // we have a single precision NaN
- mantissa = (1 << 23) - 1;
- }
- else
- {
- // 16-bit half-float representation stores number as Inf
- mantissa = 0;
- }
- hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) |
- (uint16_t)(mantissa >> 13);
- }
- // check if exponent is <= -15
- else if (exp <= 0x38000000)
- {
- /*// store a denorm half-float value or zero
- exp = (0x38000000 - exp) >> 23;
- mantissa >>= (14 + exp);
- hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa);
- */
- hf=0; //denormals do not work for 3D, convert to zero
- }
- else
- {
- hf = (((uint16_t)sign) << 15) |
- (uint16_t)((exp - 0x38000000) >> 13) |
- (uint16_t)(mantissa >> 13);
- }
- return hf;
- }
- 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) {
- ERR_FAIL_COND(!p_vertices);
- ERR_FAIL_COND(p_points <1 || p_points>4);
- bool quad=false;
- GLenum type;
- switch(p_points) {
- case 1: type=GL_POINTS; break;
- case 2: type=GL_LINES; break;
- case 4: quad=true; p_points=3;
- case 3: type=GL_TRIANGLES; break;
- };
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- GLfloat vert_array[18];
- GLfloat normal_array[18];
- GLfloat color_array[24];
- GLfloat tangent_array[24];
- GLfloat uv_array[18];
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer( VS::ARRAY_VERTEX, 3 ,GL_FLOAT, false, 0, vert_array );
- for (int i=0;i<p_points;i++) {
- vert_array[i*3+0]=p_vertices[i].x;
- vert_array[i*3+1]=p_vertices[i].y;
- vert_array[i*3+2]=p_vertices[i].z;
- if (quad) {
- int idx=2+i;
- if (idx==4)
- idx=0;
- vert_array[9+i*3+0]=p_vertices[idx].x;
- vert_array[9+i*3+1]=p_vertices[idx].y;
- vert_array[9+i*3+2]=p_vertices[idx].z;
- }
- }
- if (p_normals) {
- glEnableVertexAttribArray(VS::ARRAY_NORMAL);
- glVertexAttribPointer( VS::ARRAY_NORMAL, 3 ,GL_FLOAT, false, 0, normal_array );
- for (int i=0;i<p_points;i++) {
- normal_array[i*3+0]=p_normals[i].x;
- normal_array[i*3+1]=p_normals[i].y;
- normal_array[i*3+2]=p_normals[i].z;
- if (quad) {
- int idx=2+i;
- if (idx==4)
- idx=0;
- normal_array[9+i*3+0]=p_normals[idx].x;
- normal_array[9+i*3+1]=p_normals[idx].y;
- normal_array[9+i*3+2]=p_normals[idx].z;
- }
- }
- } else {
- glDisableVertexAttribArray(VS::ARRAY_NORMAL);
- }
- if (p_colors) {
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, 0, color_array );
- for (int i=0;i<p_points;i++) {
- color_array[i*4+0]=p_colors[i].r;
- color_array[i*4+1]=p_colors[i].g;
- color_array[i*4+2]=p_colors[i].b;
- color_array[i*4+3]=p_colors[i].a;
- if (quad) {
- int idx=2+i;
- if (idx==4)
- idx=0;
- color_array[12+i*4+0]=p_colors[idx].r;
- color_array[12+i*4+1]=p_colors[idx].g;
- color_array[12+i*4+2]=p_colors[idx].b;
- color_array[12+i*4+3]=p_colors[idx].a;
- }
- }
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
- if (p_tangents) {
- glEnableVertexAttribArray(VS::ARRAY_TANGENT);
- glVertexAttribPointer( VS::ARRAY_TANGENT, 4 ,GL_FLOAT, false, 0, tangent_array );
- for (int i=0;i<p_points;i++) {
- tangent_array[i*4+0]=p_tangents[i].normal.x;
- tangent_array[i*4+1]=p_tangents[i].normal.y;
- tangent_array[i*4+2]=p_tangents[i].normal.z;
- tangent_array[i*4+3]=p_tangents[i].d;
- if (quad) {
- int idx=2+i;
- if (idx==4)
- idx=0;
- tangent_array[12+i*4+0]=p_tangents[idx].normal.x;
- tangent_array[12+i*4+1]=p_tangents[idx].normal.y;
- tangent_array[12+i*4+2]=p_tangents[idx].normal.z;
- tangent_array[12+i*4+3]=p_tangents[idx].d;
- }
- }
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TANGENT);
- }
- if (p_uvs) {
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer( VS::ARRAY_TEX_UV, 3 ,GL_FLOAT, false, 0, uv_array );
- for (int i=0;i<p_points;i++) {
- uv_array[i*3+0]=p_uvs[i].x;
- uv_array[i*3+1]=p_uvs[i].y;
- uv_array[i*3+2]=p_uvs[i].z;
- if (quad) {
- int idx=2+i;
- if (idx==4)
- idx=0;
- uv_array[9+i*3+0]=p_uvs[idx].x;
- uv_array[9+i*3+1]=p_uvs[idx].y;
- uv_array[9+i*3+2]=p_uvs[idx].z;
- }
- }
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- /*
- if (p_instanced>1)
- glDrawArraysInstanced(type,0,p_points,p_instanced);
- else
- */
- glDrawArrays(type,0,quad?6:p_points);
- };
- /* TEXTURE API */
- #define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
- #define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
- #define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
- #define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
- #define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
- #define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
- #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
- #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
- #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
- #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
- #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
- #define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
- #define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71
- #define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
- #define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73
- #define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
- #define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
- #define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
- #define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
- #define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
- #define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
- #define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
- #define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
- #define _EXT_ETC1_RGB8_OES 0x8D64
- #define _EXT_SLUMINANCE_NV 0x8C46
- #define _EXT_SLUMINANCE_ALPHA_NV 0x8C44
- #define _EXT_SRGB8_NV 0x8C41
- #define _EXT_SLUMINANCE8_NV 0x8C47
- #define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45
- #define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C
- #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D
- #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E
- #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F
- #define _EXT_ATC_RGB_AMD 0x8C92
- #define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
- #define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
- /* TEXTURE API */
- 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) {
- r_has_alpha_cache=false;
- r_compressed=false;
- r_gl_format=0;
- Image image=p_image;
- switch(p_format) {
- case Image::FORMAT_L8: {
- r_gl_components=1;
- r_gl_format=GL_LUMINANCE;
- r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_NV:GL_LUMINANCE;
- } break;
- case Image::FORMAT_INTENSITY: {
- if (!image.empty())
- image.convert(Image::FORMAT_RGBA8);
- r_gl_components=4;
- r_gl_format=GL_RGBA;
- r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_ALPHA_EXT:GL_RGBA;
- r_has_alpha_cache=true;
- } break;
- case Image::FORMAT_LA8: {
- //image.convert(Image::FORMAT_RGBA8);
- r_gl_components=2;
- r_gl_format=GL_LUMINANCE_ALPHA;
- r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_ALPHA_NV:GL_LUMINANCE_ALPHA;
- r_has_alpha_cache=true;
- } break;
- case Image::FORMAT_INDEXED: {
- if (!image.empty())
- image.convert(Image::FORMAT_RGB8);
- r_gl_components=3;
- r_gl_format=GL_RGB;
- r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_EXT:GL_RGB;
- } break;
- case Image::FORMAT_INDEXED_ALPHA: {
- if (!image.empty())
- image.convert(Image::FORMAT_RGBA8);
- r_gl_components=4;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_format=GL_RGBA;
- r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format=GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGBA;
- }
- r_has_alpha_cache=true;
- } break;
- case Image::FORMAT_RGB8: {
- r_gl_components=3;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_internal_format=_GL_SRGB_EXT;
- r_gl_format=GL_RGB;
- } else {
- r_gl_internal_format=GL_RGB;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGB;
- }
- } break;
- case Image::FORMAT_RGBA8: {
- r_gl_components=4;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
- r_gl_format=GL_RGBA;
- //r_gl_internal_format=GL_RGBA;
- } else {
- r_gl_internal_format=GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGBA;
- }
- r_has_alpha_cache=true;
- } break;
- case Image::FORMAT_DXT1: {
- if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
- if (!image.empty()) {
- image.decompress();
- }
- r_gl_components=4;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_format=GL_RGBA;
- r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format=GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGBA;
- }
- r_has_alpha_cache=true;
- } else {
- r_gl_components=1; //doesn't matter much
- 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;
- r_compressed=true;
- };
- } break;
- case Image::FORMAT_DXT3: {
- if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
- if (!image.empty()) {
- image.decompress();
- }
- r_gl_components=4;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_format=GL_RGBA;
- r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format=GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGBA;
- }
- r_has_alpha_cache=true;
- } else {
- r_gl_components=1; //doesn't matter much
- 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;
- r_has_alpha_cache=true;
- r_compressed=true;
- };
- } break;
- case Image::FORMAT_DXT5: {
- if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
- if (!image.empty()) {
- image.decompress();
- }
- r_gl_components=4;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_format=GL_RGBA;
- r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format=GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGBA;
- }
- r_has_alpha_cache=true;
- } else {
- r_gl_components=1; //doesn't matter much
- 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;
- r_has_alpha_cache=true;
- r_compressed=true;
- };
- } break;
- case Image::FORMAT_ATI1: {
- if (!latc_supported) {
- if (!image.empty()) {
- image.decompress();
- }
- r_gl_components=4;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_format=GL_RGBA;
- r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format=GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGBA;
- }
- r_has_alpha_cache=true;
- } else {
- r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
- };
- } break;
- case Image::FORMAT_ATI2: {
- if (!latc_supported ) {
- if (!image.empty()) {
- image.decompress();
- }
- r_gl_components=4;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_format=GL_RGBA;
- r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format=GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGBA;
- }
- r_has_alpha_cache=true;
- } else {
- r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
- };
- } break;
- case Image::FORMAT_PVRTC2: {
- if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
- if (!image.empty()) {
- image.decompress();
- }
- r_gl_components=4;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_format=GL_RGBA;
- r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format=GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGBA;
- }
- r_has_alpha_cache=true;
- } else {
- 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;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
- }
- } break;
- case Image::FORMAT_PVRTC2A: {
- if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
- if (!image.empty())
- image.decompress();
- r_gl_components=4;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_format=GL_RGBA;
- r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format=GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGBA;
- }
- r_has_alpha_cache=true;
- } else {
- r_gl_internal_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
- 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;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
- }
- } break;
- case Image::FORMAT_PVRTC4: {
- if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
- if (!image.empty())
- image.decompress();
- r_gl_components=4;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_format=GL_RGBA;
- r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format=GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGBA;
- }
- r_has_alpha_cache=true;
- } else {
- 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;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
- }
- } break;
- case Image::FORMAT_PVRTC4A: {
- if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
- if (!image.empty())
- image.decompress();
- r_gl_components=4;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_format=GL_RGBA;
- r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
- } else {
- r_gl_internal_format=GL_RGBA;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGBA;
- }
- r_has_alpha_cache=true;
- } else {
- 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;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
- }
- } break;
- case Image::FORMAT_ETC: {
- if (!etc_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (!image.empty()) {
- image.decompress();
- }
- r_gl_components=3;
- if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
- if (srgb_supported) {
- r_gl_format=GL_RGB;
- r_gl_internal_format=_GL_SRGB_EXT;
- } else {
- r_gl_internal_format=GL_RGB;
- if (!image.empty())
- image.srgb_to_linear();
- }
- } else {
- r_gl_internal_format=GL_RGB;
- }
- r_gl_internal_format=GL_RGB;
- } else {
- r_gl_internal_format=_EXT_ETC1_RGB8_OES;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
- }
- } break;
- case Image::FORMAT_ATC: {
- if (!atitc_supported) {
- if (!image.empty()) {
- image.decompress();
- }
- r_gl_components=3;
- r_gl_internal_format=GL_RGB;
- } else {
- r_gl_internal_format=_EXT_ATC_RGB_AMD;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
- }
- } break;
- case Image::FORMAT_ATC_ALPHA_EXPLICIT: {
- if (!atitc_supported) {
- if (!image.empty()) {
- image.decompress();
- }
- r_gl_components=4;
- r_gl_internal_format=GL_RGBA;
- } else {
- r_gl_internal_format=_EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
- }
- } break;
- case Image::FORMAT_ATC_ALPHA_INTERPOLATED: {
- if (!atitc_supported) {
- if (!image.empty()) {
- image.decompress();
- }
- r_gl_components=4;
- r_gl_internal_format=GL_RGBA;
- } else {
- r_gl_internal_format=_EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD;
- r_gl_components=1; //doesn't matter much
- r_compressed=true;
- }
- } break;
- case Image::FORMAT_YUV_422:
- case Image::FORMAT_YUV_444: {
- if (!image.empty())
- image.convert(Image::FORMAT_RGB8);
- r_gl_internal_format=GL_RGB;
- r_gl_components=3;
- } break;
- default: {
- ERR_FAIL_V(Image());
- }
- }
- if (r_gl_format==0) {
- r_gl_format=r_gl_internal_format;
- }
- return image;
- }
- static const GLenum _cube_side_enum[6]={
- GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
- GL_TEXTURE_CUBE_MAP_POSITIVE_X,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
- };
- RID RasterizerGLES2::texture_create() {
- Texture *texture = memnew(Texture);
- ERR_FAIL_COND_V(!texture,RID());
- glGenTextures(1, &texture->tex_id);
- texture->active=false;
- texture->total_data_size=0;
- return texture_owner.make_rid( texture );
- }
- void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) {
- bool has_alpha_cache;
- int components;
- GLenum format;
- GLenum internal_format;
- bool compressed;
- int po2_width = nearest_power_of_2(p_width);
- int po2_height = nearest_power_of_2(p_height);
- if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
- p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
- }
- Texture *texture = texture_owner.get( p_texture );
- ERR_FAIL_COND(!texture);
- texture->width=p_width;
- texture->height=p_height;
- texture->format=p_format;
- texture->flags=p_flags;
- texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
- _get_gl_image_and_format(Image(),texture->format,texture->flags,format,internal_format,components,has_alpha_cache,compressed);
- bool scale_textures = !compressed && !(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && (!npo2_textures_available || p_flags&VS::TEXTURE_FLAG_MIPMAPS);
- if (scale_textures) {
- texture->alloc_width = po2_width;
- texture->alloc_height = po2_height;
- // print_line("scale because npo2: "+itos(npo2_textures_available)+" mm: "+itos(p_format&VS::TEXTURE_FLAG_MIPMAPS)+" "+itos(p_mipmap_count) );
- } else {
- texture->alloc_width = texture->width;
- texture->alloc_height = texture->height;
- };
- if (!(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && shrink_textures_x2) {
- texture->alloc_height = MAX(1,texture->alloc_height/2);
- texture->alloc_width = MAX(1,texture->alloc_width/2);
- }
- texture->gl_components_cache=components;
- texture->gl_format_cache=format;
- texture->gl_internal_format_cache=internal_format;
- texture->format_has_alpha=has_alpha_cache;
- texture->compressed=compressed;
- texture->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds
- texture->data_size=0;
- texture->mipmaps=0;
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture->target, texture->tex_id);
- if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
- //prealloc if video
- glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE,NULL);
- }
- texture->active=true;
- }
- void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) {
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND(!texture);
- ERR_FAIL_COND(!texture->active);
- ERR_FAIL_COND(texture->render_target);
- ERR_FAIL_COND(texture->format != p_image.get_format() );
- ERR_FAIL_COND( p_image.empty() );
- int components;
- GLenum format;
- GLenum internal_format;
- bool alpha;
- bool compressed;
- if (keep_copies && !(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && !(use_reload_hooks && texture->reloader)) {
- texture->image[p_cube_side]=p_image;
- }
- Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,internal_format,components,alpha,compressed);
- if (texture->alloc_width != img.get_width() || texture->alloc_height != img.get_height()) {
- if (texture->alloc_width == img.get_width()/2 && texture->alloc_height == img.get_height()/2) {
- img.shrink_x2();
- } else if (img.get_format() <= Image::FORMAT_INDEXED_ALPHA) {
- img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
- }
- };
- if (!(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && img.detect_alpha()==Image::ALPHA_BLEND) {
- texture->has_alpha=true;
- }
- GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;
- texture->data_size=img.get_data().size();
- DVector<uint8_t>::Read read = img.get_data().read();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture->target, texture->tex_id);
- texture->ignore_mipmaps = compressed && img.get_mipmaps()==0;
- if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps)
- glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
- else {
- if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
- glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- } else {
- glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
- }
- }
- if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
- glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
- } else {
- glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering
- }
- bool force_clamp_to_edge = !(texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
- if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
- if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
- }
- else{
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- }
- } else {
- //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
- glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- }
- if (use_anisotropic_filter) {
- if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
- glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level);
- } else {
- glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
- }
- }
- int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps()>0) ? img.get_mipmaps() +1 : 1;
- int w=img.get_width();
- int h=img.get_height();
- int tsize=0;
- for(int i=0;i<mipmaps;i++) {
- int size,ofs;
- img.get_mipmap_offset_and_size(i,ofs,size);
- //print_line("mipmap: "+itos(i)+" size: "+itos(size)+" w: "+itos(mm_w)+", h: "+itos(mm_h));
- if (texture->compressed) {
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] );
- } else {
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- if (texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
- glTexSubImage2D( blit_target, i, 0,0,w, h,format,GL_UNSIGNED_BYTE,&read[ofs] );
- } else {
- glTexImage2D(blit_target, i, internal_format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]);
- }
- }
- tsize+=size;
- w = MAX(1,w>>1);
- h = MAX(1,h>>1);
- }
- _rinfo.texture_mem-=texture->total_data_size;
- texture->total_data_size=tsize;
- _rinfo.texture_mem+=texture->total_data_size;
- //printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem);
- if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1 && !texture->ignore_mipmaps) {
- //generate mipmaps if they were requested and the image does not contain them
- glGenerateMipmap(texture->target);
- }
- texture->mipmaps=mipmaps;
- if (mipmaps>1) {
- //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps-1 ); - assumed to have all, always
- }
- //texture_set_flags(p_texture,texture->flags);
- }
- Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const {
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND_V(!texture,Image());
- ERR_FAIL_COND_V(!texture->active,Image());
- ERR_FAIL_COND_V(texture->data_size==0,Image());
- ERR_FAIL_COND_V(texture->render_target,Image());
- return texture->image[p_cube_side];
- #if 0
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND_V(!texture,Image());
- ERR_FAIL_COND_V(!texture->active,Image());
- ERR_FAIL_COND_V(texture->data_size==0,Image());
- DVector<uint8_t> data;
- GLenum format,type=GL_UNSIGNED_BYTE;
- Image::Format fmt;
- int pixelsize=0;
- int pixelshift=0;
- int minw=1,minh=1;
- bool compressed=false;
- fmt=texture->format;
- switch(texture->format) {
- case Image::FORMAT_L8: {
- format=GL_LUMINANCE;
- type=GL_UNSIGNED_BYTE;
- data.resize(texture->alloc_width*texture->alloc_height);
- pixelsize=1;
- } break;
- case Image::FORMAT_INTENSITY: {
- return Image();
- } break;
- case Image::FORMAT_LA8: {
- format=GL_LUMINANCE_ALPHA;
- type=GL_UNSIGNED_BYTE;
- pixelsize=2;
- } break;
- case Image::FORMAT_RGB8: {
- format=GL_RGB;
- type=GL_UNSIGNED_BYTE;
- pixelsize=3;
- } break;
- case Image::FORMAT_RGBA8: {
- format=GL_RGBA;
- type=GL_UNSIGNED_BYTE;
- pixelsize=4;
- } break;
- case Image::FORMAT_INDEXED: {
- format=GL_RGB;
- type=GL_UNSIGNED_BYTE;
- fmt=Image::FORMAT_RGB8;
- pixelsize=3;
- } break;
- case Image::FORMAT_INDEXED_ALPHA: {
- format=GL_RGBA;
- type=GL_UNSIGNED_BYTE;
- fmt=Image::FORMAT_RGBA8;
- pixelsize=4;
- } break;
- case Image::FORMAT_DXT1: {
- pixelsize=1; //doesn't matter much
- format=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
- compressed=true;
- pixelshift=1;
- minw=minh=4;
- } break;
- case Image::FORMAT_DXT3: {
- pixelsize=1; //doesn't matter much
- format=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
- compressed=true;
- minw=minh=4;
- } break;
- case Image::FORMAT_DXT5: {
- pixelsize=1; //doesn't matter much
- format=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
- compressed=true;
- minw=minh=4;
- } break;
- case Image::FORMAT_ATI1: {
- format=GL_COMPRESSED_RED_RGTC1;
- pixelsize=1; //doesn't matter much
- compressed=true;
- pixelshift=1;
- minw=minh=4;
- } break;
- case Image::FORMAT_ATI2: {
- format=GL_COMPRESSED_RG_RGTC2;
- pixelsize=1; //doesn't matter much
- compressed=true;
- minw=minh=4;
- } break;
- default:{}
- }
- data.resize(texture->data_size);
- DVector<uint8_t>::Write wb = data.write();
- glActiveTexture(GL_TEXTURE0);
- int ofs=0;
- glBindTexture(texture->target,texture->tex_id);
- int w=texture->alloc_width;
- int h=texture->alloc_height;
- for(int i=0;i<texture->mipmaps+1;i++) {
- if (compressed) {
- glPixelStorei(GL_PACK_ALIGNMENT, 4);
- glGetCompressedTexImage(texture->target,i,&wb[ofs]);
- } else {
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- glGetTexImage(texture->target,i,format,type,&wb[ofs]);
- }
- int size = (w*h*pixelsize)>>pixelshift;
- ofs+=size;
- w=MAX(minw,w>>1);
- h=MAX(minh,h>>1);
- }
- wb=DVector<uint8_t>::Write();
- Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps,fmt,data);
- if (texture->format<Image::FORMAT_INDEXED && (texture->alloc_width!=texture->width || texture->alloc_height!=texture->height))
- img.resize(texture->width,texture->height);
- return img;
- #endif
- }
- void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {
- Texture *texture = texture_owner.get( p_texture );
- ERR_FAIL_COND(!texture);
- if (texture->render_target) {
- p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter
- }
- bool had_mipmaps = texture->flags&VS::TEXTURE_FLAG_MIPMAPS;
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture->target, texture->tex_id);
- uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
- texture->flags=p_flags|cube; // can't remove a cube from being a cube
- bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
- if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
- if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
- }
- else {
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- }
- } else {
- //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
- glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- }
- if (use_anisotropic_filter) {
- if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
- glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level);
- } else {
- glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
- }
- }
- if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) {
- if (!had_mipmaps && texture->mipmaps==1) {
- glGenerateMipmap(texture->target);
- }
- glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
- } else{
- if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
- glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- } else {
- glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
- }
- }
- if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
- glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
- } else {
- glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering
- }
- }
- uint32_t RasterizerGLES2::texture_get_flags(RID p_texture) const {
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND_V(!texture,0);
- return texture->flags;
- }
- Image::Format RasterizerGLES2::texture_get_format(RID p_texture) const {
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND_V(!texture,Image::FORMAT_L8);
- return texture->format;
- }
- uint32_t RasterizerGLES2::texture_get_width(RID p_texture) const {
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND_V(!texture,0);
- return texture->width;
- }
- uint32_t RasterizerGLES2::texture_get_height(RID p_texture) const {
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND_V(!texture,0);
- return texture->height;
- }
- bool RasterizerGLES2::texture_has_alpha(RID p_texture) const {
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND_V(!texture,0);
- return texture->has_alpha;
- }
- void RasterizerGLES2::texture_set_size_override(RID p_texture,int p_width, int p_height) {
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND(!texture);
- ERR_FAIL_COND(texture->render_target);
- ERR_FAIL_COND(p_width<=0 || p_width>16384);
- ERR_FAIL_COND(p_height<=0 || p_height>16384);
- //real texture size is in alloc width and height
- texture->width=p_width;
- texture->height=p_height;
- }
- void RasterizerGLES2::texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const {
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND(!texture);
- ERR_FAIL_COND(texture->render_target);
- texture->reloader=p_owner;
- texture->reloader_func=p_function;
- if (use_reload_hooks && p_owner && keep_copies) {
- for(int i=0;i<6;i++)
- texture->image[i]=Image();
- }
- }
- GLuint RasterizerGLES2::_texture_get_name(RID p_tex) {
- Texture * texture = texture_owner.get(p_tex);
- ERR_FAIL_COND_V(!texture, 0);
- return texture->tex_id;
- };
- void RasterizerGLES2::texture_set_path(RID p_texture,const String& p_path) {
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND(!texture);
- texture->path=p_path;
- }
- String RasterizerGLES2::texture_get_path(RID p_texture) const{
- Texture * texture = texture_owner.get(p_texture);
- ERR_FAIL_COND_V(!texture,String());
- return texture->path;
- }
- void RasterizerGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info){
- List<RID> textures;
- texture_owner.get_owned_list(&textures);
- for (List<RID>::Element *E=textures.front();E;E=E->next()) {
- Texture *t = texture_owner.get(E->get());
- if (!t)
- continue;
- VS::TextureInfo tinfo;
- tinfo.path=t->path;
- tinfo.format=t->format;
- tinfo.size.x=t->alloc_width;
- tinfo.size.y=t->alloc_height;
- tinfo.bytes=t->total_data_size;
- r_info->push_back(tinfo);
- }
- }
- void RasterizerGLES2::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
- shrink_textures_x2=p_enable;
- }
- /* SHADER API */
- RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) {
- Shader *shader = memnew( Shader );
- shader->mode=p_mode;
- RID rid = shader_owner.make_rid(shader);
- shader_set_mode(rid,p_mode);
- _shader_make_dirty(shader);
- return rid;
- }
- void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {
- ERR_FAIL_INDEX(p_mode,3);
- Shader *shader=shader_owner.get(p_shader);
- ERR_FAIL_COND(!shader);
- if (shader->custom_code_id && p_mode==shader->mode)
- return;
- if (shader->custom_code_id) {
- switch(shader->mode) {
- case VS::SHADER_MATERIAL: {
- material_shader.free_custom_shader(shader->custom_code_id);
- } break;
- case VS::SHADER_CANVAS_ITEM: {
- canvas_shader.free_custom_shader(shader->custom_code_id);
- } break;
- }
- shader->custom_code_id=0;
- }
- shader->mode=p_mode;
- switch(shader->mode) {
- case VS::SHADER_MATERIAL: {
- shader->custom_code_id=material_shader.create_custom_shader();
- } break;
- case VS::SHADER_CANVAS_ITEM: {
- shader->custom_code_id=canvas_shader.create_custom_shader();
- } break;
- }
- _shader_make_dirty(shader);
- }
- VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const {
- Shader *shader=shader_owner.get(p_shader);
- ERR_FAIL_COND_V(!shader,VS::SHADER_MATERIAL);
- return shader->mode;
- }
- 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) {
- Shader *shader=shader_owner.get(p_shader);
- ERR_FAIL_COND(!shader);
- #ifdef DEBUG_ENABLED
- if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light)
- return;
- #endif
- shader->fragment_code=p_fragment;
- shader->vertex_code=p_vertex;
- shader->light_code=p_light;
- shader->fragment_line=p_fragment_ofs;
- shader->vertex_line=p_vertex_ofs;
- shader->light_line=p_light_ofs;
- _shader_make_dirty(shader);
- }
- String RasterizerGLES2::shader_get_vertex_code(RID p_shader) const {
- Shader *shader=shader_owner.get(p_shader);
- ERR_FAIL_COND_V(!shader,String());
- return shader->vertex_code;
- }
- String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const {
- Shader *shader=shader_owner.get(p_shader);
- ERR_FAIL_COND_V(!shader,String());
- return shader->fragment_code;
- }
- String RasterizerGLES2::shader_get_light_code(RID p_shader) const {
- Shader *shader=shader_owner.get(p_shader);
- ERR_FAIL_COND_V(!shader,String());
- return shader->light_code;
- }
- void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) {
- if (p_shader->dirty_list.in_list())
- return;
- _shader_dirty_list.add(&p_shader->dirty_list);
- }
- void RasterizerGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
- Shader *shader=shader_owner.get(p_shader);
- ERR_FAIL_COND(!shader);
- if (shader->dirty_list.in_list())
- _update_shader(shader); // ok should be not anymore dirty
- Map<int,StringName> order;
- for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
- order[E->get().order]=E->key();
- }
- for(Map<int,StringName>::Element *E=order.front();E;E=E->next()) {
- PropertyInfo pi;
- ShaderLanguage::Uniform &u=shader->uniforms[E->get()];
- pi.name=E->get();
- switch(u.type) {
- case ShaderLanguage::TYPE_VOID:
- case ShaderLanguage::TYPE_BOOL:
- case ShaderLanguage::TYPE_FLOAT:
- case ShaderLanguage::TYPE_VEC2:
- case ShaderLanguage::TYPE_VEC3:
- case ShaderLanguage::TYPE_MAT3:
- case ShaderLanguage::TYPE_MAT4:
- case ShaderLanguage::TYPE_VEC4:
- pi.type=u.default_value.get_type();
- break;
- case ShaderLanguage::TYPE_TEXTURE:
- pi.type=Variant::_RID;
- pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
- pi.hint_string="Texture";
- break;
- case ShaderLanguage::TYPE_CUBEMAP:
- pi.type=Variant::_RID;
- pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
- pi.hint_string="CubeMap";
- break;
- };
- p_param_list->push_back(pi);
- }
- }
- void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture) {
- Shader *shader=shader_owner.get(p_shader);
- ERR_FAIL_COND(!shader);
- ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
- if (p_texture.is_valid())
- shader->default_textures[p_name]=p_texture;
- else
- shader->default_textures.erase(p_name);
- _shader_make_dirty(shader);
- }
- RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{
- const Shader *shader=shader_owner.get(p_shader);
- ERR_FAIL_COND_V(!shader,RID());
- const Map<StringName,RID>::Element *E=shader->default_textures.find(p_name);
- if (!E)
- return RID();
- return E->get();
- }
- Variant RasterizerGLES2::shader_get_default_param(RID p_shader, const StringName& p_name) {
- Shader *shader=shader_owner.get(p_shader);
- ERR_FAIL_COND_V(!shader,Variant());
- //update shader params if necesary
- //make sure the shader is compiled and everything
- //so the actual parameters can be properly retrieved!
- if (shader->dirty_list.in_list()) {
- _update_shader(shader);
- }
- if (shader->valid && shader->uniforms.has(p_name))
- return shader->uniforms[p_name].default_value;
- return Variant();
- }
- /* COMMON MATERIAL API */
- RID RasterizerGLES2::material_create() {
- RID material = material_owner.make_rid( memnew( Material ) );
- return material;
- }
- void RasterizerGLES2::material_set_shader(RID p_material, RID p_shader) {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND(!material);
- if (material->shader==p_shader)
- return;
- material->shader=p_shader;
- material->shader_version=0;
- }
- RID RasterizerGLES2::material_get_shader(RID p_material) const {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND_V(!material,RID());
- return material->shader;
- }
- void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND(!material);
- Map<StringName,Material::UniformData>::Element *E=material->shader_params.find(p_param);
- if (E) {
- if (p_value.get_type()==Variant::NIL) {
- material->shader_params.erase(E);
- material->shader_version=0; //get default!
- } else {
- E->get().value=p_value;
- E->get().inuse=true;
- }
- } else {
- if (p_value.get_type()==Variant::NIL)
- return;
- Material::UniformData ud;
- ud.index=-1;
- ud.value=p_value;
- ud.istexture=p_value.get_type()==Variant::_RID; /// cache it being texture
- ud.inuse=true;
- material->shader_params[p_param]=ud; //may be got at some point, or erased
- }
- }
- Variant RasterizerGLES2::material_get_param(RID p_material, const StringName& p_param) const {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND_V(!material,Variant());
- if (material->shader.is_valid()) {
- //update shader params if necesary
- //make sure the shader is compiled and everything
- //so the actual parameters can be properly retrieved!
- material->shader_cache=shader_owner.get( material->shader );
- if (!material->shader_cache) {
- //invalidate
- material->shader=RID();
- material->shader_cache=NULL;
- } else {
- if (material->shader_cache->dirty_list.in_list())
- _update_shader(material->shader_cache);
- if (material->shader_cache->valid && material->shader_cache->version!=material->shader_version) {
- //validate
- _update_material_shader_params(material);
- }
- }
- }
- if (material->shader_params.has(p_param) && material->shader_params[p_param].inuse)
- return material->shader_params[p_param].value;
- else
- return Variant();
- }
- void RasterizerGLES2::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND(!material);
- ERR_FAIL_INDEX(p_flag,VS::MATERIAL_FLAG_MAX);
- material->flags[p_flag]=p_enabled;
- }
- bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND_V(!material,false);
- ERR_FAIL_INDEX_V(p_flag,VS::MATERIAL_FLAG_MAX,false);
- return material->flags[p_flag];
- }
- void RasterizerGLES2::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND(!material);
- material->depth_draw_mode=p_mode;
- }
- VS::MaterialDepthDrawMode RasterizerGLES2::material_get_depth_draw_mode(RID p_material) const {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
- return material->depth_draw_mode;
- }
- void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND(!material);
- material->blend_mode=p_mode;
- }
- VS::MaterialBlendMode RasterizerGLES2::material_get_blend_mode(RID p_material) const {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND_V(!material,VS::MATERIAL_BLEND_MODE_ADD);
- return material->blend_mode;
- }
- void RasterizerGLES2::material_set_line_width(RID p_material,float p_line_width) {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND(!material);
- material->line_width=p_line_width;
- }
- float RasterizerGLES2::material_get_line_width(RID p_material) const {
- Material *material = material_owner.get(p_material);
- ERR_FAIL_COND_V(!material,0);
- return material->line_width;
- }
- /* MESH API */
- RID RasterizerGLES2::mesh_create() {
- return mesh_owner.make_rid( memnew( Mesh ) );
- }
- 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) {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );
- ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX);
- uint32_t format=0;
- // validation
- int index_array_len=0;
- int array_len=0;
- for(int i=0;i<p_arrays.size();i++) {
- if (p_arrays[i].get_type()==Variant::NIL)
- continue;
- format|=(1<<i);
- if (i==VS::ARRAY_VERTEX) {
- array_len=Vector3Array(p_arrays[i]).size();
- ERR_FAIL_COND(array_len==0);
- } else if (i==VS::ARRAY_INDEX) {
- index_array_len=IntArray(p_arrays[i]).size();
- }
- }
- ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
- ERR_FAIL_COND( mesh->morph_target_count!=p_blend_shapes.size() );
- if (mesh->morph_target_count) {
- //validate format for morphs
- for(int i=0;i<p_blend_shapes.size();i++) {
- uint32_t bsformat=0;
- Array arr = p_blend_shapes[i];
- for(int j=0;j<arr.size();j++) {
- if (arr[j].get_type()!=Variant::NIL)
- bsformat|=(1<<j);
- }
- ERR_FAIL_COND( (bsformat)!=(format&(VS::ARRAY_FORMAT_BONES-1)));
- }
- }
- Surface *surface = memnew( Surface );
- ERR_FAIL_COND( !surface );
- bool use_VBO=true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
- if ((!use_hw_skeleton_xform && format&VS::ARRAY_FORMAT_WEIGHTS) || mesh->morph_target_count>0) {
- use_VBO=false;
- }
- // surface->packed=pack_arrays && use_VBO;
- int total_elem_size=0;
- for (int i=0;i<VS::ARRAY_MAX;i++) {
- Surface::ArrayData&ad=surface->array[i];
- ad.size=0;
- ad.ofs=0;
- int elem_size=0;
- int elem_count=0;
- bool valid_local=true;
- GLenum datatype;
- bool normalize=false;
- bool bind=false;
- if (!(format&(1<<i))) // no array
- continue;
- switch(i) {
- case VS::ARRAY_VERTEX: {
- if (use_VBO && use_half_float) {
- elem_size=3*sizeof(int16_t); // vertex
- datatype=_GL_HALF_FLOAT_OES;
- } else {
- elem_size=3*sizeof(GLfloat); // vertex
- datatype=GL_FLOAT;
- }
- bind=true;
- elem_count=3;
- } break;
- case VS::ARRAY_NORMAL: {
- if (use_VBO) {
- elem_size=4*sizeof(int8_t); // vertex
- datatype=GL_BYTE;
- normalize=true;
- } else {
- elem_size=3*sizeof(GLfloat); // vertex
- datatype=GL_FLOAT;
- }
- bind=true;
- elem_count=3;
- } break;
- case VS::ARRAY_TANGENT: {
- if (use_VBO) {
- elem_size=4*sizeof(int8_t); // vertex
- datatype=GL_BYTE;
- normalize=true;
- } else {
- elem_size=4*sizeof(GLfloat); // vertex
- datatype=GL_FLOAT;
- }
- bind=true;
- elem_count=4;
- } break;
- case VS::ARRAY_COLOR: {
- elem_size=4*sizeof(uint8_t); /* RGBA */
- datatype=GL_UNSIGNED_BYTE;
- elem_count=4;
- bind=true;
- normalize=true;
- } break;
- case VS::ARRAY_TEX_UV:
- case VS::ARRAY_TEX_UV2: {
- if (use_VBO && use_half_float) {
- elem_size=2*sizeof(int16_t); // vertex
- datatype=_GL_HALF_FLOAT_OES;
- } else {
- elem_size=2*sizeof(GLfloat); // vertex
- datatype=GL_FLOAT;
- }
- bind=true;
- elem_count=2;
- } break;
- case VS::ARRAY_WEIGHTS: {
- if (use_VBO) {
- elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
- valid_local=false;
- bind=true;
- normalize=true;
- datatype=GL_UNSIGNED_SHORT;
- elem_count=4;
- } else {
- elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat);
- valid_local=false;
- bind=false;
- datatype=GL_FLOAT;
- elem_count=4;
- }
- } break;
- case VS::ARRAY_BONES: {
- if (use_VBO) {
- elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLubyte);
- valid_local=false;
- bind=true;
- datatype=GL_UNSIGNED_BYTE;
- elem_count=4;
- } else {
- elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
- valid_local=false;
- bind=false;
- datatype=GL_UNSIGNED_SHORT;
- elem_count=4;
- }
- } break;
- case VS::ARRAY_INDEX: {
- if (index_array_len<=0) {
- ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
- break;
- }
- /* determine wether using 16 or 32 bits indices */
- if (array_len>(1<<16)) {
- elem_size=4;
- datatype=GL_UNSIGNED_INT;
- } else {
- elem_size=2;
- datatype=GL_UNSIGNED_SHORT;
- }
- /*
- if (use_VBO) {
- glGenBuffers(1,&surface->index_id);
- ERR_FAIL_COND(surface->index_id==0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*elem_size,NULL,GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
- } else {
- surface->index_array_local = (uint8_t*)memalloc(index_array_len*elem_size);
- };
- */
- surface->index_array_len=index_array_len; // only way it can exist
- ad.ofs=0;
- ad.size=elem_size;
- continue;
- } break;
- default: {
- ERR_FAIL( );
- }
- }
- ad.ofs=total_elem_size;
- ad.size=elem_size;
- ad.datatype=datatype;
- ad.normalize=normalize;
- ad.bind=bind;
- ad.count=elem_count;
- total_elem_size+=elem_size;
- if (valid_local) {
- surface->local_stride+=elem_size;
- surface->morph_format|=(1<<i);
- }
- }
- surface->stride=total_elem_size;
- surface->array_len=array_len;
- surface->format=format;
- surface->primitive=p_primitive;
- surface->morph_target_count=mesh->morph_target_count;
- surface->configured_format=0;
- surface->mesh=mesh;
- if (keep_copies) {
- surface->data=p_arrays;
- surface->morph_data=p_blend_shapes;
- }
- uint8_t *array_ptr=NULL;
- uint8_t *index_array_ptr=NULL;
- DVector<uint8_t> array_pre_vbo;
- DVector<uint8_t>::Write vaw;
- DVector<uint8_t> index_array_pre_vbo;
- DVector<uint8_t>::Write iaw;
- /* create pointers */
- if (use_VBO) {
- array_pre_vbo.resize(surface->array_len*surface->stride);
- vaw = array_pre_vbo.write();
- array_ptr=vaw.ptr();
- if (surface->index_array_len) {
- index_array_pre_vbo.resize(surface->index_array_len*surface->array[VS::ARRAY_INDEX].size);
- iaw = index_array_pre_vbo.write();
- index_array_ptr=iaw.ptr();
- }
- _surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true);
- } else {
- surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride);
- array_ptr=(uint8_t*)surface->array_local;
- if (surface->index_array_len) {
- surface->index_array_local = (uint8_t*)memalloc(index_array_len*surface->array[VS::ARRAY_INDEX].size);
- index_array_ptr=(uint8_t*)surface->index_array_local;
- }
- _surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true);
- if (mesh->morph_target_count) {
- surface->morph_targets_local = memnew_arr(Surface::MorphTarget,mesh->morph_target_count);
- for(int i=0;i<mesh->morph_target_count;i++) {
- surface->morph_targets_local[i].array=memnew_arr(uint8_t,surface->local_stride*surface->array_len);
- surface->morph_targets_local[i].configured_format=surface->morph_format;
- _surface_set_arrays(surface,surface->morph_targets_local[i].array,NULL,p_blend_shapes[i],false);
- }
- }
- }
- /* create buffers!! */
- if (use_VBO) {
- glGenBuffers(1,&surface->vertex_id);
- ERR_FAIL_COND(surface->vertex_id==0);
- glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
- glBufferData(GL_ARRAY_BUFFER,surface->array_len*surface->stride,array_ptr,GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
- if (surface->index_array_len) {
- glGenBuffers(1,&surface->index_id);
- ERR_FAIL_COND(surface->index_id==0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*surface->array[VS::ARRAY_INDEX].size,index_array_ptr,GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
- }
- }
- mesh->surfaces.push_back(surface);
- }
- Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main) {
- uint32_t stride = p_main ? p_surface->stride : p_surface->local_stride;
- for(int ai=0;ai<VS::ARRAY_MAX;ai++) {
- if (ai>=p_arrays.size())
- break;
- if (p_arrays[ai].get_type()==Variant::NIL)
- continue;
- Surface::ArrayData &a=p_surface->array[ai];
- switch(ai) {
- case VS::ARRAY_VERTEX: {
- ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
- DVector<Vector3> array = p_arrays[ai];
- ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
- DVector<Vector3>::Read read = array.read();
- const Vector3* src=read.ptr();
- // setting vertices means regenerating the AABB
- AABB aabb;
- float scale=1;
- if (p_surface->array[VS::ARRAY_VERTEX].datatype==_GL_HALF_FLOAT_OES) {
- for (int i=0;i<p_surface->array_len;i++) {
- uint16_t vector[3]={ make_half_float(src[i].x), make_half_float(src[i].y), make_half_float(src[i].z) };
- copymem(&p_mem[a.ofs+i*stride], vector, a.size);
- if (i==0) {
- aabb=AABB(src[i],Vector3());
- } else {
- aabb.expand_to( src[i] );
- }
- }
- } else {
- for (int i=0;i<p_surface->array_len;i++) {
- GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
- copymem(&p_mem[a.ofs+i*stride], vector, a.size);
- if (i==0) {
- aabb=AABB(src[i],Vector3());
- } else {
- aabb.expand_to( src[i] );
- }
- }
- }
- if (p_main) {
- p_surface->aabb=aabb;
- p_surface->vertex_scale=scale;
- }
- } break;
- case VS::ARRAY_NORMAL: {
- ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
- DVector<Vector3> array = p_arrays[ai];
- ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
- DVector<Vector3>::Read read = array.read();
- const Vector3* src=read.ptr();
- // setting vertices means regenerating the AABB
- if (p_surface->array[VS::ARRAY_NORMAL].datatype==GL_BYTE) {
- for (int i=0;i<p_surface->array_len;i++) {
- GLbyte vector[4]={
- CLAMP(src[i].x*127,-128,127),
- CLAMP(src[i].y*127,-128,127),
- CLAMP(src[i].z*127,-128,127),
- 0,
- };
- copymem(&p_mem[a.ofs+i*stride], vector, a.size);
- }
- } else {
- for (int i=0;i<p_surface->array_len;i++) {
- GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
- copymem(&p_mem[a.ofs+i*stride], vector, a.size);
- }
- }
- } break;
- case VS::ARRAY_TANGENT: {
- ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
- DVector<real_t> array = p_arrays[ai];
- ERR_FAIL_COND_V( array.size() != p_surface->array_len*4, ERR_INVALID_PARAMETER );
- DVector<real_t>::Read read = array.read();
- const real_t* src = read.ptr();
- if (p_surface->array[VS::ARRAY_TANGENT].datatype==GL_BYTE) {
- for (int i=0;i<p_surface->array_len;i++) {
- GLbyte xyzw[4]={
- CLAMP(src[i*4+0]*127,-128,127),
- CLAMP(src[i*4+1]*127,-128,127),
- CLAMP(src[i*4+2]*127,-128,127),
- CLAMP(src[i*4+3]*127,-128,127)
- };
- copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);
- }
- } else {
- for (int i=0;i<p_surface->array_len;i++) {
- GLfloat xyzw[4]={
- src[i*4+0],
- src[i*4+1],
- src[i*4+2],
- src[i*4+3]
- };
- copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);
- }
- }
- } break;
- case VS::ARRAY_COLOR: {
- ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );
- DVector<Color> array = p_arrays[ai];
- ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
- DVector<Color>::Read read = array.read();
- const Color* src = read.ptr();
- bool alpha=false;
- for (int i=0;i<p_surface->array_len;i++) {
- if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters
- alpha=true;
- uint8_t colors[4];
- for(int j=0;j<4;j++) {
- colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 );
- }
- copymem(&p_mem[a.ofs+i*stride], colors, a.size);
- }
- if (p_main)
- p_surface->has_alpha=alpha;
- } break;
- case VS::ARRAY_TEX_UV:
- case VS::ARRAY_TEX_UV2: {
- ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );
- DVector<Vector2> array = p_arrays[ai];
- ERR_FAIL_COND_V( array.size() != p_surface->array_len , ERR_INVALID_PARAMETER);
- DVector<Vector2>::Read read = array.read();
- const Vector2 * src=read.ptr();
- float scale=1.0;
- if (p_surface->array[ai].datatype==_GL_HALF_FLOAT_OES) {
- for (int i=0;i<p_surface->array_len;i++) {
- uint16_t uv[2]={ make_half_float(src[i].x) , make_half_float(src[i].y) };
- copymem(&p_mem[a.ofs+i*stride], uv, a.size);
- }
- } else {
- for (int i=0;i<p_surface->array_len;i++) {
- GLfloat uv[2]={ src[i].x , src[i].y };
- copymem(&p_mem[a.ofs+i*stride], uv, a.size);
- }
- }
- if (p_main) {
- if (ai==VS::ARRAY_TEX_UV) {
- p_surface->uv_scale=scale;
- }
- if (ai==VS::ARRAY_TEX_UV2) {
- p_surface->uv2_scale=scale;
- }
- }
- } break;
- case VS::ARRAY_WEIGHTS: {
- ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
- DVector<real_t> array = p_arrays[ai];
- ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
- DVector<real_t>::Read read = array.read();
- const real_t * src = read.ptr();
- if (p_surface->array[VS::ARRAY_WEIGHTS].datatype==GL_UNSIGNED_SHORT) {
- for (int i=0;i<p_surface->array_len;i++) {
- GLushort data[VS::ARRAY_WEIGHTS_SIZE];
- for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
- data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j]*65535,0,65535);
- }
- copymem(&p_mem[a.ofs+i*stride], data, a.size);
- }
- } else {
- for (int i=0;i<p_surface->array_len;i++) {
- GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
- for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
- data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
- }
- copymem(&p_mem[a.ofs+i*stride], data, a.size);
- }
- }
- } break;
- case VS::ARRAY_BONES: {
- ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
- DVector<int> array = p_arrays[ai];
- ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
- DVector<int>::Read read = array.read();
- const int * src = read.ptr();
- p_surface->max_bone=0;
- if (p_surface->array[VS::ARRAY_BONES].datatype==GL_UNSIGNED_BYTE) {
- for (int i=0;i<p_surface->array_len;i++) {
- GLubyte data[VS::ARRAY_WEIGHTS_SIZE];
- for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
- data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j],0,255);
- p_surface->max_bone=MAX(data[j],p_surface->max_bone);
- }
- copymem(&p_mem[a.ofs+i*stride], data, a.size);
- }
- } else {
- for (int i=0;i<p_surface->array_len;i++) {
- GLushort data[VS::ARRAY_WEIGHTS_SIZE];
- for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
- data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
- p_surface->max_bone=MAX(data[j],p_surface->max_bone);
- }
- copymem(&p_mem[a.ofs+i*stride], data, a.size);
- }
- }
- } break;
- case VS::ARRAY_INDEX: {
- ERR_FAIL_COND_V( p_surface->index_array_len<=0, ERR_INVALID_DATA );
- ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );
- DVector<int> indices = p_arrays[ai];
- ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
- ERR_FAIL_COND_V( indices.size() != p_surface->index_array_len, ERR_INVALID_PARAMETER );
- /* determine wether using 16 or 32 bits indices */
- DVector<int>::Read read = indices.read();
- const int *src=read.ptr();
- for (int i=0;i<p_surface->index_array_len;i++) {
- if (a.size==2) {
- uint16_t v=src[i];
- copymem(&p_index_mem[i*a.size], &v, a.size);
- } else {
- uint32_t v=src[i];
- copymem(&p_index_mem[i*a.size], &v, a.size);
- }
- }
- } break;
- default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);}
- }
- p_surface->configured_format|=(1<<ai);
- }
- if (p_surface->format&VS::ARRAY_FORMAT_BONES) {
- //create AABBs for each detected bone
- int total_bones = p_surface->max_bone+1;
- if (p_main) {
- p_surface->skeleton_bone_aabb.resize(total_bones);
- p_surface->skeleton_bone_used.resize(total_bones);
- for(int i=0;i<total_bones;i++)
- p_surface->skeleton_bone_used[i]=false;
- }
- DVector<Vector3> vertices = p_arrays[VS::ARRAY_VERTEX];
- DVector<int> bones = p_arrays[VS::ARRAY_BONES];
- DVector<float> weights = p_arrays[VS::ARRAY_WEIGHTS];
- bool any_valid=false;
- if (vertices.size() && bones.size()==vertices.size()*4 && weights.size()==bones.size()) {
- //print_line("MAKING SKELETHONG");
- int vs = vertices.size();
- DVector<Vector3>::Read rv =vertices.read();
- DVector<int>::Read rb=bones.read();
- DVector<float>::Read rw=weights.read();
- Vector<bool> first;
- first.resize(total_bones);
- for(int i=0;i<total_bones;i++) {
- first[i]=p_main;
- }
- AABB *bptr = p_surface->skeleton_bone_aabb.ptr();
- bool *fptr=first.ptr();
- bool *usedptr=p_surface->skeleton_bone_used.ptr();
- for(int i=0;i<vs;i++) {
- Vector3 v = rv[i];
- for(int j=0;j<4;j++) {
- int idx = rb[i*4+j];
- float w = rw[i*4+j];
- if (w==0)
- continue;//break;
- ERR_FAIL_INDEX_V(idx,total_bones,ERR_INVALID_DATA);
- if (fptr[idx]) {
- bptr[idx].pos=v;
- fptr[idx]=false;
- any_valid=true;
- } else {
- bptr[idx].expand_to(v);
- }
- usedptr[idx]=true;
- }
- }
- }
- if (p_main && !any_valid) {
- p_surface->skeleton_bone_aabb.clear();
- p_surface->skeleton_bone_used.clear();
- }
- }
- return OK;
- }
- void RasterizerGLES2::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) {
- ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?");
- ERR_FAIL();
- }
- Array RasterizerGLES2::mesh_get_surface_arrays(RID p_mesh,int p_surface) const {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,Array());
- ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
- Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V( !surface, Array() );
- return surface->data;
- }
- Array RasterizerGLES2::mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const{
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,Array());
- ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
- Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V( !surface, Array() );
- return surface->morph_data;
- }
- void RasterizerGLES2::mesh_set_morph_target_count(RID p_mesh,int p_amount) {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_COND( mesh->surfaces.size()!=0 );
- mesh->morph_target_count=p_amount;
- }
- int RasterizerGLES2::mesh_get_morph_target_count(RID p_mesh) const{
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,-1);
- return mesh->morph_target_count;
- }
- void RasterizerGLES2::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode) {
- ERR_FAIL_INDEX(p_mode,2);
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND(!mesh);
- mesh->morph_target_mode=p_mode;
- }
- VS::MorphTargetMode RasterizerGLES2::mesh_get_morph_target_mode(RID p_mesh) const {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED);
- return mesh->morph_target_mode;
- }
- void RasterizerGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() );
- Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND( !surface);
- if (surface->material_owned && surface->material.is_valid())
- free(surface->material);
- surface->material_owned=p_owned;
- surface->material=p_material;
- }
- RID RasterizerGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,RID());
- ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() );
- Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V( !surface, RID() );
- return surface->material;
- }
- int RasterizerGLES2::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,-1);
- ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
- Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V( !surface, -1 );
- return surface->array_len;
- }
- int RasterizerGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,-1);
- ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
- Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V( !surface, -1 );
- return surface->index_array_len;
- }
- uint32_t RasterizerGLES2::mesh_surface_get_format(RID p_mesh, int p_surface) const {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,0);
- ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 );
- Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V( !surface, 0 );
- return surface->format;
- }
- VS::PrimitiveType RasterizerGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS);
- ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS );
- Surface *surface = mesh->surfaces[p_surface];
- ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS );
- return surface->primitive;
- }
- void RasterizerGLES2::mesh_remove_surface(RID p_mesh,int p_index) {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_INDEX(p_index, mesh->surfaces.size() );
- Surface *surface = mesh->surfaces[p_index];
- ERR_FAIL_COND( !surface);
- if (surface->vertex_id)
- glDeleteBuffers(1,&surface->vertex_id);
- if (surface->index_id)
- glDeleteBuffers(1,&surface->index_id);
- if (mesh->morph_target_count) {
- for(int i=0;i<mesh->morph_target_count;i++)
- memfree(surface->morph_targets_local[i].array);
- memfree( surface->morph_targets_local );
- }
- memdelete( mesh->surfaces[p_index] );
- mesh->surfaces.remove(p_index);
- }
- int RasterizerGLES2::mesh_get_surface_count(RID p_mesh) const {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,-1);
- return mesh->surfaces.size();
- }
- AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,AABB());
- if (mesh->custom_aabb!=AABB())
- return mesh->custom_aabb;
- Skeleton *sk=NULL;
- if (p_skeleton.is_valid())
- sk=skeleton_owner.get(p_skeleton);
- AABB aabb;
- if (sk && sk->bones.size()!=0) {
- for (int i=0;i<mesh->surfaces.size();i++) {
- AABB laabb;
- if (mesh->surfaces[i]->format&VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
- int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
- const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
- const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
- int sbs = sk->bones.size();
- ERR_CONTINUE(bs>sbs);
- Skeleton::Bone *skb = sk->bones.ptr();
- bool first=true;
- for(int j=0;j<bs;j++) {
- if (!skused[j])
- continue;
- AABB baabb = skb[ j ].transform_aabb ( skbones[j] );
- if (first) {
- laabb=baabb;
- first=false;
- } else {
- laabb.merge_with(baabb);
- }
- }
- } else {
- laabb=mesh->surfaces[i]->aabb;
- }
- if (i==0)
- aabb=laabb;
- else
- aabb.merge_with(laabb);
- }
- } else {
- for (int i=0;i<mesh->surfaces.size();i++) {
- if (i==0)
- aabb=mesh->surfaces[i]->aabb;
- else
- aabb.merge_with(mesh->surfaces[i]->aabb);
- }
- }
- return aabb;
- }
- void RasterizerGLES2::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb) {
- Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND(!mesh);
- mesh->custom_aabb=p_aabb;
- }
- AABB RasterizerGLES2::mesh_get_custom_aabb(RID p_mesh) const {
- const Mesh *mesh = mesh_owner.get( p_mesh );
- ERR_FAIL_COND_V(!mesh,AABB());
- return mesh->custom_aabb;
- }
- /* MULTIMESH API */
- RID RasterizerGLES2::multimesh_create() {
- return multimesh_owner.make_rid( memnew( MultiMesh ));
- }
- void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh,int p_count) {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- //multimesh->elements.clear(); // make sure to delete everything, so it "fails" in all implementations
- if (use_texture_instancing) {
- if (nearest_power_of_2(p_count)!=nearest_power_of_2(multimesh->elements.size())) {
- if (multimesh->tex_id) {
- glDeleteTextures(1,&multimesh->tex_id);
- multimesh->tex_id=0;
- }
- if (p_count) {
- uint32_t po2 = nearest_power_of_2(p_count);
- if (po2&0xAAAAAAAA) {
- //half width
- multimesh->tw=Math::sqrt(po2*2);
- multimesh->th=multimesh->tw/2;
- } else {
- multimesh->tw=Math::sqrt(po2);
- multimesh->th=multimesh->tw;
- }
- multimesh->tw*=4;
- if (multimesh->th==0)
- multimesh->th=1;
- glGenTextures(1, &multimesh->tex_id);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D,multimesh->tex_id);
- #ifdef GLEW_ENABLED
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
- #else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
- #endif
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- //multimesh->pixel_size=1.0/ps;
- glBindTexture(GL_TEXTURE_2D,0);
- }
- }
- if (!multimesh->dirty_list.in_list()) {
- _multimesh_dirty_list.add(&multimesh->dirty_list);
- }
- }
- multimesh->elements.resize(p_count);
- }
- int RasterizerGLES2::multimesh_get_instance_count(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND_V(!multimesh,-1);
- return multimesh->elements.size();
- }
- void RasterizerGLES2::multimesh_set_mesh(RID p_multimesh,RID p_mesh) {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- multimesh->mesh=p_mesh;
- }
- void RasterizerGLES2::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- multimesh->aabb=p_aabb;
- }
- void RasterizerGLES2::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- ERR_FAIL_INDEX(p_index,multimesh->elements.size());
- MultiMesh::Element &e=multimesh->elements[p_index];
- e.matrix[0]=p_transform.basis.elements[0][0];
- e.matrix[1]=p_transform.basis.elements[1][0];
- e.matrix[2]=p_transform.basis.elements[2][0];
- e.matrix[3]=0;
- e.matrix[4]=p_transform.basis.elements[0][1];
- e.matrix[5]=p_transform.basis.elements[1][1];
- e.matrix[6]=p_transform.basis.elements[2][1];
- e.matrix[7]=0;
- e.matrix[8]=p_transform.basis.elements[0][2];
- e.matrix[9]=p_transform.basis.elements[1][2];
- e.matrix[10]=p_transform.basis.elements[2][2];
- e.matrix[11]=0;
- e.matrix[12]=p_transform.origin.x;
- e.matrix[13]=p_transform.origin.y;
- e.matrix[14]=p_transform.origin.z;
- e.matrix[15]=1;
- if (!multimesh->dirty_list.in_list()) {
- _multimesh_dirty_list.add(&multimesh->dirty_list);
- }
- }
- void RasterizerGLES2::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND(!multimesh)
- ERR_FAIL_INDEX(p_index,multimesh->elements.size());
- MultiMesh::Element &e=multimesh->elements[p_index];
- e.color[0]=CLAMP(p_color.r*255,0,255);
- e.color[1]=CLAMP(p_color.g*255,0,255);
- e.color[2]=CLAMP(p_color.b*255,0,255);
- e.color[3]=CLAMP(p_color.a*255,0,255);
- if (!multimesh->dirty_list.in_list()) {
- _multimesh_dirty_list.add(&multimesh->dirty_list);
- }
- }
- RID RasterizerGLES2::multimesh_get_mesh(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND_V(!multimesh,RID());
- return multimesh->mesh;
- }
- AABB RasterizerGLES2::multimesh_get_aabb(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND_V(!multimesh,AABB());
- return multimesh->aabb;
- }
- Transform RasterizerGLES2::multimesh_instance_get_transform(RID p_multimesh,int p_index) const {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND_V(!multimesh,Transform());
- ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Transform());
- MultiMesh::Element &e=multimesh->elements[p_index];
- Transform tr;
- tr.basis.elements[0][0]=e.matrix[0];
- tr.basis.elements[1][0]=e.matrix[1];
- tr.basis.elements[2][0]=e.matrix[2];
- tr.basis.elements[0][1]=e.matrix[4];
- tr.basis.elements[1][1]=e.matrix[5];
- tr.basis.elements[2][1]=e.matrix[6];
- tr.basis.elements[0][2]=e.matrix[8];
- tr.basis.elements[1][2]=e.matrix[9];
- tr.basis.elements[2][2]=e.matrix[10];
- tr.origin.x=e.matrix[12];
- tr.origin.y=e.matrix[13];
- tr.origin.z=e.matrix[14];
- return tr;
- }
- Color RasterizerGLES2::multimesh_instance_get_color(RID p_multimesh,int p_index) const {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND_V(!multimesh,Color());
- ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Color());
- MultiMesh::Element &e=multimesh->elements[p_index];
- Color c;
- c.r=e.color[0]/255.0;
- c.g=e.color[1]/255.0;
- c.b=e.color[2]/255.0;
- c.a=e.color[3]/255.0;
- return c;
- }
- void RasterizerGLES2::multimesh_set_visible_instances(RID p_multimesh,int p_visible) {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- multimesh->visible=p_visible;
- }
- int RasterizerGLES2::multimesh_get_visible_instances(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND_V(!multimesh,-1);
- return multimesh->visible;
- }
- /* IMMEDIATE API */
- RID RasterizerGLES2::immediate_create() {
- Immediate *im = memnew( Immediate );
- return immediate_owner.make_rid(im);
- }
- void RasterizerGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- ERR_FAIL_COND(im->building);
- Immediate::Chunk ic;
- ic.texture=p_texture;
- ic.primitive=p_rimitive;
- im->chunks.push_back(ic);
- im->mask=0;
- im->building=true;
- }
- void RasterizerGLES2::immediate_vertex(RID p_immediate,const Vector3& p_vertex){
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- ERR_FAIL_COND(!im->building);
- Immediate::Chunk *c = &im->chunks.back()->get();
- if (c->vertices.empty() && im->chunks.size()==1) {
- im->aabb.pos=p_vertex;
- im->aabb.size=Vector3();
- } else {
- im->aabb.expand_to(p_vertex);
- }
- if (im->mask&VS::ARRAY_FORMAT_NORMAL)
- c->normals.push_back(chunk_normal);
- if (im->mask&VS::ARRAY_FORMAT_TANGENT)
- c->tangents.push_back(chunk_tangent);
- if (im->mask&VS::ARRAY_FORMAT_COLOR)
- c->colors.push_back(chunk_color);
- if (im->mask&VS::ARRAY_FORMAT_TEX_UV)
- c->uvs.push_back(chunk_uv);
- if (im->mask&VS::ARRAY_FORMAT_TEX_UV2)
- c->uvs2.push_back(chunk_uv2);
- im->mask|=VS::ARRAY_FORMAT_VERTEX;
- c->vertices.push_back(p_vertex);
- }
- void RasterizerGLES2::immediate_normal(RID p_immediate,const Vector3& p_normal){
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- ERR_FAIL_COND(!im->building);
- im->mask|=VS::ARRAY_FORMAT_NORMAL;
- chunk_normal=p_normal;
- }
- void RasterizerGLES2::immediate_tangent(RID p_immediate,const Plane& p_tangent){
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- ERR_FAIL_COND(!im->building);
- im->mask|=VS::ARRAY_FORMAT_TANGENT;
- chunk_tangent=p_tangent;
- }
- void RasterizerGLES2::immediate_color(RID p_immediate,const Color& p_color){
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- ERR_FAIL_COND(!im->building);
- im->mask|=VS::ARRAY_FORMAT_COLOR;
- chunk_color=p_color;
- }
- void RasterizerGLES2::immediate_uv(RID p_immediate,const Vector2& tex_uv){
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- ERR_FAIL_COND(!im->building);
- im->mask|=VS::ARRAY_FORMAT_TEX_UV;
- chunk_uv=tex_uv;
- }
- void RasterizerGLES2::immediate_uv2(RID p_immediate,const Vector2& tex_uv){
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- ERR_FAIL_COND(!im->building);
- im->mask|=VS::ARRAY_FORMAT_TEX_UV2;
- chunk_uv2=tex_uv;
- }
- void RasterizerGLES2::immediate_end(RID p_immediate){
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- ERR_FAIL_COND(!im->building);
- im->building=false;
- }
- void RasterizerGLES2::immediate_clear(RID p_immediate) {
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- ERR_FAIL_COND(im->building);
- im->chunks.clear();
- }
- AABB RasterizerGLES2::immediate_get_aabb(RID p_immediate) const {
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND_V(!im,AABB());
- return im->aabb;
- }
- void RasterizerGLES2::immediate_set_material(RID p_immediate,RID p_material) {
- Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!im);
- im->material=p_material;
- }
- RID RasterizerGLES2::immediate_get_material(RID p_immediate) const {
- const Immediate *im = immediate_owner.get(p_immediate);
- ERR_FAIL_COND_V(!im,RID());
- return im->material;
- }
- /* PARTICLES API */
- RID RasterizerGLES2::particles_create() {
- Particles *particles = memnew( Particles );
- ERR_FAIL_COND_V(!particles,RID());
- return particles_owner.make_rid(particles);
- }
- void RasterizerGLES2::particles_set_amount(RID p_particles, int p_amount) {
- ERR_FAIL_COND(p_amount<1);
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.amount=p_amount;
- }
- int RasterizerGLES2::particles_get_amount(RID p_particles) const {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,-1);
- return particles->data.amount;
- }
- void RasterizerGLES2::particles_set_emitting(RID p_particles, bool p_emitting) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.emitting=p_emitting;;
- }
- bool RasterizerGLES2::particles_is_emitting(RID p_particles) const {
- const Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,false);
- return particles->data.emitting;
- }
- void RasterizerGLES2::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.visibility_aabb=p_visibility;
- }
- void RasterizerGLES2::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.emission_half_extents=p_half_extents;
- }
- Vector3 RasterizerGLES2::particles_get_emission_half_extents(RID p_particles) const {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,Vector3());
- return particles->data.emission_half_extents;
- }
- void RasterizerGLES2::particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.emission_base_velocity=p_base_velocity;
- }
- Vector3 RasterizerGLES2::particles_get_emission_base_velocity(RID p_particles) const {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,Vector3());
- return particles->data.emission_base_velocity;
- }
- void RasterizerGLES2::particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.emission_points=p_points;
- }
- DVector<Vector3> RasterizerGLES2::particles_get_emission_points(RID p_particles) const {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,DVector<Vector3>());
- return particles->data.emission_points;
- }
- void RasterizerGLES2::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.gravity_normal=p_normal;
- }
- Vector3 RasterizerGLES2::particles_get_gravity_normal(RID p_particles) const {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,Vector3());
- return particles->data.gravity_normal;
- }
- AABB RasterizerGLES2::particles_get_visibility_aabb(RID p_particles) const {
- const Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,AABB());
- return particles->data.visibility_aabb;
- }
- void RasterizerGLES2::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) {
- ERR_FAIL_INDEX(p_variable,VS::PARTICLE_VAR_MAX);
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.particle_vars[p_variable]=p_value;
- }
- float RasterizerGLES2::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {
- const Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,-1);
- return particles->data.particle_vars[p_variable];
- }
- void RasterizerGLES2::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.particle_randomness[p_variable]=p_randomness;
- }
- float RasterizerGLES2::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {
- const Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,-1);
- return particles->data.particle_randomness[p_variable];
- }
- void RasterizerGLES2::particles_set_color_phases(RID p_particles, int p_phases) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- ERR_FAIL_COND( p_phases<0 || p_phases>VS::MAX_PARTICLE_COLOR_PHASES );
- particles->data.color_phase_count=p_phases;
- }
- int RasterizerGLES2::particles_get_color_phases(RID p_particles) const {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,-1);
- return particles->data.color_phase_count;
- }
- void RasterizerGLES2::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {
- ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
- if (p_pos<0.0)
- p_pos=0.0;
- if (p_pos>1.0)
- p_pos=1.0;
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.color_phases[p_phase].pos=p_pos;
- }
- float RasterizerGLES2::particles_get_color_phase_pos(RID p_particles, int p_phase) const {
- ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, -1.0);
- const Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,-1);
- return particles->data.color_phases[p_phase].pos;
- }
- void RasterizerGLES2::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) {
- ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.color_phases[p_phase].color=p_color;
- //update alpha
- particles->has_alpha=false;
- for(int i=0;i<VS::MAX_PARTICLE_COLOR_PHASES;i++) {
- if (particles->data.color_phases[i].color.a<0.99)
- particles->has_alpha=true;
- }
- }
- Color RasterizerGLES2::particles_get_color_phase_color(RID p_particles, int p_phase) const {
- ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, Color());
- const Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,Color());
- return particles->data.color_phases[p_phase].color;
- }
- void RasterizerGLES2::particles_set_attractors(RID p_particles, int p_attractors) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- ERR_FAIL_COND( p_attractors<0 || p_attractors>VisualServer::MAX_PARTICLE_ATTRACTORS );
- particles->data.attractor_count=p_attractors;
- }
- int RasterizerGLES2::particles_get_attractors(RID p_particles) const {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,-1);
- return particles->data.attractor_count;
- }
- void RasterizerGLES2::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
- particles->data.attractors[p_attractor].pos=p_pos;;
- }
- Vector3 RasterizerGLES2::particles_get_attractor_pos(RID p_particles,int p_attractor) const {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,Vector3());
- ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,Vector3());
- return particles->data.attractors[p_attractor].pos;
- }
- void RasterizerGLES2::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
- particles->data.attractors[p_attractor].force=p_force;
- }
- float RasterizerGLES2::particles_get_attractor_strength(RID p_particles,int p_attractor) const {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,0);
- ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,0);
- return particles->data.attractors[p_attractor].force;
- }
- void RasterizerGLES2::particles_set_material(RID p_particles, RID p_material,bool p_owned) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- if (particles->material_owned && particles->material.is_valid())
- free(particles->material);
- particles->material_owned=p_owned;
- particles->material=p_material;
- }
- RID RasterizerGLES2::particles_get_material(RID p_particles) const {
- const Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,RID());
- return particles->material;
- }
- void RasterizerGLES2::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.local_coordinates=p_enable;
- }
- bool RasterizerGLES2::particles_is_using_local_coordinates(RID p_particles) const {
- const Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,false);
- return particles->data.local_coordinates;
- }
- bool RasterizerGLES2::particles_has_height_from_velocity(RID p_particles) const {
- const Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,false);
- return particles->data.height_from_velocity;
- }
- void RasterizerGLES2::particles_set_height_from_velocity(RID p_particles, bool p_enable) {
- Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND(!particles);
- particles->data.height_from_velocity=p_enable;
- }
- AABB RasterizerGLES2::particles_get_aabb(RID p_particles) const {
- const Particles* particles = particles_owner.get( p_particles );
- ERR_FAIL_COND_V(!particles,AABB());
- return particles->data.visibility_aabb;
- }
- /* SKELETON API */
- RID RasterizerGLES2::skeleton_create() {
- Skeleton *skeleton = memnew( Skeleton );
- ERR_FAIL_COND_V(!skeleton,RID());
- return skeleton_owner.make_rid( skeleton );
- }
- void RasterizerGLES2::skeleton_resize(RID p_skeleton,int p_bones) {
- Skeleton *skeleton = skeleton_owner.get( p_skeleton );
- ERR_FAIL_COND(!skeleton);
- if (p_bones == skeleton->bones.size()) {
- return;
- };
- if (use_hw_skeleton_xform) {
- if (nearest_power_of_2(p_bones)!=nearest_power_of_2(skeleton->bones.size())) {
- if (skeleton->tex_id) {
- glDeleteTextures(1,&skeleton->tex_id);
- skeleton->tex_id=0;
- }
- if (p_bones) {
- glGenTextures(1, &skeleton->tex_id);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D,skeleton->tex_id);
- int ps = nearest_power_of_2(p_bones*3);
- #ifdef GLEW_ENABLED
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
- #else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
- #endif
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- skeleton->pixel_size=1.0/ps;
- glBindTexture(GL_TEXTURE_2D,0);
- }
- }
- if (!skeleton->dirty_list.in_list()) {
- _skeleton_dirty_list.add(&skeleton->dirty_list);
- }
- }
- skeleton->bones.resize(p_bones);
- }
- int RasterizerGLES2::skeleton_get_bone_count(RID p_skeleton) const {
- Skeleton *skeleton = skeleton_owner.get( p_skeleton );
- ERR_FAIL_COND_V(!skeleton, -1);
- return skeleton->bones.size();
- }
- void RasterizerGLES2::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) {
- Skeleton *skeleton = skeleton_owner.get( p_skeleton );
- ERR_FAIL_COND(!skeleton);
- ERR_FAIL_INDEX( p_bone, skeleton->bones.size() );
- Skeleton::Bone &b = skeleton->bones[p_bone];
- b.mtx[0][0]=p_transform.basis[0][0];
- b.mtx[0][1]=p_transform.basis[1][0];
- b.mtx[0][2]=p_transform.basis[2][0];
- b.mtx[1][0]=p_transform.basis[0][1];
- b.mtx[1][1]=p_transform.basis[1][1];
- b.mtx[1][2]=p_transform.basis[2][1];
- b.mtx[2][0]=p_transform.basis[0][2];
- b.mtx[2][1]=p_transform.basis[1][2];
- b.mtx[2][2]=p_transform.basis[2][2];
- b.mtx[3][0]=p_transform.origin[0];
- b.mtx[3][1]=p_transform.origin[1];
- b.mtx[3][2]=p_transform.origin[2];
- if (skeleton->tex_id) {
- if (!skeleton->dirty_list.in_list()) {
- _skeleton_dirty_list.add(&skeleton->dirty_list);
- }
- }
- }
- Transform RasterizerGLES2::skeleton_bone_get_transform(RID p_skeleton,int p_bone) {
- Skeleton *skeleton = skeleton_owner.get( p_skeleton );
- ERR_FAIL_COND_V(!skeleton, Transform());
- ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() );
- const Skeleton::Bone &b = skeleton->bones[p_bone];
- Transform t;
- t.basis[0][0]=b.mtx[0][0];
- t.basis[1][0]=b.mtx[0][1];
- t.basis[2][0]=b.mtx[0][2];
- t.basis[0][1]=b.mtx[1][0];
- t.basis[1][1]=b.mtx[1][1];
- t.basis[2][1]=b.mtx[1][2];
- t.basis[0][2]=b.mtx[2][0];
- t.basis[1][2]=b.mtx[2][1];
- t.basis[2][2]=b.mtx[2][2];
- t.origin[0]=b.mtx[3][0];
- t.origin[1]=b.mtx[3][1];
- t.origin[2]=b.mtx[3][2];
- return t;
- }
- /* LIGHT API */
- RID RasterizerGLES2::light_create(VS::LightType p_type) {
- Light *light = memnew( Light );
- light->type=p_type;
- return light_owner.make_rid(light);
- }
- VS::LightType RasterizerGLES2::light_get_type(RID p_light) const {
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI);
- return light->type;
- }
- void RasterizerGLES2::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) {
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND(!light);
- ERR_FAIL_INDEX( p_type, 3 );
- light->colors[p_type]=p_color;
- }
- Color RasterizerGLES2::light_get_color(RID p_light,VS::LightColor p_type) const {
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND_V(!light, Color());
- ERR_FAIL_INDEX_V( p_type, 3, Color() );
- return light->colors[p_type];
- }
- void RasterizerGLES2::light_set_shadow(RID p_light,bool p_enabled) {
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND(!light);
- light->shadow_enabled=p_enabled;
- }
- bool RasterizerGLES2::light_has_shadow(RID p_light) const {
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND_V(!light,false);
- return light->shadow_enabled;
- }
- void RasterizerGLES2::light_set_volumetric(RID p_light,bool p_enabled) {
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND(!light);
- light->volumetric_enabled=p_enabled;
- }
- bool RasterizerGLES2::light_is_volumetric(RID p_light) const {
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND_V(!light,false);
- return light->volumetric_enabled;
- }
- void RasterizerGLES2::light_set_projector(RID p_light,RID p_texture) {
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND(!light);
- light->projector=p_texture;
- }
- RID RasterizerGLES2::light_get_projector(RID p_light) const {
- Light *light = light_owner.get(p_light);
- ERR_FAIL_COND_V(!light,RID());
- return light->projector;
- }
- void RasterizerGLES2::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {
- Light * light = light_owner.get( p_light );
- ERR_FAIL_COND(!light);
- ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX );
- light->vars[p_var]=p_value;
- }
- float RasterizerGLES2::light_get_var(RID p_light, VS::LightParam p_var) const {
- Light * light = light_owner.get( p_light );
- ERR_FAIL_COND_V(!light,0);
- ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 );
- return light->vars[p_var];
- }
- void RasterizerGLES2::light_set_operator(RID p_light,VS::LightOp p_op) {
- };
- VS::LightOp RasterizerGLES2::light_get_operator(RID p_light) const {
- return VS::LightOp();
- };
- void RasterizerGLES2::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) {
- Light * light = light_owner.get( p_light );
- ERR_FAIL_COND(!light);
- light->omni_shadow_mode=p_mode;
- }
- VS::LightOmniShadowMode RasterizerGLES2::light_omni_get_shadow_mode(RID p_light) const {
- const Light * light = light_owner.get( p_light );
- ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_DEFAULT);
- return light->omni_shadow_mode;
- }
- void RasterizerGLES2::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode) {
- Light * light = light_owner.get( p_light );
- ERR_FAIL_COND(!light);
- light->directional_shadow_mode=p_mode;
- }
- VS::LightDirectionalShadowMode RasterizerGLES2::light_directional_get_shadow_mode(RID p_light) const {
- const Light * light = light_owner.get( p_light );
- ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
- return light->directional_shadow_mode;
- }
- void RasterizerGLES2::light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value) {
- Light * light = light_owner.get( p_light );
- ERR_FAIL_COND(!light);
- light->directional_shadow_param[p_param]=p_value;
- }
- float RasterizerGLES2::light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const {
- const Light * light = light_owner.get( p_light );
- ERR_FAIL_COND_V(!light,0);
- return light->directional_shadow_param[p_param];
- }
- AABB RasterizerGLES2::light_get_aabb(RID p_light) const {
- Light *light = light_owner.get( p_light );
- ERR_FAIL_COND_V(!light,AABB());
- switch( light->type ) {
- case VS::LIGHT_SPOT: {
- float len=light->vars[VS::LIGHT_PARAM_RADIUS];
- float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len;
- return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
- } break;
- case VS::LIGHT_OMNI: {
- float r = light->vars[VS::LIGHT_PARAM_RADIUS];
- return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 );
- } break;
- case VS::LIGHT_DIRECTIONAL: {
- return AABB();
- } break;
- default: {}
- }
- ERR_FAIL_V( AABB() );
- }
- RID RasterizerGLES2::light_instance_create(RID p_light) {
- Light *light = light_owner.get( p_light );
- ERR_FAIL_COND_V(!light, RID());
- LightInstance *light_instance = memnew( LightInstance );
- light_instance->light=p_light;
- light_instance->base=light;
- light_instance->last_pass=0;
- return light_instance_owner.make_rid( light_instance );
- }
- void RasterizerGLES2::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) {
- LightInstance *lighti = light_instance_owner.get( p_light_instance );
- ERR_FAIL_COND(!lighti);
- lighti->transform=p_transform;
- }
- Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_light_instance, bool p_far) const {
- LightInstance *lighti = light_instance_owner.get( p_light_instance );
- ERR_FAIL_COND_V(!lighti,Rasterizer::SHADOW_NONE);
- switch(lighti->base->type) {
- case VS::LIGHT_DIRECTIONAL: {
- switch(lighti->base->directional_shadow_mode) {
- case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
- return SHADOW_ORTHOGONAL;
- } break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE:{
- return SHADOW_PSM;
- } break;
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
- case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:{
- return SHADOW_PSSM;
- } break;
- }
- }break;
- case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break;
- case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break;
- }
- return Rasterizer::SHADOW_NONE;
- }
- int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) const {
- LightInstance *lighti = light_instance_owner.get( p_light_instance );
- ERR_FAIL_COND_V(!lighti,0);
- if (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
- return 4; // dp4
- } 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)) {
- return 2; // dp
- } else
- return 1;
- }
- bool RasterizerGLES2::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {
- return shadow_filter>=SHADOW_FILTER_ESM;
- }
- 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) {
- LightInstance *lighti = light_instance_owner.get( p_light_instance );
- ERR_FAIL_COND(!lighti);
- ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL);
- // ERR_FAIL_INDEX(p_index,1);
- lighti->custom_projection[p_index]=p_camera;
- lighti->custom_transform[p_index]=p_transform;
- lighti->shadow_split[p_index]=1.0/p_split_far;
- #if 0
- if (p_index==0) {
- lighti->custom_projection=p_camera;
- lighti->custom_transform=p_transform;
- //Plane p(0,0,-p_split_far,1);
- //p=camera_projection.xform4(p);
- //lighti->shadow_split=p.normal.z/p.d;
- lighti->shadow_split=1.0/p_split_far;
- //lighti->shadow_split=-p_split_far;
- } else {
- lighti->custom_projection2=p_camera;
- lighti->custom_transform2=p_transform;
- lighti->shadow_split2=p_split_far;
- }
- #endif
- }
- int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const{
- LightInstance *lighti = light_instance_owner.get( p_light_instance );
- ERR_FAIL_COND_V(!lighti,1);
- ERR_FAIL_COND_V(!lighti->near_shadow_buffer,256);
- return lighti->near_shadow_buffer->size/2;
- }
- void RasterizerGLES2::shadow_clear_near() {
- for(int i=0;i<near_shadow_buffers.size();i++) {
- if (near_shadow_buffers[i].owner)
- near_shadow_buffers[i].owner->clear_near_shadow_buffers();
- }
- }
- bool RasterizerGLES2::shadow_allocate_near(RID p_light) {
- if (!use_shadow_mapping || !use_framebuffers)
- return false;
- LightInstance *li = light_instance_owner.get(p_light);
- ERR_FAIL_COND_V(!li,false);
- ERR_FAIL_COND_V( li->near_shadow_buffer, false);
- int skip=0;
- if (framebuffer.active) {
- int sc = framebuffer.scale;
- while(sc>1) {
- sc/=2;
- skip++;
- }
- }
- for(int i=0;i<near_shadow_buffers.size();i++) {
- if (skip>0) {
- skip--;
- continue;
- }
- if (near_shadow_buffers[i].owner!=NULL)
- continue;
- near_shadow_buffers[i].owner=li;
- li->near_shadow_buffer=&near_shadow_buffers[i];
- return true;
- }
- return false;
- }
- bool RasterizerGLES2::shadow_allocate_far(RID p_light) {
- return false;
- }
- /* PARTICLES INSTANCE */
- RID RasterizerGLES2::particles_instance_create(RID p_particles) {
- ERR_FAIL_COND_V(!particles_owner.owns(p_particles),RID());
- ParticlesInstance *particles_instance = memnew( ParticlesInstance );
- ERR_FAIL_COND_V(!particles_instance, RID() );
- particles_instance->particles=p_particles;
- return particles_instance_owner.make_rid(particles_instance);
- }
- void RasterizerGLES2::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) {
- ParticlesInstance *particles_instance=particles_instance_owner.get(p_particles_instance);
- ERR_FAIL_COND(!particles_instance);
- particles_instance->transform=p_transform;
- }
- RID RasterizerGLES2::viewport_data_create() {
- ViewportData *vd = memnew( ViewportData );
- glActiveTexture(GL_TEXTURE0);
- glGenFramebuffers(1, &vd->lum_fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo);
- GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
- GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
- GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
- glGenTextures(1, &vd->lum_color);
- glBindTexture(GL_TEXTURE_2D, vd->lum_color);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
- // GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0,
- format_luminance_components, format_luminance_type, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, vd->lum_color, 0);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
- DEBUG_TEST_ERROR("Viewport Data Init");
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- WARN_PRINT("Can't create framebuffer for vd");
- }
- return viewport_data_owner.make_rid(vd);
- }
- RID RasterizerGLES2::render_target_create(){
- RenderTarget *rt = memnew( RenderTarget );
- rt->fbo=0;
- rt->width=0;
- rt->height=0;
- rt->last_pass=0;
- Texture *texture = memnew(Texture);
- texture->active=false;
- texture->total_data_size=0;
- texture->render_target=rt;
- texture->ignore_mipmaps=true;
- rt->texture_ptr=texture;
- rt->texture=texture_owner.make_rid( texture );
- rt->texture_ptr->active=false;
- return render_target_owner.make_rid(rt);
- }
- void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int p_height){
- RenderTarget *rt = render_target_owner.get(p_render_target);
- if (p_width==rt->width && p_height==rt->height)
- return;
- if (rt->width!=0 && rt->height!=0) {
- glDeleteFramebuffers(1,&rt->fbo);
- glDeleteRenderbuffers(1,&rt->depth);
- glDeleteTextures(1,&rt->color);
- rt->fbo=0;
- rt->depth=0;
- rt->color=0;
- rt->width=0;
- rt->height=0;
- rt->texture_ptr->tex_id=0;
- rt->texture_ptr->active=false;
- }
- if (p_width==0 || p_height==0)
- return;
- rt->width=p_width;
- rt->height=p_height;
- //fbo
- glGenFramebuffers(1, &rt->fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
- //depth
- if (!low_memory_2d) {
- glGenRenderbuffers(1, &rt->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
- glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
- }
- //color
- glGenTextures(1, &rt->color);
- glBindTexture(GL_TEXTURE_2D, rt->color);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- if (rt->texture_ptr->flags&VS::TEXTURE_FLAG_FILTER) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- } else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- }
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
- rt->texture_ptr->tex_id=rt->color;
- rt->texture_ptr->active=true;
- rt->texture_ptr->width=p_width;
- rt->texture_ptr->height=p_height;
- #
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- glDeleteRenderbuffers(1,&rt->fbo);
- glDeleteTextures(1,&rt->depth);
- glDeleteTextures(1,&rt->color);
- rt->fbo=0;
- rt->width=0;
- rt->height=0;
- rt->color=0;
- rt->depth=0;
- rt->texture_ptr->tex_id=0;
- rt->texture_ptr->active=false;
- WARN_PRINT("Could not create framebuffer!!");
- }
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
- }
- RID RasterizerGLES2::render_target_get_texture(RID p_render_target) const{
- const RenderTarget *rt = render_target_owner.get(p_render_target);
- ERR_FAIL_COND_V(!rt,RID());
- return rt->texture;
- }
- bool RasterizerGLES2::render_target_renedered_in_frame(RID p_render_target){
- RenderTarget *rt = render_target_owner.get(p_render_target);
- ERR_FAIL_COND_V(!rt,false);
- return rt->last_pass==frame;
- }
- /* RENDER API */
- /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
- void RasterizerGLES2::begin_frame() {
- _update_framebuffer();
- glDepthFunc(GL_LEQUAL);
- glFrontFace(GL_CW);
- //fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
- #ifdef TOOLS_ENABLED
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false));
- shadow_filter=ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter")));
- #endif
- canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF5,shadow_filter==SHADOW_FILTER_PCF5);
- canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF13,shadow_filter==SHADOW_FILTER_PCF13);
- canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
- window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );
- double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec
- time/=1000.0; // make secs
- time_delta=time-last_time;
- last_time=time;
- frame++;
- _rinfo.vertex_count=0;
- _rinfo.object_count=0;
- _rinfo.mat_change_count=0;
- _rinfo.shader_change_count=0;
- _rinfo.ci_draw_commands=0;
- _rinfo.surface_count=0;
- _rinfo.draw_calls=0;
- _update_fixed_materials();
- while(_shader_dirty_list.first()) {
- _update_shader(_shader_dirty_list.first()->self());
- }
- while(_skeleton_dirty_list.first()) {
- Skeleton *s=_skeleton_dirty_list.first()->self();
- float *sk_float = (float*)skinned_buffer;
- for(int i=0;i<s->bones.size();i++) {
- float *m = &sk_float[i*12];
- const Skeleton::Bone &b=s->bones[i];
- m[0]=b.mtx[0][0];
- m[1]=b.mtx[1][0];
- m[2]=b.mtx[2][0];
- m[3]=b.mtx[3][0];
- m[4]=b.mtx[0][1];
- m[5]=b.mtx[1][1];
- m[6]=b.mtx[2][1];
- m[7]=b.mtx[3][1];
- m[8]=b.mtx[0][2];
- m[9]=b.mtx[1][2];
- m[10]=b.mtx[2][2];
- m[11]=b.mtx[3][2];
- }
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D,s->tex_id);
- glTexSubImage2D(GL_TEXTURE_2D,0,0,0,nearest_power_of_2(s->bones.size()*3),1,GL_RGBA,GL_FLOAT,sk_float);
- _skeleton_dirty_list.remove( _skeleton_dirty_list.first() );
- }
- while(_multimesh_dirty_list.first()) {
- MultiMesh *s=_multimesh_dirty_list.first()->self();
- float *sk_float = (float*)skinned_buffer;
- for(int i=0;i<s->elements.size();i++) {
- float *m = &sk_float[i*16];
- const float *im=s->elements[i].matrix;
- for(int j=0;j<16;j++) {
- m[j]=im[j];
- }
- }
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D,s->tex_id);
- glTexSubImage2D(GL_TEXTURE_2D,0,0,0,s->tw,s->th,GL_RGBA,GL_FLOAT,sk_float);
- _multimesh_dirty_list.remove( _multimesh_dirty_list.first() );
- }
- draw_next_frame=false;
- // material_shader.set_uniform_default(MaterialShaderGLES2::SCREENZ_SCALE, Math::fmod(time, 3600.0));
- /* nehe ?*/
- // glClearColor(0,0,1,1);
- // glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
- }
- void RasterizerGLES2::capture_viewport(Image* r_capture) {
- #if 0
- DVector<uint8_t> pixels;
- pixels.resize(viewport.width*viewport.height*3);
- DVector<uint8_t>::Write w = pixels.write();
- #ifdef GLEW_ENABLED
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- #endif
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- if (current_rt)
- glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr() );
- else
- glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr());
- glPixelStorei(GL_PACK_ALIGNMENT, 4);
- w=DVector<uint8_t>::Write();
- r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB8,pixels);
- #else
- DVector<uint8_t> pixels;
- pixels.resize(viewport.width*viewport.height*4);
- DVector<uint8_t>::Write w = pixels.write();
- glPixelStorei(GL_PACK_ALIGNMENT, 4);
- // uint64_t time = OS::get_singleton()->get_ticks_usec();
- if (current_rt) {
- #ifdef GLEW_ENABLED
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- #endif
- glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr() );
- } else {
- // back?
- glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr());
- }
- bool flip = current_rt==NULL;
- if (flip) {
- uint32_t *imgptr = (uint32_t*)w.ptr();
- for(int y=0;y<(viewport.height/2);y++) {
- uint32_t *ptr1 = &imgptr[y*viewport.width];
- uint32_t *ptr2 = &imgptr[(viewport.height-y-1)*viewport.width];
- for(int x=0;x<viewport.width;x++) {
- uint32_t tmp = ptr1[x];
- ptr1[x]=ptr2[x];
- ptr2[x]=tmp;
- }
- }
- }
- w=DVector<uint8_t>::Write();
- r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGBA8,pixels);
- //r_capture->flip_y();
- #endif
- }
- void RasterizerGLES2::clear_viewport(const Color& p_color) {
- if (current_rt || using_canvas_bg) {
- glScissor( 0, 0, viewport.width, viewport.height );
- } else {
- glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
- }
- glEnable(GL_SCISSOR_TEST);
- glClearColor(p_color.r,p_color.g,p_color.b,p_color.a);
- glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
- glDisable(GL_SCISSOR_TEST);
- };
- void RasterizerGLES2::set_render_target(RID p_render_target, bool p_transparent_bg, bool p_vflip) {
- if (!p_render_target.is_valid()) {
- glBindFramebuffer(GL_FRAMEBUFFER,base_framebuffer);
- current_rt=NULL;
- current_rt_vflip=false;
- } else {
- RenderTarget *rt = render_target_owner.get(p_render_target);
- ERR_FAIL_COND(!rt);
- ERR_FAIL_COND(rt->fbo==0);
- glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo);
- current_rt=rt;
- current_rt_transparent=p_transparent_bg;
- current_rt_vflip=!p_vflip;
- }
- }
- void RasterizerGLES2::set_viewport(const VS::ViewportRect& p_viewport) {
- viewport=p_viewport;
- //viewport.width/=2;
- //viewport.height/=2;
- //print_line("viewport: "+itos(p_viewport.x)+","+itos(p_viewport.y)+","+itos(p_viewport.width)+","+itos(p_viewport.height));
- if (current_rt) {
- glViewport( 0, 0,viewport.width, viewport.height );
- } else {
- glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
- }
- }
- void RasterizerGLES2::begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug) {
- current_debug=p_debug;
- opaque_render_list.clear();
- alpha_render_list.clear();
- light_instance_count=0;
- current_env = p_env.is_valid() ? environment_owner.get(p_env) : NULL;
- scene_pass++;
- last_light_id=0;
- directional_light_count=0;
- lights_use_shadow=false;
- texscreen_used=false;
- current_vd=viewport_data_owner.get(p_viewport_data);
- if (current_debug==VS::SCENARIO_DEBUG_WIREFRAME) {
- #ifdef GLEW_ENABLED
- glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
- #endif
- }
- //set state
- glCullFace(GL_FRONT);
- cull_front=true;
- };
- void RasterizerGLES2::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) {
- ERR_FAIL_COND(shadow);
- shadow = light_instance_owner.get(p_light_instance);
- shadow_pass=p_shadow_pass;
- ERR_FAIL_COND(!shadow);
- opaque_render_list.clear();
- alpha_render_list.clear();
- // pre_zpass_render_list.clear();
- light_instance_count=0;
- glCullFace(GL_FRONT);
- cull_front=true;
- }
- void RasterizerGLES2::set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint) {
- camera_transform=p_world;
- if (current_rt && current_rt_vflip) {
- camera_transform.basis.set_axis(1,-camera_transform.basis.get_axis(1));
- }
- camera_transform_inverse=camera_transform.inverse();
- camera_projection=p_projection;
- camera_plane = Plane( camera_transform.origin, -camera_transform.basis.get_axis(2) );
- camera_z_near=camera_projection.get_z_near();
- camera_z_far=camera_projection.get_z_far();
- camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y);
- camera_ortho=p_ortho_hint;
- }
- void RasterizerGLES2::add_light( RID p_light_instance ) {
- #define LIGHT_FADE_TRESHOLD 0.05
- ERR_FAIL_COND( light_instance_count >= MAX_SCENE_LIGHTS );
- LightInstance *li = light_instance_owner.get(p_light_instance);
- ERR_FAIL_COND(!li);
- switch(li->base->type) {
- case VS::LIGHT_DIRECTIONAL: {
- ERR_FAIL_COND( directional_light_count >= RenderList::MAX_LIGHTS);
- directional_lights[directional_light_count++]=li;
- if (li->base->shadow_enabled) {
- CameraMatrix bias;
- bias.set_light_bias();
- int passes=light_instance_get_shadow_passes(p_light_instance);
- for(int i=0;i<passes;i++) {
- Transform modelview=Transform(camera_transform_inverse * li->custom_transform[i]).inverse();
- li->shadow_projection[i] = bias * li->custom_projection[i] * modelview;
- }
- lights_use_shadow=true;
- }
- } break;
- case VS::LIGHT_OMNI: {
- if (li->base->shadow_enabled) {
- li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse();
- lights_use_shadow=true;
- }
- } break;
- case VS::LIGHT_SPOT: {
- if (li->base->shadow_enabled) {
- CameraMatrix bias;
- bias.set_light_bias();
- Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
- li->shadow_projection[0] = bias * li->projection * modelview;
- lights_use_shadow=true;
- }
- } break;
- }
- /* make light hash */
- // actually, not really a hash, but helps to sort the lights
- // and avoid recompiling redudant shader versions
- li->last_pass=scene_pass;
- li->sort_key=light_instance_count;
- light_instances[light_instance_count++]=li;
- }
- void RasterizerGLES2::_update_shader( Shader* p_shader) const {
- _shader_dirty_list.remove( &p_shader->dirty_list );
- p_shader->valid=false;
- p_shader->uniforms.clear();
- Vector<StringName> uniform_names;
- String vertex_code;
- String vertex_globals;
- ShaderCompilerGLES2::Flags vertex_flags;
- ShaderCompilerGLES2::Flags fragment_flags;
- ShaderCompilerGLES2::Flags light_flags;
- if (p_shader->mode==VS::SHADER_MATERIAL) {
- Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms);
- if (err) {
- return; //invalid
- }
- } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
- Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms);
- if (err) {
- return; //invalid
- }
- }
- //print_line("compiled vertex: "+vertex_code);
- //print_line("compiled vertex globals: "+vertex_globals);
- //print_line("UCV: "+itos(p_shader->uniforms.size()));
- String fragment_code;
- String fragment_globals;
- if (p_shader->mode==VS::SHADER_MATERIAL) {
- Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
- if (err) {
- return; //invalid
- }
- } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
- Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
- if (err) {
- return; //invalid
- }
- }
- String light_code;
- String light_globals;
- if (p_shader->mode==VS::SHADER_MATERIAL) {
- Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_MATERIAL_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms);
- if (err) {
- return; //invalid
- }
- } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
- Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms);
- if (err) {
- return; //invalid
- }
- }
- fragment_globals+=light_globals; //both fragment anyway
- //print_line("compiled fragment: "+fragment_code);
- // ("compiled fragment globals: "+fragment_globals);
- //print_line("UCF: "+itos(p_shader->uniforms.size()));
- int first_tex_index=0xFFFFF;
- p_shader->first_texture=StringName();
- for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_shader->uniforms.front();E;E=E->next()) {
- uniform_names.push_back("_"+String(E->key()));
- if (E->get().type==ShaderLanguage::TYPE_TEXTURE && E->get().order<first_tex_index) {
- p_shader->first_texture=E->key();
- first_tex_index=E->get().order;
- }
- }
- bool uses_time=false;
- if (p_shader->mode==VS::SHADER_MATERIAL) {
- //print_line("setting code to id.. "+itos(p_shader->custom_code_id));
- Vector<const char*> enablers;
- if (fragment_flags.use_color_interp || vertex_flags.use_color_interp)
- enablers.push_back("#define ENABLE_COLOR_INTERP\n");
- if (fragment_flags.use_uv_interp || vertex_flags.use_uv_interp)
- enablers.push_back("#define ENABLE_UV_INTERP\n");
- if (fragment_flags.use_uv2_interp || vertex_flags.use_uv2_interp)
- enablers.push_back("#define ENABLE_UV2_INTERP\n");
- if (fragment_flags.use_tangent_interp || vertex_flags.use_tangent_interp || fragment_flags.uses_normalmap)
- enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
- if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
- enablers.push_back("#define ENABLE_VAR1_INTERP\n");
- if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
- enablers.push_back("#define ENABLE_VAR2_INTERP\n");
- if (fragment_flags.uses_texscreen) {
- enablers.push_back("#define ENABLE_TEXSCREEN\n");
- }
- if (fragment_flags.uses_screen_uv) {
- enablers.push_back("#define ENABLE_SCREEN_UV\n");
- }
- if (fragment_flags.uses_discard) {
- enablers.push_back("#define ENABLE_DISCARD\n");
- }
- if (fragment_flags.uses_normalmap) {
- enablers.push_back("#define ENABLE_NORMALMAP\n");
- }
- if (light_flags.uses_light) {
- enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
- }
- if (light_flags.uses_shadow_color) {
- enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
- }
- if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
- enablers.push_back("#define USE_TIME\n");
- uses_time=true;
- }
- if (vertex_flags.vertex_code_writes_position) {
- enablers.push_back("#define VERTEX_SHADER_WRITE_POSITION\n");
- }
- material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
- } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
- Vector<const char*> enablers;
- if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
- enablers.push_back("#define USE_TIME\n");
- uses_time=true;
- }
- if (fragment_flags.uses_normal) {
- enablers.push_back("#define NORMAL_USED\n");
- }
- if (fragment_flags.uses_normalmap) {
- enablers.push_back("#define USE_NORMALMAP\n");
- }
- if (light_flags.uses_light) {
- enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
- }
- if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
- enablers.push_back("#define ENABLE_VAR1_INTERP\n");
- if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
- enablers.push_back("#define ENABLE_VAR2_INTERP\n");
- if (fragment_flags.uses_texscreen) {
- enablers.push_back("#define ENABLE_TEXSCREEN\n");
- }
- if (fragment_flags.uses_screen_uv) {
- enablers.push_back("#define ENABLE_SCREEN_UV\n");
- }
- if (fragment_flags.uses_texpixel_size) {
- enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
- }
- if (light_flags.uses_shadow_color) {
- enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
- }
- if (vertex_flags.uses_worldvec) {
- enablers.push_back("#define USE_WORLD_VEC\n");
- }
- canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
- //postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
- }
- p_shader->valid=true;
- p_shader->has_alpha=fragment_flags.uses_alpha || fragment_flags.uses_texscreen;
- p_shader->writes_vertex=vertex_flags.vertex_code_writes_vertex;
- p_shader->uses_discard=fragment_flags.uses_discard;
- p_shader->has_texscreen=fragment_flags.uses_texscreen;
- p_shader->has_screen_uv=fragment_flags.uses_screen_uv;
- p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
- p_shader->uses_normal=fragment_flags.uses_normal || light_flags.uses_normal;
- p_shader->uses_time=uses_time;
- p_shader->uses_texpixel_size=fragment_flags.uses_texpixel_size;
- p_shader->version++;
- }
- void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner,int p_material) {
- Material *m=NULL;
- RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material);
- #ifdef DEBUG_ENABLED
- if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
- m_src=overdraw_material;
- }
- #endif
- if (m_src)
- m=material_owner.get( m_src );
- if (!m) {
- m=material_owner.get( default_material );
- }
- ERR_FAIL_COND(!m);
- if (m->last_pass!=frame) {
- if (m->shader.is_valid()) {
- m->shader_cache=shader_owner.get(m->shader);
- if (m->shader_cache) {
- if (!m->shader_cache->valid) {
- m->shader_cache=NULL;
- } else {
- if (m->shader_cache->has_texscreen)
- texscreen_used=true;
- }
- } else {
- m->shader=RID();
- }
- } else {
- m->shader_cache=NULL;
- }
- m->last_pass=frame;
- }
- RenderList *render_list=NULL;
- bool has_base_alpha=(m->shader_cache && m->shader_cache->has_alpha);
- bool has_blend_alpha=m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP];
- bool has_alpha = has_base_alpha || has_blend_alpha;
- if (shadow) {
- if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
- return; //bye
- 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)) {
- //shader does not use discard and does not write a vertex position, use generic material
- if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
- m = shadow_mat_double_sided_ptr;
- else
- m = shadow_mat_ptr;
- if (m->last_pass!=frame) {
- if (m->shader.is_valid()) {
- m->shader_cache=shader_owner.get(m->shader);
- if (m->shader_cache) {
- if (!m->shader_cache->valid)
- m->shader_cache=NULL;
- } else {
- m->shader=RID();
- }
- } else {
- m->shader_cache=NULL;
- }
- m->last_pass=frame;
- }
- }
- render_list = &opaque_render_list;
- /* notyet
- if (!m->shader_cache || m->shader_cache->can_zpass)
- render_list = &alpha_render_list;
- } else {
- render_list = &opaque_render_list;
- }*/
- } else {
- if (has_alpha) {
- render_list = &alpha_render_list;
- } else {
- render_list = &opaque_render_list;
- }
- }
- RenderList::Element *e = render_list->add_element();
- if (!e)
- return;
- e->geometry=p_geometry;
- e->geometry_cmp=p_geometry_cmp;
- e->material=m;
- e->instance=p_instance;
- if (camera_ortho) {
- e->depth=camera_plane.distance_to(p_instance->transform.origin);
- } else {
- e->depth=camera_transform.origin.distance_to(p_instance->transform.origin);
- }
- e->owner=p_owner;
- e->light_type=0;
- e->additive=false;
- e->additive_ptr=&e->additive;
- e->sort_flags=0;
- if (p_instance->skeleton.is_valid()) {
- e->skeleton=skeleton_owner.get(p_instance->skeleton);
- if (!e->skeleton)
- const_cast<InstanceData*>(p_instance)->skeleton=RID();
- else
- e->sort_flags|=RenderList::SORT_FLAG_SKELETON;
- } else {
- e->skeleton=NULL;
- }
- if (e->geometry->type==Geometry::GEOMETRY_MULTISURFACE)
- e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;
- e->mirror=p_instance->mirror;
- if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
- e->mirror=!e->mirror;
- //e->light_type=0xFF; // no lights!
- e->light_type=3; //light type 3 is no light?
- e->light=0xFFFF;
- if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
- //if nothing exists, add this element as opaque too
- RenderList::Element *oe = opaque_render_list.add_element();
- if (!oe)
- return;
- memcpy(oe,e,sizeof(RenderList::Element));
- oe->additive_ptr=&oe->additive;
- }
- if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {
- e->light_type=0x7F; //unshaded is zero
- } else {
- bool duplicate=false;
- for(int i=0;i<directional_light_count;i++) {
- uint16_t sort_key = directional_lights[i]->sort_key;
- uint8_t light_type = VS::LIGHT_DIRECTIONAL;
- if (directional_lights[i]->base->shadow_enabled) {
- light_type|=0x8;
- if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)
- light_type|=0x10;
- else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS)
- light_type|=0x30;
- }
- RenderList::Element *ec;
- if (duplicate) {
- ec = render_list->add_element();
- memcpy(ec,e,sizeof(RenderList::Element));
- } else {
- ec=e;
- duplicate=true;
- }
- ec->light_type=light_type;
- ec->light=sort_key;
- ec->additive_ptr=&e->additive;
- }
- const RID *liptr = p_instance->light_instances.ptr();
- int ilc=p_instance->light_instances.size();
- for(int i=0;i<ilc;i++) {
- LightInstance *li=light_instance_owner.get( liptr[i] );
- if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene
- continue;
- uint8_t light_type=li->base->type|0x40; //penalty to ensure directionals always go first
- if (li->base->shadow_enabled) {
- light_type|=0x8;
- }
- uint16_t sort_key =li->sort_key;
- RenderList::Element *ec;
- if (duplicate) {
- ec = render_list->add_element();
- memcpy(ec,e,sizeof(RenderList::Element));
- } else {
- duplicate=true;
- ec=e;
- }
- ec->light_type=light_type;
- ec->light=sort_key;
- ec->additive_ptr=&e->additive;
- }
- }
- DEBUG_TEST_ERROR("Add Geometry");
- }
- void RasterizerGLES2::add_mesh( const RID& p_mesh, const InstanceData *p_data) {
- Mesh *mesh = mesh_owner.get(p_mesh);
- ERR_FAIL_COND(!mesh);
- int ssize = mesh->surfaces.size();
- for (int i=0;i<ssize;i++) {
- int mat_idx = p_data->materials[i].is_valid() ? i : -1;
- Surface *s = mesh->surfaces[i];
- _add_geometry(s,p_data,s,NULL,mat_idx);
- }
- mesh->last_pass=frame;
- }
- void RasterizerGLES2::add_multimesh( const RID& p_multimesh, const InstanceData *p_data){
- MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
- ERR_FAIL_COND(!multimesh);
- if (!multimesh->mesh.is_valid())
- return;
- if (multimesh->elements.empty())
- return;
- Mesh *mesh = mesh_owner.get(multimesh->mesh);
- ERR_FAIL_COND(!mesh);
- int surf_count = mesh->surfaces.size();
- if (multimesh->last_pass!=scene_pass) {
- multimesh->cache_surfaces.resize(surf_count);
- for(int i=0;i<surf_count;i++) {
- multimesh->cache_surfaces[i].material=mesh->surfaces[i]->material;
- multimesh->cache_surfaces[i].has_alpha=mesh->surfaces[i]->has_alpha;
- multimesh->cache_surfaces[i].surface=mesh->surfaces[i];
- }
- multimesh->last_pass=scene_pass;
- }
- for(int i=0;i<surf_count;i++) {
- _add_geometry(&multimesh->cache_surfaces[i],p_data,multimesh->cache_surfaces[i].surface,multimesh);
- }
- }
- void RasterizerGLES2::add_immediate( const RID& p_immediate, const InstanceData *p_data) {
- Immediate *immediate = immediate_owner.get(p_immediate);
- ERR_FAIL_COND(!immediate);
- _add_geometry(immediate,p_data,immediate,NULL);
- }
- void RasterizerGLES2::add_particles( const RID& p_particle_instance, const InstanceData *p_data){
- //print_line("adding particles");
- ParticlesInstance *particles_instance = particles_instance_owner.get(p_particle_instance);
- ERR_FAIL_COND(!particles_instance);
- Particles *p=particles_owner.get( particles_instance->particles );
- ERR_FAIL_COND(!p);
- _add_geometry(p,p_data,p,particles_instance);
- draw_next_frame=true;
- }
- Color RasterizerGLES2::_convert_color(const Color& p_color) {
- if (current_env && current_env->fx_enabled[VS::ENV_FX_SRGB])
- return p_color.to_linear();
- else
- return p_color;
- }
- void RasterizerGLES2::_set_cull(bool p_front,bool p_reverse_cull) {
- bool front = p_front;
- if (p_reverse_cull)
- front=!front;
- if (front!=cull_front) {
- glCullFace(front?GL_FRONT:GL_BACK);
- cull_front=front;
- }
- }
- _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_material) const {
- Map<StringName,Material::UniformData> old_mparams=p_material->shader_params;
- Map<StringName,Material::UniformData> &mparams=p_material->shader_params;
- mparams.clear();
- int idx=0;
- for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_material->shader_cache->uniforms.front();E;E=E->next()) {
- Material::UniformData ud;
- bool keep=true; //keep material value
- Map<StringName,Material::UniformData>::Element *OLD=old_mparams.find(E->key());
- bool has_old = OLD;
- bool old_inuse=has_old && old_mparams[E->key()].inuse;
- ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
- if (!has_old || !old_inuse) {
- keep=false;
- }
- else if (OLD->get().value.get_type()!=E->value().default_value.get_type()) {
- if (OLD->get().value.get_type()==Variant::INT && E->get().type==ShaderLanguage::TYPE_FLOAT) {
- //handle common mistake using shaders (feeding ints instead of float)
- OLD->get().value=float(OLD->get().value);
- keep=true;
- } else if (!ud.istexture && E->value().default_value.get_type()!=Variant::NIL) {
- keep=false;
- }
- //type changed between old and new
- /* if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
- if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures
- keep=false;
- } else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type())
- keep=false;*/
- //value is invalid because type differs and default is not null
- ;
- }
- if (keep) {
- ud.value=old_mparams[E->key()].value;
- //print_line("KEEP: "+String(E->key()));
- } else {
- if (ud.istexture && p_material->shader_cache->default_textures.has(E->key()))
- ud.value=p_material->shader_cache->default_textures[E->key()];
- else
- ud.value=E->value().default_value;
- old_inuse=false; //if reverted to default, obviously did not work
- //print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
- //if (old_mparams.has(E->key()))
- // 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()));
- }
- ud.index=idx++;
- ud.inuse=old_inuse;
- mparams[E->key()]=ud;
- }
- p_material->shader_version=p_material->shader_cache->version;
- }
- bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light,bool p_opaque_pass) {
- if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) {
- glDisable(GL_CULL_FACE);
- } else {
- glEnable(GL_CULL_FACE);
- }
- //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
- /*
- if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
- glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
- else
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- */
- if (p_material->line_width)
- glLineWidth(p_material->line_width);
- //all goes to false by default
- material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL);
- material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter==SHADOW_FILTER_PCF5 || shadow_filter==SHADOW_FILTER_PCF13);
- material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13);
- material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
- material_shader.set_conditional(MaterialShaderGLES2::USE_LIGHTMAP_ON_UV2,p_material->flags[VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2]);
- 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]);
- 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) {
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,true);
- } else {
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,false);
- }
- if (!shadow) {
- bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
- 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);
- //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]);
- if (current_depth_mask!=depth_write) {
- current_depth_mask=depth_write;
- glDepthMask( depth_write );
- }
- if (current_depth_test!=depth_test) {
- current_depth_test=depth_test;
- if(depth_test)
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
- }
- material_shader.set_conditional(MaterialShaderGLES2::USE_FOG,current_env && current_env->fx_enabled[VS::ENV_FX_FOG]);
- //glDepthMask( true );
- }
- DEBUG_TEST_ERROR("Pre Shader Bind");
- bool rebind=false;
- if (p_material->shader_cache && p_material->shader_cache->valid) {
- // // reduce amount of conditional compilations
- // for(int i=0;i<_tex_version_count;i++)
- // material_shader.set_conditional((MaterialShaderGLES2::Conditionals)_tex_version[i],false);
- // material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
- if (p_material->shader_version!=p_material->shader_cache->version) {
- //shader changed somehow, must update uniforms
- _update_material_shader_params((Material*)p_material);
- }
- material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
- rebind = material_shader.bind();
- DEBUG_TEST_ERROR("Shader Bind");
- //set uniforms!
- int texcoord=0;
- for (Map<StringName,Material::UniformData>::Element *E=p_material->shader_params.front();E;E=E->next()) {
- if (E->get().index<0)
- continue;
- // print_line(String(E->key())+": "+E->get().value);
- if (E->get().istexture) {
- //clearly a texture..
- RID rid = E->get().value;
- int loc = material_shader.get_custom_uniform_location(E->get().index); //should be automatic..
- Texture *t=NULL;
- if (rid.is_valid()) {
- t=texture_owner.get(rid);
- if (!t) {
- E->get().value=RID(); //nullify, invalid texture
- rid=RID();
- }
- }
- glActiveTexture(GL_TEXTURE0+texcoord);
- glUniform1i(loc,texcoord); //TODO - this could happen automatically on compile...
- if (t) {
- if (t->render_target)
- t->render_target->last_pass=frame;
- if (E->key()==p_material->shader_cache->first_texture) {
- tc0_idx=texcoord;
- tc0_id_cache=t->tex_id;
- }
- glBindTexture(t->target,t->tex_id);
- } else
- glBindTexture(GL_TEXTURE_2D,white_tex); //no texture
- texcoord++;
- } else if (E->get().value.get_type()==Variant::COLOR){
- Color c = E->get().value;
- material_shader.set_custom_uniform(E->get().index,_convert_color(c));
- } else {
- material_shader.set_custom_uniform(E->get().index,E->get().value);
- }
- }
- if (p_material->shader_cache->has_texscreen && framebuffer.active) {
- material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
- material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(0,0,float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
- material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX,texcoord);
- glActiveTexture(GL_TEXTURE0+texcoord);
- glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
- }
- if (p_material->shader_cache->has_screen_uv) {
- material_shader.set_uniform(MaterialShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
- }
- DEBUG_TEST_ERROR("Material arameters");
- if (p_material->shader_cache->uses_time) {
- material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback));
- draw_next_frame=true;
- }
- //if uses TIME - draw_next_frame=true
- } else {
- material_shader.set_custom_shader(0);
- rebind = material_shader.bind();
- DEBUG_TEST_ERROR("Shader bind2");
- }
- if (shadow) {
- float zofs = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET];
- float zslope = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE];
- if (shadow_pass>=1 && shadow->base->type==VS::LIGHT_DIRECTIONAL) {
- float m = Math::pow(shadow->base->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE],shadow_pass);
- zofs*=m;
- zslope*=m;
- }
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_OFFSET,zofs);
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_SLOPE_SCALE,zslope);
- if (shadow->base->type==VS::LIGHT_OMNI)
- material_shader.set_uniform(MaterialShaderGLES2::DUAL_PARABOLOID,shadow->dp);
- DEBUG_TEST_ERROR("Shadow uniforms");
- }
- if (current_env && current_env->fx_enabled[VS::ENV_FX_FOG]) {
- Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR];
- Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR];
- col_begin=_convert_color(col_begin);
- col_end=_convert_color(col_end);
- float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN];
- float zf = camera_z_far;
- float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION];
- material_shader.set_uniform(MaterialShaderGLES2::FOG_PARAMS,Vector3(from,zf,curve));
- material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_BEGIN,Vector3(col_begin.r,col_begin.g,col_begin.b));
- material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END,Vector3(col_end.r,col_end.g,col_end.b));
- }
- //material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0));
- //if uses TIME - draw_next_frame=true
- return rebind;
- }
- void RasterizerGLES2::_setup_light(uint16_t p_light) {
- if (shadow)
- return;
- if (p_light==0xFFFF)
- return;
- enum {
- VL_LIGHT_POS,
- VL_LIGHT_DIR,
- VL_LIGHT_ATTENUATION,
- VL_LIGHT_SPOT_ATTENUATION,
- VL_LIGHT_DIFFUSE,
- VL_LIGHT_SPECULAR,
- VL_LIGHT_MAX
- };
- static const MaterialShaderGLES2::Uniforms light_uniforms[VL_LIGHT_MAX]={
- MaterialShaderGLES2::LIGHT_POS,
- MaterialShaderGLES2::LIGHT_DIRECTION,
- MaterialShaderGLES2::LIGHT_ATTENUATION,
- MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
- MaterialShaderGLES2::LIGHT_DIFFUSE,
- MaterialShaderGLES2::LIGHT_SPECULAR,
- };
- GLfloat light_data[VL_LIGHT_MAX][3];
- memset(light_data,0,(VL_LIGHT_MAX)*3*sizeof(GLfloat));
- LightInstance *li=light_instances[p_light];
- Light *l=li->base;
- Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]);
- Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]);
- for(int j=0;j<3;j++) {
- light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j];
- light_data[VL_LIGHT_SPECULAR][j]=col_specular[j];
- }
- if (l->type!=VS::LIGHT_OMNI) {
- Vector3 dir = -li->transform.get_basis().get_axis(2);
- dir = camera_transform_inverse.basis.xform(dir).normalized();
- for(int j=0;j<3;j++)
- light_data[VL_LIGHT_DIR][j]=dir[j];
- }
- if (l->type!=VS::LIGHT_DIRECTIONAL) {
- Vector3 pos = li->transform.get_origin();
- pos = camera_transform_inverse.xform(pos);
- for(int j=0;j<3;j++)
- light_data[VL_LIGHT_POS][j]=pos[j];
- }
- if (li->near_shadow_buffer) {
- glActiveTexture(GL_TEXTURE0+max_texture_units-1);
- //if (read_depth_supported) {
- glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth);
- //} else {
- //}
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]);
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size);
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,max_texture_units-1);
- if (shadow_filter==SHADOW_FILTER_ESM)
- material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER,float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]));
- if (li->base->type==VS::LIGHT_DIRECTIONAL) {
- if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]);
- material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2]));
- } else if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]);
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX3,li->shadow_projection[2]);
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX4,li->shadow_projection[3]);
- material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2]));
- }
- //print_line("shadow split: "+rtos(li->shadow_split));
- }
- material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]);
- //matrix
- }
- light_data[VL_LIGHT_ATTENUATION][0] = l->vars[VS::LIGHT_PARAM_ENERGY];
- if (l->type == VS::LIGHT_DIRECTIONAL) {
- light_data[VL_LIGHT_ATTENUATION][1] = l->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE];
- }
- else{
- light_data[VL_LIGHT_ATTENUATION][1] = l->vars[VS::LIGHT_PARAM_RADIUS];
- }
- light_data[VL_LIGHT_ATTENUATION][2] = l->vars[VS::LIGHT_PARAM_ATTENUATION];
- light_data[VL_LIGHT_SPOT_ATTENUATION][0]=Math::cos(Math::deg2rad(l->vars[VS::LIGHT_PARAM_SPOT_ANGLE]));
- light_data[VL_LIGHT_SPOT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION];
- //int uf = material_shader.get_uniform(MaterialShaderGLES2::LIGHT_PARAMS);
- for(int i=0;i<VL_LIGHT_MAX;i++) {
- glUniform3f( material_shader.get_uniform(light_uniforms[i]),light_data[i][0],light_data[i][1],light_data[i][2]);
- }
- }
- template<bool USE_NORMAL, bool USE_TANGENT,bool INPLACE>
- 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) {
- uint32_t basesize = 3;
- if (USE_NORMAL)
- basesize+=3;
- if (USE_TANGENT)
- basesize+=4;
- uint32_t extra=(p_dst_stride-basesize*4);
- const int dstvec_size=3+(USE_NORMAL?3:0)+(USE_TANGENT?4:0);
- float dstcopy[dstvec_size];
- for(int i=0;i<p_elements;i++) {
- uint32_t ss = p_src_stride*i;
- uint32_t ds = p_dst_stride*i;
- const uint16_t *bi = (const uint16_t*)&p_src_bones[ss];
- const float *bw = (const float *)&p_src_weights[ss];
- const float *src_vec=(const float *)&p_src_array[ss];
- float *dst_vec;
- if (INPLACE)
- dst_vec=dstcopy;
- else
- dst_vec=(float*)&p_dst_array[ds];
- dst_vec[0]=0.0;
- dst_vec[1]=0.0;
- dst_vec[2]=0.0;
- //conditionals simply removed by optimizer
- if (USE_NORMAL) {
- dst_vec[3]=0.0;
- dst_vec[4]=0.0;
- dst_vec[5]=0.0;
- if (USE_TANGENT) {
- dst_vec[6]=0.0;
- dst_vec[7]=0.0;
- dst_vec[8]=0.0;
- dst_vec[9]=src_vec[9];
- }
- } else {
- if (USE_TANGENT) {
- dst_vec[3]=0.0;
- dst_vec[4]=0.0;
- dst_vec[5]=0.0;
- dst_vec[6]=src_vec[6];
- }
- }
- #define _XFORM_BONE(m_idx)\
- if (bw[m_idx]==0)\
- goto end;\
- p_bone_xforms[bi[m_idx]].transform_add_mul3(&src_vec[0],&dst_vec[0],bw[m_idx]);\
- if (USE_NORMAL) {\
- p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
- if (USE_TANGENT) {\
- p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[6],&dst_vec[6],bw[m_idx]);\
- }\
- } else {\
- if (USE_TANGENT) {\
- p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
- }\
- }
- _XFORM_BONE(0);
- _XFORM_BONE(1);
- _XFORM_BONE(2);
- _XFORM_BONE(3);
- end:
- if (INPLACE) {
- const uint8_t *esp =(const uint8_t*) dstcopy;
- uint8_t *edp =(uint8_t*)&p_dst_array[ds];
- for(uint32_t j=0;j<dstvec_size*4;j++) {
- edp[j]=esp[j];
- }
- } else {
- //copy extra stuff
- const uint8_t *esp =(const uint8_t*) &src_vec[basesize];
- uint8_t *edp =(uint8_t*) &dst_vec[basesize];
- for(uint32_t j=0;j<extra;j++) {
- edp[j]=esp[j];
- }
- }
- }
- }
- Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Material* p_material, const Skeleton *p_skeleton,const float *p_morphs) {
- switch(p_geometry->type) {
- case Geometry::GEOMETRY_MULTISURFACE:
- case Geometry::GEOMETRY_SURFACE: {
- const Surface *surf=NULL;
- if (p_geometry->type==Geometry::GEOMETRY_SURFACE)
- surf=static_cast<const Surface*>(p_geometry);
- else if (p_geometry->type==Geometry::GEOMETRY_MULTISURFACE)
- surf=static_cast<const MultiMeshSurface*>(p_geometry)->surface;
- if (surf->format != surf->configured_format) {
- if (OS::get_singleton()->is_stdout_verbose()) {
- print_line("has format: "+itos(surf->format));
- print_line("configured format: "+itos(surf->configured_format));
- }
- ERR_EXPLAIN("Missing arrays (not set) in surface");
- }
- ERR_FAIL_COND_V( surf->format != surf->configured_format, ERR_UNCONFIGURED );
- uint8_t *base=0;
- int stride=surf->stride;
- bool use_VBO = (surf->array_local==0);
- _setup_geometry_vinfo=surf->array_len;
- 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;
- /*
- if (surf->packed) {
- float scales[4]={surf->vertex_scale,surf->uv_scale,surf->uv2_scale,0.0};
- glVertexAttrib4fv( 7, scales );
- } else {
- glVertexAttrib4f( 7, 1,1,1,1 );
- }*/
- if (!use_VBO) {
- DEBUG_TEST_ERROR("Draw NO VBO");
- base = surf->array_local;
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- bool can_copy_to_local=surf->local_stride * surf->array_len <= skinned_buffer_size;
- if (p_morphs && surf->stride * surf->array_len > skinned_buffer_size)
- can_copy_to_local=false;
- if (!can_copy_to_local)
- skeleton_valid=false;
- /* compute morphs */
- if (p_morphs && surf->morph_target_count && can_copy_to_local) {
- base = skinned_buffer;
- stride=surf->local_stride;
- //copy all first
- float coef=1.0;
- for(int i=0;i<surf->morph_target_count;i++) {
- if (surf->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED)
- coef-=p_morphs[i];
- ERR_FAIL_COND_V( surf->morph_format != surf->morph_targets_local[i].configured_format, ERR_INVALID_DATA );
- }
- int16_t coeffp = CLAMP(coef*255,0,255);
- for(int i=0;i<VS::ARRAY_MAX-1;i++) {
- const Surface::ArrayData& ad=surf->array[i];
- if (ad.size==0)
- continue;
- int ofs = ad.ofs;
- int src_stride=surf->stride;
- int dst_stride=skeleton_valid?surf->stride:surf->local_stride;
- int count = surf->array_len;
- if (!skeleton_valid && i>=VS::ARRAY_MAX-3)
- break;
- switch(i) {
- case VS::ARRAY_VERTEX:
- case VS::ARRAY_NORMAL:
- case VS::ARRAY_TANGENT:
- {
- for(int k=0;k<count;k++) {
- const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
- float *dst = (float*)&base[ofs+k*dst_stride];
- dst[0]= src[0]*coef;
- dst[1]= src[1]*coef;
- dst[2]= src[2]*coef;
- };
- } break;
- case VS::ARRAY_COLOR: {
- for(int k=0;k<count;k++) {
- const uint8_t *src = (const uint8_t*)&surf->array_local[ofs+k*src_stride];
- uint8_t *dst = (uint8_t*)&base[ofs+k*dst_stride];
- dst[0]= (src[0]*coeffp)>>8;
- dst[1]= (src[1]*coeffp)>>8;
- dst[2]= (src[2]*coeffp)>>8;
- dst[3]= (src[3]*coeffp)>>8;
- }
- } break;
- case VS::ARRAY_TEX_UV:
- case VS::ARRAY_TEX_UV2: {
- for(int k=0;k<count;k++) {
- const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
- float *dst = (float*)&base[ofs+k*dst_stride];
- dst[0]= src[0]*coef;
- dst[1]= src[1]*coef;
- }
- } break;
- case VS::ARRAY_BONES:
- case VS::ARRAY_WEIGHTS: {
- for(int k=0;k<count;k++) {
- const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
- float *dst = (float*)&base[ofs+k*dst_stride];
- dst[0]= src[0];
- dst[1]= src[1];
- dst[2]= src[2];
- dst[3]= src[3];
- }
- } break;
- }
- }
- for(int j=0;j<surf->morph_target_count;j++) {
- for(int i=0;i<VS::ARRAY_MAX-3;i++) {
- const Surface::ArrayData& ad=surf->array[i];
- if (ad.size==0)
- continue;
- int ofs = ad.ofs;
- int src_stride=surf->local_stride;
- int dst_stride=skeleton_valid?surf->stride:surf->local_stride;
- int count = surf->array_len;
- const uint8_t *morph=surf->morph_targets_local[j].array;
- float w = p_morphs[j];
- int16_t wfp = CLAMP(w*255,0,255);
- switch(i) {
- case VS::ARRAY_VERTEX:
- case VS::ARRAY_NORMAL:
- case VS::ARRAY_TANGENT:
- {
- for(int k=0;k<count;k++) {
- const float *src_morph = (const float*)&morph[ofs+k*src_stride];
- float *dst = (float*)&base[ofs+k*dst_stride];
- dst[0]+= src_morph[0]*w;
- dst[1]+= src_morph[1]*w;
- dst[2]+= src_morph[2]*w;
- }
- } break;
- case VS::ARRAY_COLOR: {
- for(int k=0;k<count;k++) {
- const uint8_t *src = (const uint8_t*)&morph[ofs+k*src_stride];
- uint8_t *dst = (uint8_t*)&base[ofs+k*dst_stride];
- dst[0]= (src[0]*wfp)>>8;
- dst[1]= (src[1]*wfp)>>8;
- dst[2]= (src[2]*wfp)>>8;
- dst[3]= (src[3]*wfp)>>8;
- }
- } break;
- case VS::ARRAY_TEX_UV:
- case VS::ARRAY_TEX_UV2: {
- for(int k=0;k<count;k++) {
- const float *src_morph = (const float*)&morph[ofs+k*src_stride];
- float *dst = (float*)&base[ofs+k*dst_stride];
- dst[0]+= src_morph[0]*w;
- dst[1]+= src_morph[1]*w;
- }
- } break;
- }
- }
- }
- if (skeleton_valid) {
- const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
- const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
- const Skeleton::Bone *skeleton = &p_skeleton->bones[0];
- if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT)
- _skeleton_xform<true,true,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);
- else if (surf->format&(VS::ARRAY_FORMAT_NORMAL))
- _skeleton_xform<true,false,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);
- else if (surf->format&(VS::ARRAY_FORMAT_TANGENT))
- _skeleton_xform<false,true,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);
- else
- _skeleton_xform<false,false,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);
- }
- stride=skeleton_valid?surf->stride:surf->local_stride;
- #if 0
- {
- //in-place skeleton tansformation, only used for morphs, slow.
- //should uptimize some day....
- const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
- const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
- int src_stride = surf->stride;
- int count = surf->array_len;
- const Transform *skeleton = &p_skeleton->bones[0];
- for(int i=0;i<VS::ARRAY_MAX-1;i++) {
- const Surface::ArrayData& ad=surf->array[i];
- if (ad.size==0)
- continue;
- int ofs = ad.ofs;
- switch(i) {
- case VS::ARRAY_VERTEX: {
- for(int k=0;k<count;k++) {
- float *ptr= (float*)&base[ofs+k*stride];
- const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
- const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
- Vector3 src( ptr[0], ptr[1], ptr[2] );
- Vector3 dst;
- for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
- float w = weights[j];
- if (w==0)
- break;
- //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
- int bidx = Math::fast_ftoi(bones[j]);
- dst+=skeleton[ bidx ].xform(src) * w;
- }
- ptr[0]=dst.x;
- ptr[1]=dst.y;
- ptr[2]=dst.z;
- } break;
- } break;
- case VS::ARRAY_NORMAL:
- case VS::ARRAY_TANGENT: {
- for(int k=0;k<count;k++) {
- float *ptr= (float*)&base[ofs+k*stride];
- const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
- const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
- Vector3 src( ptr[0], ptr[1], ptr[2] );
- Vector3 dst;
- for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
- float w = weights[j];
- if (w==0)
- break;
- //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
- int bidx=Math::fast_ftoi(bones[j]);
- dst+=skeleton[ bidx ].basis.xform(src) * w;
- }
- ptr[0]=dst.x;
- ptr[1]=dst.y;
- ptr[2]=dst.z;
- } break;
- } break;
- }
- }
- }
- #endif
- } else if (skeleton_valid) {
- base = skinned_buffer;
- //copy stuff and get it ready for the skeleton
- int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size );
- const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
- const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
- const Skeleton::Bone *skeleton = &p_skeleton->bones[0];
- if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT)
- _skeleton_xform<true,true,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
- else if (surf->format&(VS::ARRAY_FORMAT_NORMAL))
- _skeleton_xform<true,false,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
- else if (surf->format&(VS::ARRAY_FORMAT_TANGENT))
- _skeleton_xform<false,true,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
- else
- _skeleton_xform<false,false,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
- stride=dst_stride;
- }
- } else {
- glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
- };
- for (int i=0;i<(VS::ARRAY_MAX-1);i++) {
- const Surface::ArrayData& ad=surf->array[i];
- // if (!gl_texcoord_shader[i])
- // continue;
- if (ad.size==0 || ! ad.bind) {
- glDisableVertexAttribArray(i);
- if (i == VS::ARRAY_COLOR) {
- _set_color_attrib(Color(1, 1, 1,1));
- };
- //print_line("disable: "+itos(i));
- continue; // this one is disabled.
- }
- glEnableVertexAttribArray(i);
- // 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));
- glVertexAttribPointer(i, ad.count, ad.datatype, ad.normalize, stride, &base[ad.ofs]);
- }
- #ifdef GLEW_ENABLED
- //"desktop" opengl needs this.
- if (surf->primitive==VS::PRIMITIVE_POINTS) {
- glEnable(GL_POINT_SPRITE);
- glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
- } else {
- glDisable(GL_POINT_SPRITE);
- glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
- }
- #endif
- } break;
- default: break;
- };
- return OK;
- };
- static const GLenum gl_primitive[]={
- GL_POINTS,
- GL_LINES,
- GL_LINE_STRIP,
- GL_LINE_LOOP,
- GL_TRIANGLES,
- GL_TRIANGLE_STRIP,
- GL_TRIANGLE_FAN
- };
- void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform) {
- _rinfo.object_count++;
- switch(p_geometry->type) {
- case Geometry::GEOMETRY_SURFACE: {
- Surface *s = (Surface*)p_geometry;
- _rinfo.vertex_count+=s->array_len;
- if (s->index_array_len>0) {
- if (s->index_array_local) {
- //print_line("LOCAL F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, s->index_array_local);
- } else {
- // print_line("indices: "+itos(s->index_array_local) );
- //print_line("VBO F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
- glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
- }
- } else {
- glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
- };
- _rinfo.draw_calls++;
- } break;
- case Geometry::GEOMETRY_MULTISURFACE: {
- material_shader.bind_uniforms();
- Surface *s = static_cast<const MultiMeshSurface*>(p_geometry)->surface;
- const MultiMesh *mm = static_cast<const MultiMesh*>(p_owner);
- int element_count=mm->elements.size();
- if (element_count==0)
- return;
- if (mm->visible>=0) {
- element_count=MIN(element_count,mm->visible);
- }
- const MultiMesh::Element *elements=&mm->elements[0];
- _rinfo.vertex_count+=s->array_len*element_count;
- _rinfo.draw_calls+=element_count;
- if (use_texture_instancing) {
- //this is probably the fastest all around way if vertex texture fetch is supported
- float twd=(1.0/mm->tw)*4.0;
- float thd=1.0/mm->th;
- float parm[3]={0.0,01.0,(1.0f/mm->tw)};
- glActiveTexture(GL_TEXTURE0+max_texture_units-2);
- glDisableVertexAttribArray(6);
- glBindTexture(GL_TEXTURE_2D,mm->tex_id);
- material_shader.set_uniform(MaterialShaderGLES2::INSTANCE_MATRICES,GL_TEXTURE0+max_texture_units-2);
- if (s->index_array_len>0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
- for(int i=0;i<element_count;i++) {
- parm[0]=(i%(mm->tw>>2))*twd;
- parm[1]=(i/(mm->tw>>2))*thd;
- glVertexAttrib3fv(6,parm);
- glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
- }
- } else {
- for(int i=0;i<element_count;i++) {
- //parm[0]=(i%(mm->tw>>2))*twd;
- //parm[1]=(i/(mm->tw>>2))*thd;
- glVertexAttrib3fv(6,parm);
- glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
- }
- };
- } else if (use_attribute_instancing) {
- //if not, using atributes instead of uniforms can be really fast in forward rendering architectures
- if (s->index_array_len>0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
- for(int i=0;i<element_count;i++) {
- glVertexAttrib4fv(8,&elements[i].matrix[0]);
- glVertexAttrib4fv(9,&elements[i].matrix[4]);
- glVertexAttrib4fv(10,&elements[i].matrix[8]);
- glVertexAttrib4fv(11,&elements[i].matrix[12]);
- glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
- }
- } else {
- for(int i=0;i<element_count;i++) {
- glVertexAttrib4fv(8,&elements[i].matrix[0]);
- glVertexAttrib4fv(9,&elements[i].matrix[4]);
- glVertexAttrib4fv(10,&elements[i].matrix[8]);
- glVertexAttrib4fv(11,&elements[i].matrix[12]);
- glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
- }
- };
- } else {
- //nothing to do, slow path (hope no hardware has to use it... but you never know)
- if (s->index_array_len>0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
- for(int i=0;i<element_count;i++) {
- glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
- glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
- }
- } else {
- for(int i=0;i<element_count;i++) {
- glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
- glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
- }
- };
- }
- } break;
- case Geometry::GEOMETRY_IMMEDIATE: {
- bool restore_tex=false;
- const Immediate *im = static_cast<const Immediate*>( p_geometry );
- if (im->building) {
- return;
- }
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- for(const List<Immediate::Chunk>::Element *E=im->chunks.front();E;E=E->next()) {
- const Immediate::Chunk &c=E->get();
- if (c.vertices.empty()) {
- continue;
- }
- for(int i=0;i<c.vertices.size();i++)
- if (c.texture.is_valid() && texture_owner.owns(c.texture)) {
- const Texture *t = texture_owner.get(c.texture);
- glActiveTexture(GL_TEXTURE0+tc0_idx);
- glBindTexture(t->target,t->tex_id);
- restore_tex=true;
- } else if (restore_tex) {
- glActiveTexture(GL_TEXTURE0+tc0_idx);
- glBindTexture(GL_TEXTURE_2D,tc0_id_cache);
- restore_tex=false;
- }
- if (!c.normals.empty()) {
- glEnableVertexAttribArray(VS::ARRAY_NORMAL);
- glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3),c.normals.ptr());
- } else {
- glDisableVertexAttribArray(VS::ARRAY_NORMAL);
- }
- if (!c.tangents.empty()) {
- glEnableVertexAttribArray(VS::ARRAY_TANGENT);
- glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane),c.tangents.ptr());
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TANGENT);
- }
- if (!c.colors.empty()) {
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),c.colors.ptr());
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- _set_color_attrib(Color(1, 1, 1,1));
- }
- if (!c.uvs.empty()) {
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs.ptr());
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- if (!c.uvs2.empty()) {
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
- glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs2.ptr());
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
- }
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),c.vertices.ptr());
- glDrawArrays(gl_primitive[c.primitive],0,c.vertices.size());
- }
- if (restore_tex) {
- glActiveTexture(GL_TEXTURE0+tc0_idx);
- glBindTexture(GL_TEXTURE_2D,tc0_id_cache);
- restore_tex=false;
- }
- } break;
- case Geometry::GEOMETRY_PARTICLES: {
- //print_line("particulinas");
- const Particles *particles = static_cast<const Particles*>( p_geometry );
- ERR_FAIL_COND(!p_owner);
- ParticlesInstance *particles_instance = (ParticlesInstance*)p_owner;
- ParticleSystemProcessSW &pp = particles_instance->particles_process;
- float td = time_delta; //MIN(time_delta,1.0/10.0);
- pp.process(&particles->data,particles_instance->transform,td);
- ERR_EXPLAIN("A parameter in the particle system is not correct.");
- ERR_FAIL_COND(!pp.valid);
- Transform camera;
- if (shadow)
- camera=shadow->transform;
- else
- camera=camera_transform;
- particle_draw_info.prepare(&particles->data,&pp,particles_instance->transform,camera);
- _rinfo.draw_calls+=particles->data.amount;
- _rinfo.vertex_count+=4*particles->data.amount;
- {
- static const Vector3 points[4]={
- Vector3(-1.0,1.0,0),
- Vector3(1.0,1.0,0),
- Vector3(1.0,-1.0,0),
- Vector3(-1.0,-1.0,0)
- };
- static const Vector3 uvs[4]={
- Vector3(0.0,0.0,0.0),
- Vector3(1.0,0.0,0.0),
- Vector3(1.0,1.0,0.0),
- Vector3(0,1.0,0.0)
- };
- static const Vector3 normals[4]={
- Vector3(0,0,1),
- Vector3(0,0,1),
- Vector3(0,0,1),
- Vector3(0,0,1)
- };
- static const Plane tangents[4]={
- Plane(Vector3(1,0,0),0),
- Plane(Vector3(1,0,0),0),
- Plane(Vector3(1,0,0),0),
- Plane(Vector3(1,0,0),0)
- };
- for(int i=0;i<particles->data.amount;i++) {
- ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo=*particle_draw_info.draw_info_order[i];
- if (!pinfo.data->active)
- continue;
- material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, pinfo.transform);
- _set_color_attrib(pinfo.color);
- _draw_primitive(4,points,normals,NULL,uvs,tangents);
- }
- }
- } break;
- default: break;
- };
- };
- void RasterizerGLES2::_setup_shader_params(const Material *p_material) {
- #if 0
- int idx=0;
- int tex_idx=0;
- for(Map<StringName,Variant>::Element *E=p_material->shader_cache->params.front();E;E=E->next(),idx++) {
- Variant v; //
- v = E->get();
- const Map<StringName,Variant>::Element *F=p_material->shader_params.find(E->key());
- if (F)
- v=F->get();
- switch(v.get_type() ) {
- case Variant::OBJECT:
- case Variant::_RID: {
- RID tex=v;
- if (!tex.is_valid())
- break;
- Texture *texture = texture_owner.get(tex);
- if (!texture)
- break;
- glUniform1i( material_shader.get_custom_uniform_location(idx), tex_idx);
- glActiveTexture(tex_idx);
- glBindTexture(texture->target,texture->tex_id);
- } break;
- case Variant::COLOR: {
- Color c=v;
- material_shader.set_custom_uniform(idx,Vector3(c.r,c.g,c.b));
- } break;
- default: {
- material_shader.set_custom_uniform(idx,v);
- } break;
- }
- }
- #endif
- }
- void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) {
- material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,p_skeleton!=NULL);
- if (p_skeleton && p_skeleton->tex_id) {
- glActiveTexture(GL_TEXTURE0+max_texture_units-2);
- glBindTexture(GL_TEXTURE_2D,p_skeleton->tex_id);
- }
- }
- 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) {
- if (current_rt && current_rt_vflip) {
- //p_reverse_cull=!p_reverse_cull;
- glFrontFace(GL_CCW);
- }
- const Material *prev_material=NULL;
- uint16_t prev_light=0x777E;
- const Geometry *prev_geometry_cmp=NULL;
- uint8_t prev_light_type=0xEF;
- const Skeleton *prev_skeleton =NULL;
- uint8_t prev_sort_flags=0xFF;
- const BakedLightData *prev_baked_light=NULL;
- RID prev_baked_light_texture;
- const float *prev_morph_values=NULL;
- int prev_receive_shadows_state=-1;
- material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING,!shadow && !p_fragment_light);
- material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING,!shadow && p_fragment_light);
- material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,false);
- if (shadow) {
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
- material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
- // material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false);
- }
- bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass;
- float sampled_light_dp_multiplier=1.0;
- bool prev_blend=false;
- glDisable(GL_BLEND);
- for (int i=0;i<p_render_list->element_count;i++) {
- RenderList::Element *e = p_render_list->elements[i];
- const Material *material = e->material;
- uint16_t light = e->light;
- uint8_t light_type = e->light_type;
- uint8_t sort_flags= e->sort_flags;
- const Skeleton *skeleton = e->skeleton;
- const Geometry *geometry_cmp = e->geometry_cmp;
- const BakedLightData *baked_light = e->instance->baked_light;
- const float *morph_values = e->instance->morph_values.ptr();
- int receive_shadows_state = e->instance->receive_shadows == true ? 1 : 0;
- bool rebind=false;
- bool bind_baked_light_octree=false;
- bool bind_baked_lightmap=false;
- bool additive=false;
- bool bind_dp_sampler=false;
- if (!shadow) {
- if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) {
- texscreen_copied=true;
- _copy_to_texscreen();
- //force reset state
- prev_material=NULL;
- prev_light=0x777E;
- prev_geometry_cmp=NULL;
- prev_light_type=0xEF;
- prev_skeleton =NULL;
- prev_sort_flags=0xFF;
- prev_morph_values=NULL;
- prev_receive_shadows_state=-1;
- glEnable(GL_BLEND);
- glDepthMask(GL_TRUE);
- glEnable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
- }
- if (light_type!=prev_light_type || receive_shadows_state!=prev_receive_shadows_state) {
- if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
- material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,true);
- } else {
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT);
- if (receive_shadows_state==1) {
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8));
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10));
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20));
- }
- else {
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
- material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
- }
- material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
- }
- rebind=true;
- }
- if (!*e->additive_ptr) {
- additive=false;
- *e->additive_ptr=true;
- } else {
- additive=true;
- }
- if (stores_glow)
- material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,!additive);
- bool desired_blend=false;
- VS::MaterialBlendMode desired_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
- if (additive) {
- desired_blend=true;
- desired_blend_mode=VS::MATERIAL_BLEND_MODE_ADD;
- } else {
- desired_blend=p_alpha_pass;
- desired_blend_mode=material->blend_mode;
- }
- if (prev_blend!=desired_blend) {
- if (desired_blend) {
- glEnable(GL_BLEND);
- if (!current_rt || !current_rt_transparent)
- glColorMask(1,1,1,0);
- } else {
- glDisable(GL_BLEND);
- glColorMask(1,1,1,1);
- }
- prev_blend=desired_blend;
- }
- if (desired_blend && desired_blend_mode!=current_blend_mode) {
- switch(desired_blend_mode) {
- case VS::MATERIAL_BLEND_MODE_MIX: {
- glBlendEquation(GL_FUNC_ADD);
- if (current_rt && current_rt_transparent) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- } break;
- case VS::MATERIAL_BLEND_MODE_ADD: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
- } break;
- case VS::MATERIAL_BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } break;
- case VS::MATERIAL_BLEND_MODE_MUL: {
- glBlendEquation(GL_FUNC_ADD);
- if (current_rt && current_rt_transparent) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- } break;
- }
- current_blend_mode=desired_blend_mode;
- }
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,false);
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, false);
- if (material->flags[VS::MATERIAL_FLAG_UNSHADED] == false && current_debug != VS::SCENARIO_DEBUG_SHADELESS) {
- if (baked_light != NULL) {
- if (baked_light->realtime_color_enabled) {
- float realtime_energy = baked_light->realtime_energy;
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, true);
- 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));
- }
- }
- if (e->instance->sampled_light.is_valid()) {
- SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light);
- if (sl) {
- baked_light = NULL; //can't mix
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER, true);
- glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
- glBindTexture(GL_TEXTURE_2D, sl->texture); //bind the texture
- sampled_light_dp_multiplier = sl->multiplier;
- bind_dp_sampler = true;
- }
- }
- if (!additive && baked_light) {
- if (baked_light->mode == VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) {
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, true);
- bind_baked_light_octree = true;
- if (prev_baked_light != baked_light) {
- Texture *tex = texture_owner.get(baked_light->octree_texture);
- if (tex) {
- glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
- glBindTexture(tex->target, tex->tex_id); //bind the texture
- }
- if (baked_light->light_texture.is_valid()) {
- Texture *texl = texture_owner.get(baked_light->light_texture);
- if (texl) {
- glActiveTexture(GL_TEXTURE0 + max_texture_units - 4);
- glBindTexture(texl->target, texl->tex_id); //bind the light texture
- }
- }
- }
- }
- else if (baked_light->mode == VS::BAKED_LIGHT_LIGHTMAPS) {
- int lightmap_idx = e->instance->baked_lightmap_id;
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false);
- bind_baked_lightmap = false;
- if (baked_light->lightmaps.has(lightmap_idx)) {
- RID texid = baked_light->lightmaps[lightmap_idx];
- if (prev_baked_light != baked_light || texid != prev_baked_light_texture) {
- Texture *tex = texture_owner.get(texid);
- if (tex) {
- glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
- glBindTexture(tex->target, tex->tex_id); //bind the texture
- }
- prev_baked_light_texture = texid;
- }
- if (texid.is_valid()) {
- material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, true);
- bind_baked_lightmap = true;
- }
- }
- }
- }
- if (int(prev_baked_light != NULL) ^ int(baked_light != NULL)) {
- rebind = true;
- }
- }
- }
- if (sort_flags!=prev_sort_flags) {
- if (sort_flags&RenderList::SORT_FLAG_INSTANCING) {
- material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,!use_texture_instancing && !use_attribute_instancing);
- material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,use_attribute_instancing);
- material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,use_texture_instancing);
- } else {
- material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,false);
- material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,false);
- material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,false);
- }
- rebind=true;
- }
- if (use_hw_skeleton_xform && (skeleton!=prev_skeleton||morph_values!=prev_morph_values)) {
- if (!prev_skeleton || !skeleton)
- rebind=true; //went from skeleton <-> no skeleton, needs rebind
- if (morph_values==NULL)
- _setup_skeleton(skeleton);
- else
- _setup_skeleton(NULL);
- }
- if (material!=prev_material || rebind) {
- rebind = _setup_material(e->geometry,material,additive,!p_alpha_pass);
- DEBUG_TEST_ERROR("Setup material");
- _rinfo.mat_change_count++;
- //_setup_material_overrides(e->material,NULL,material_overrides);
- //_setup_material_skeleton(material,skeleton);
- } else {
- if (prev_skeleton!=skeleton) {
- //_setup_material_skeleton(material,skeleton);
- };
- }
- if (geometry_cmp!=prev_geometry_cmp || prev_skeleton!=skeleton) {
- _setup_geometry(e->geometry, material,e->skeleton,e->instance->morph_values.ptr());
- _rinfo.surface_count++;
- DEBUG_TEST_ERROR("Setup geometry");
- };
- if (i==0 || light!=prev_light || rebind) {
- if (e->light!=0xFFFF) {
- _setup_light(e->light);
- }
- }
- if (bind_baked_light_octree && (baked_light!=prev_baked_light || rebind)) {
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_INVERSE_TRANSFORM, *e->instance->baked_light_octree_xform);
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_SIZE, baked_light->octree_lattice_size);
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide);
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps);
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,max_texture_units-3);
- if (baked_light->light_texture.is_valid()) {
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-4);
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->light_tex_pixel_size);
- } else {
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-3);
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->octree_tex_pixel_size);
- }
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_MULTIPLIER,baked_light->texture_multiplier);
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE,baked_light->octree_tex_pixel_size);
- }
- if (bind_baked_lightmap && (baked_light!=prev_baked_light || rebind)) {
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, max_texture_units-3);
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP_MULTIPLIER, baked_light->lightmap_multiplier);
- }
- if (bind_dp_sampler) {
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER_MULTIPLIER,sampled_light_dp_multiplier);
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER,max_texture_units-3);
- }
- _set_cull(e->mirror,p_reverse_cull);
- if (i==0 || rebind) {
- material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse);
- material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection);
- if (!shadow) {
- if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) {
- Color ambcolor = _convert_color(current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR]);
- float ambnrg = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY];
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3(ambcolor.r*ambnrg,ambcolor.g*ambnrg,ambcolor.b*ambnrg));
- } else {
- material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3());
- }
- }
- _rinfo.shader_change_count++;
- }
- if (skeleton != prev_skeleton || rebind) {
- if (skeleton && morph_values == NULL) {
- material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES, max_texture_units - 2);
- material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE, skeleton->pixel_size);
- }
- }
- if (e->instance->billboard || e->instance->billboard_y || e->instance->depth_scale) {
- Transform xf=e->instance->transform;
- if (e->instance->depth_scale) {
- if (p_projection.matrix[3][3]) {
- //orthogonal matrix, try to do about the same
- //with viewport size
- //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
- real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) );
- float sc = (h*2.0); //consistent with Y-fov
- xf.basis.scale( Vector3(sc,sc,sc));
- } else {
- //just scale by depth
- real_t sc = -camera_plane.distance_to(xf.origin);
- xf.basis.scale( Vector3(sc,sc,sc));
- }
- }
- if (e->instance->billboard) {
- Vector3 scale = xf.basis.get_scale();
- if (current_rt && current_rt_vflip) {
- xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
- } else {
- xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
- }
- xf.basis.scale(scale);
- }
-
- if (e->instance->billboard_y) {
-
- Vector3 scale = xf.basis.get_scale();
- Vector3 look_at = p_view_transform.get_origin();
- look_at.y = 0.0;
- Vector3 look_at_norm = look_at.normalized();
-
- if (current_rt && current_rt_vflip) {
- xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0));
- } else {
- xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0));
- }
- xf.basis.scale(scale);
- }
- material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, xf);
- } else {
- material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
- }
- material_shader.set_uniform(MaterialShaderGLES2::NORMAL_MULT, e->mirror?-1.0:1.0);
- material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,additive?0.0:1.0);
- _render(e->geometry, material, skeleton,e->owner,e->instance->transform);
- DEBUG_TEST_ERROR("Rendering");
- prev_material=material;
- prev_skeleton=skeleton;
- prev_geometry_cmp=geometry_cmp;
- prev_light=e->light;
- prev_light_type=e->light_type;
- prev_sort_flags=sort_flags;
- prev_baked_light=baked_light;
- prev_morph_values=morph_values;
- prev_receive_shadows_state=receive_shadows_state;
- }
- //print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
- if (current_rt && current_rt_vflip) {
- glFrontFace(GL_CW);
- }
- };
- void RasterizerGLES2::_copy_to_texscreen() {
- //what am i missing?
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
- #ifdef GLEW_ENABLED
- glDisable(GL_POINT_SPRITE);
- glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
- #endif
- glDisable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- if (current_rt && current_rt_transparent) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- for(int i=0;i<VS::ARRAY_MAX;i++) {
- glDisableVertexAttribArray(i);
- }
- glActiveTexture(GL_TEXTURE0);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture( GL_TEXTURE_2D, framebuffer.color );
- copy_shader.bind();
- _copy_screen_quad();
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
- }
- void RasterizerGLES2::_copy_screen_quad() {
- Vector2 dst_pos[4]={
- Vector2(-1, 1),
- Vector2( 1, 1),
- Vector2( 1,-1),
- Vector2(-1,-1)
- };
- Size2 uvscale(
- (viewport.width / float(framebuffer.scale)) / framebuffer.width,
- (viewport.height / float(framebuffer.scale)) / framebuffer.height
- );
- Vector2 src_uv[4]={
- Vector2( 0, 1)*uvscale,
- Vector2( 1, 1)*uvscale,
- Vector2( 1, 0)*uvscale,
- Vector2( 0, 0)*uvscale
- };
- Vector2 full_uv[4]={
- Vector2( 0, 1),
- Vector2( 1, 1),
- Vector2( 1, 0),
- Vector2( 0, 0)
- };
- _draw_gui_primitive2(4,dst_pos,NULL,src_uv,full_uv);
- }
- void RasterizerGLES2::_process_glow_bloom() {
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, framebuffer.color );
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,true);
- if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,true);
- }
- copy_shader.bind();
- copy_shader.set_uniform(CopyShaderGLES2::BLOOM,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]));
- copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]));
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
- if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
- copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
- copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
- // copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
- copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
- copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
- glActiveTexture(GL_TEXTURE0);
- }
- glViewport( 0, 0, framebuffer.blur_size, framebuffer.blur_size );
- _copy_screen_quad();
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
- int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
- Vector2 psize(1.0/framebuffer.blur_size,1.0/framebuffer.blur_size);
- float pscale = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE];
- float pmag = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH];
- for(int i=0;i<passes;i++) {
- static const Vector2 src_uv[4]={
- Vector2( 0, 1),
- Vector2( 1, 1),
- Vector2( 1, 0),
- Vector2( 0, 0)
- };
- static const Vector2 dst_pos[4]={
- Vector2(-1, 1),
- Vector2( 1, 1),
- Vector2( 1,-1),
- Vector2(-1,-1)
- };
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[1].fbo);
- glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
- copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,true);
- copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
- copy_shader.bind();
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
- copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag);
- _draw_gui_primitive(4,dst_pos,NULL,src_uv);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
- glBindTexture(GL_TEXTURE_2D, framebuffer.blur[1].color );
- copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
- copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,true);
- copy_shader.bind();
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
- copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag);
- _draw_gui_primitive(4,dst_pos,NULL,src_uv);
- }
- copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
- copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
- //blur it
- }
- void RasterizerGLES2::_process_hdr() {
- if (framebuffer.luminance.empty()) {
- return;
- }
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[0].fbo);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, framebuffer.color );
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,true);
- copy_shader.bind();
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
- glViewport( 0, 0, framebuffer.luminance[0].size, framebuffer.luminance[0].size );
- _copy_screen_quad();
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false);
- // int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true);
- copy_shader.bind();
- for(int i=1;i<framebuffer.luminance.size();i++) {
- static const Vector2 src_uv[4]={
- Vector2( 0, 1),
- Vector2( 1, 1),
- Vector2( 1, 0),
- Vector2( 0, 0)
- };
- static const Vector2 dst_pos[4]={
- Vector2(-1, 1),
- Vector2( 1, 1),
- Vector2( 1,-1),
- Vector2(-1,-1)
- };
- Vector2 psize(1.0/framebuffer.luminance[i-1].size,1.0/framebuffer.luminance[i-1].size);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[i].fbo);
- glBindTexture(GL_TEXTURE_2D, framebuffer.luminance[i-1].color );
- glViewport( 0, 0, framebuffer.luminance[i].size, framebuffer.luminance[i].size );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
- if (framebuffer.luminance[i].size==1) {
- //last step
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,true);
- copy_shader.bind();
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_VD_LUM),1);
- copy_shader.set_uniform(CopyShaderGLES2::HDR_TIME_DELTA,time_delta);
- copy_shader.set_uniform(CopyShaderGLES2::HDR_EXP_ADJ_SPEED,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]));
- copy_shader.set_uniform(CopyShaderGLES2::MIN_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]));
- copy_shader.set_uniform(CopyShaderGLES2::MAX_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]));
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
- //swap them
- SWAP( current_vd->lum_color, framebuffer.luminance[i].color);
- SWAP( current_vd->lum_fbo, framebuffer.luminance[i].fbo);
- }
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
- _draw_gui_primitive(4,dst_pos,NULL,src_uv);
- }
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,false);
- draw_next_frame=true;
- }
- void RasterizerGLES2::_draw_tex_bg() {
- glDepthMask(GL_TRUE);
- glEnable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glColorMask(1,1,1,1);
- RID texture;
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
- texture=current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE];
- } else {
- texture=current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP];
- }
- if (!texture_owner.owns(texture)) {
- return;
- }
- Texture *t = texture_owner.get(texture);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(t->target, t->tex_id);
- copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,true);
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
- copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
- } else {
- copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,true);
- }
- copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,true);
- copy_shader.bind();
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
- glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
- } else {
- glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE),0);
- }
- float nrg =float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]);
- if (current_env->fx_enabled[VS::ENV_FX_HDR] && !use_fp16_fb)
- nrg*=0.25; //go down a quarter for hdr
- copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg);
- copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA,float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]));
- float flip_sign = (current_env->bg_mode==VS::ENV_BG_TEXTURE && current_rt && current_rt_vflip)?-1:1;
- Vector3 vertices[4]={
- Vector3(-1,-1*flip_sign,1),
- Vector3( 1,-1*flip_sign,1),
- Vector3( 1, 1*flip_sign,1),
- Vector3(-1, 1*flip_sign,1)
- };
- Vector3 src_uv[4]={
- Vector3( 0, 1, 0),
- Vector3( 1, 1, 0),
- Vector3( 1, 0, 0),
- Vector3( 0, 0, 0)
- };
- if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
- //regular texture
- //adjust aspect
- float aspect_t = t->width / float(t->height);
- float aspect_v = viewport.width / float(viewport.height);
- if (aspect_v > aspect_t) {
- //wider than texture
- for(int i=0;i<4;i++) {
- src_uv[i].y=(src_uv[i].y-0.5)*(aspect_t/aspect_v)+0.5;
- }
- } else {
- //narrower than texture
- for(int i=0;i<4;i++) {
- src_uv[i].x=(src_uv[i].x-0.5)*(aspect_v/aspect_t)+0.5;
- }
- }
- float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
- for(int i=0;i<4;i++) {
- src_uv[i].x*=scale;
- src_uv[i].y*=scale;
- }
- } else {
- //skybox uv vectors
- float vw,vh,zn;
- camera_projection.get_viewport_size(vw,vh);
- zn=camera_projection.get_z_near();
- float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
- for(int i=0;i<4;i++) {
- Vector3 uv=src_uv[i];
- uv.x=(uv.x*2.0-1.0)*vw*scale;
- uv.y=-(uv.y*2.0-1.0)*vh*scale;
- uv.z=-zn;
- src_uv[i] = camera_transform.basis.xform(uv).normalized();
- src_uv[i].z = -src_uv[i].z;
- }
- }
- _draw_primitive(4,vertices,NULL,NULL,src_uv);
- copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,false);
- }
- void RasterizerGLES2::end_scene() {
- glEnable(GL_BLEND);
- glDepthMask(GL_TRUE);
- glEnable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
- bool use_fb=false;
- if (framebuffer.active) {
- //detect when to use the framebuffer object
- if (using_canvas_bg || texscreen_used || framebuffer.scale!=1) {
- use_fb=true;
- } else if (current_env) {
- use_fb=false;
- for(int i=0;i<VS::ENV_FX_MAX;i++) {
- if (i==VS::ENV_FX_FOG) //does not need fb
- continue;
- if (current_env->fx_enabled[i]) {
- use_fb=true;
- break;
- }
- }
- }
- }
- if (use_fb) {
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
- glViewport( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
- glScissor( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
- material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,!use_fp16_fb && current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
- } else {
- if (current_rt) {
- glScissor( 0,0,viewport.width,viewport.height);
- } else {
- glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
- }
- }
- glEnable(GL_SCISSOR_TEST);
- _glClearDepth(1.0);
- bool draw_tex_background=false;
- if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
- glClearColor(0,0,0,1);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- } else if (current_rt && current_rt_transparent) {
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- } else if (current_env) {
- switch(current_env->bg_mode) {
- case VS::ENV_BG_CANVAS:
- case VS::ENV_BG_KEEP: {
- //copy from framebuffer if framebuffer
- glClear(GL_DEPTH_BUFFER_BIT);
- } break;
- case VS::ENV_BG_DEFAULT_COLOR:
- case VS::ENV_BG_COLOR: {
- Color bgcolor;
- if (current_env->bg_mode==VS::ENV_BG_COLOR)
- bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
- else
- bgcolor = Globals::get_singleton()->get("render/default_clear_color");
- bgcolor = _convert_color(bgcolor);
- float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0;
- glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a);
- _glClearDepth(1.0);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- } break;
- case VS::ENV_BG_TEXTURE:
- case VS::ENV_BG_CUBEMAP: {
- glClear(GL_DEPTH_BUFFER_BIT);
- draw_tex_background=true;
- } break;
- }
- } else {
- Color c = _convert_color(Color(0.3,0.3,0.3));
- glClearColor(c.r,c.g,c.b,0.0);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- }
- glDisable(GL_SCISSOR_TEST);
- //material_shader.set_uniform_camera(MaterialShaderGLES2::PROJECTION_MATRIX, camera_projection);
- /*
- printf("setting projection to ");
- for (int i=0; i<16; i++) {
- printf("%f, ", ((float*)camera_projection.matrix)[i]);
- };
- printf("\n");
- print_line(String("setting camera to ")+camera_transform_inverse);
- */
- // material_shader.set_uniform_default(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse);
- current_depth_test=true;
- current_depth_mask=true;
- texscreen_copied=false;
- glBlendEquation(GL_FUNC_ADD);
- if (current_rt && current_rt_transparent) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- glDisable(GL_BLEND);
- current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
- //material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
- opaque_render_list.sort_mat_light_type_flags();
- _render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);
- if (draw_tex_background) {
- //most 3D vendors recommend drawing a texture bg or skybox here,
- //after opaque geometry has been drawn
- //so the zbuffer can get rid of most pixels
- _draw_tex_bg();
- }
- glBlendEquation(GL_FUNC_ADD);
- if (current_rt && current_rt_transparent) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- glDisable(GL_BLEND);
- current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
- material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,false);
- if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
- glColorMask(1,1,1,0); //don't touch alpha
- }
- alpha_render_list.sort_z();
- _render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
- glColorMask(1,1,1,1);
- // material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false);
- DEBUG_TEST_ERROR("Drawing Scene");
- #ifdef GLEW_ENABLED
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- #endif
- if (use_fb) {
- for(int i=0;i<VS::ARRAY_MAX;i++) {
- glDisableVertexAttribArray(i);
- }
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_SCISSOR_TEST);
- glDepthMask(false);
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
- int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
- switch(hdr_tm) {
- case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
- copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
- copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
- } break;
- }
- _process_hdr();
- }
- if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
- _process_glow_bloom();
- int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
- if (glow_transfer_mode==1)
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
- if (glow_transfer_mode==2)
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
- }
- glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
- Size2 size;
- if (current_rt) {
- glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
- glViewport( 0,0,viewport.width,viewport.height);
- size=Size2(viewport.width,viewport.height);
- } else {
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
- glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
- size=Size2(viewport.width,viewport.height);
- }
- //time to copy!!!
- copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
- copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
- copy_shader.bind();
- //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
- if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
- }
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
- copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
- copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
- }
- if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));
- if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
- Vector3 bcs;
- bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
- bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
- bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
- copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
- }
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, framebuffer.color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
- _copy_screen_quad();
- copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
- material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false);
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
- _debug_luminances();
- }
- }
- current_env=NULL;
- current_debug=VS::SCENARIO_DEBUG_DISABLED;
- if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
- _debug_shadows();
- }
- // _debug_luminances();
- // _debug_samplers();
- if (using_canvas_bg) {
- using_canvas_bg=false;
- glColorMask(1,1,1,1); //don't touch alpha
- }
- }
- void RasterizerGLES2::end_shadow_map() {
- ERR_FAIL_COND(!shadow);
- glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_DITHER);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(true);
- ShadowBuffer *sb = shadow->near_shadow_buffer;
- ERR_FAIL_COND(!sb);
- glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
- if (!use_rgba_shadowmaps)
- glColorMask(0, 0, 0, 0);
- //glEnable(GL_POLYGON_OFFSET_FILL);
- //glPolygonOffset( 8.0f, 16.0f);
- CameraMatrix cm;
- float z_near,z_far;
- Transform light_transform;
- float dp_direction=0.0;
- bool flip_facing=false;
- Rect2 vp_rect;
- switch(shadow->base->type) {
- case VS::LIGHT_DIRECTIONAL: {
- if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
- cm = shadow->custom_projection[shadow_pass];
- light_transform=shadow->custom_transform[shadow_pass];
- if (shadow_pass==0) {
- vp_rect=Rect2(0, sb->size/2, sb->size/2, sb->size/2);
- glViewport(0, sb->size/2, sb->size/2, sb->size/2);
- glScissor(0, sb->size/2, sb->size/2, sb->size/2);
- } else if (shadow_pass==1) {
- vp_rect=Rect2(0, 0, sb->size/2, sb->size/2);
- glViewport(0, 0, sb->size/2, sb->size/2);
- glScissor(0, 0, sb->size/2, sb->size/2);
- } else if (shadow_pass==2) {
- vp_rect=Rect2(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
- glViewport(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
- glScissor(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
- } else if (shadow_pass==3) {
- vp_rect=Rect2(sb->size/2, 0, sb->size/2, sb->size/2);
- glViewport(sb->size/2, 0, sb->size/2, sb->size/2);
- glScissor(sb->size/2, 0, sb->size/2, sb->size/2);
- }
- glEnable(GL_SCISSOR_TEST);
- } else if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
- if (shadow_pass==0) {
- cm = shadow->custom_projection[0];
- light_transform=shadow->custom_transform[0];
- vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2);
- glViewport(0, sb->size/2, sb->size, sb->size/2);
- glScissor(0, sb->size/2, sb->size, sb->size/2);
- } else {
- cm = shadow->custom_projection[1];
- light_transform=shadow->custom_transform[1];
- vp_rect=Rect2(0, 0, sb->size, sb->size/2);
- glViewport(0, 0, sb->size, sb->size/2);
- glScissor(0, 0, sb->size, sb->size/2);
- }
- glEnable(GL_SCISSOR_TEST);
- } else {
- cm = shadow->custom_projection[0];
- light_transform=shadow->custom_transform[0];
- vp_rect=Rect2(0, 0, sb->size, sb->size);
- glViewport(0, 0, sb->size, sb->size);
- }
- z_near=cm.get_z_near();
- z_far=cm.get_z_far();
- _glClearDepth(1.0f);
- glClearColor(1,1,1,1);
- if (use_rgba_shadowmaps)
- glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
- else
- glClear(GL_DEPTH_BUFFER_BIT);
- glDisable(GL_SCISSOR_TEST);
- } break;
- case VS::LIGHT_OMNI: {
- material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,true);
- dp_direction = shadow_pass?1.0:-1.0;
- flip_facing = (shadow_pass == 1);
- light_transform=shadow->transform;
- z_near=0;
- z_far=shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ];
- shadow->dp.x=1.0/z_far;
- shadow->dp.y=dp_direction;
- if (shadow_pass==0) {
- vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2);
- glViewport(0, sb->size/2, sb->size, sb->size/2);
- glScissor(0, sb->size/2, sb->size, sb->size/2);
- } else {
- vp_rect=Rect2(0, 0, sb->size, sb->size/2);
- glViewport(0, 0, sb->size, sb->size/2);
- glScissor(0, 0, sb->size, sb->size/2);
- }
- glEnable(GL_SCISSOR_TEST);
- shadow->projection=cm;
- glClearColor(1,1,1,1);
- _glClearDepth(1.0f);
- if (use_rgba_shadowmaps)
- glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
- else
- glClear(GL_DEPTH_BUFFER_BIT);
- glDisable(GL_SCISSOR_TEST);
- } break;
- case VS::LIGHT_SPOT: {
- float far = shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ];
- ERR_FAIL_COND( far<=0 );
- float near= far/200.0;
- if (near<0.05)
- near=0.05;
- float angle = shadow->base->vars[ VS::LIGHT_PARAM_SPOT_ANGLE ];
- cm.set_perspective( angle*2.0, 1.0, near, far );
- shadow->projection=cm; // cache
- light_transform=shadow->transform;
- z_near=cm.get_z_near();
- z_far=cm.get_z_far();
- glViewport(0, 0, sb->size, sb->size);
- vp_rect=Rect2(0, 0, sb->size, sb->size);
- _glClearDepth(1.0f);
- glClearColor(1,1,1,1);
- if (use_rgba_shadowmaps)
- glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
- else
- glClear(GL_DEPTH_BUFFER_BIT);
- } break;
- }
- Transform light_transform_inverse = light_transform.affine_inverse();
- opaque_render_list.sort_mat_geom();
- _render_list_forward(&opaque_render_list,light_transform,light_transform_inverse,cm,flip_facing,false);
- material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,false);
- //if (!use_rgba_shadowmaps)
- if (shadow_filter==SHADOW_FILTER_ESM) {
- copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,use_rgba_shadowmaps);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,!use_rgba_shadowmaps);
- Vector2 psize(1.0/sb->size,1.0/sb->size);
- float pscale = 1.0;
- int passes=shadow->base->vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES];
- glDisable(GL_BLEND);
- glDisable(GL_CULL_FACE);
- #ifdef GLEW_ENABLED
- glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- #endif
- for(int i=0;i<VS::ARRAY_MAX;i++) {
- glDisableVertexAttribArray(i);
- }
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- glDisable(GL_SCISSOR_TEST);
- if (!use_rgba_shadowmaps) {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_ALWAYS);
- glDepthMask(true);
- } else {
- glDisable(GL_DEPTH_TEST);
- }
- for(int i=0;i<passes;i++) {
- Vector2 src_sb_uv[4]={
- (vp_rect.pos+Vector2(0,vp_rect.size.y))/sb->size,
- (vp_rect.pos+vp_rect.size)/sb->size,
- (vp_rect.pos+Vector2(vp_rect.size.x,0))/sb->size,
- (vp_rect.pos)/sb->size
- };
- /*
- Vector2 src_uv[4]={
- Vector2( 0, 1),
- Vector2( 1, 1),
- Vector2( 1, 0),
- Vector2( 0, 0)
- };
- */
- static const Vector2 dst_pos[4]={
- Vector2(-1, 1),
- Vector2( 1, 1),
- Vector2( 1,-1),
- Vector2(-1,-1)
- };
- glBindFramebuffer(GL_FRAMEBUFFER, blur_shadow_buffer.fbo);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, sb->depth);
- #ifdef GLEW_ENABLED
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
- #endif
- copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,true);
- copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
- copy_shader.bind();
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
- copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
- //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
- _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
- Vector2 src_bb_uv[4]={
- (vp_rect.pos+Vector2(0,vp_rect.size.y))/blur_shadow_buffer.size,
- (vp_rect.pos+vp_rect.size)/blur_shadow_buffer.size,
- (vp_rect.pos+Vector2(vp_rect.size.x,0))/blur_shadow_buffer.size,
- (vp_rect.pos)/blur_shadow_buffer.size,
- };
- glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, blur_shadow_buffer.depth);
- #ifdef GLEW_ENABLED
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
- #endif
- copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false);
- copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true);
- copy_shader.bind();
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
- copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
- _draw_gui_primitive(4,dst_pos,NULL,src_bb_uv);
- }
- glDepthFunc(GL_LEQUAL);
- copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,false);
- copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false);
- copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
- }
- DEBUG_TEST_ERROR("Drawing Shadow");
- shadow=NULL;
- glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
- glColorMask(1, 1, 1, 1);
- //glDisable(GL_POLYGON_OFFSET_FILL);
- }
- void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2& p_rect) {
- Matrix32 modelview;
- modelview.translate(p_rect.pos.x, p_rect.pos.y);
- canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview);
- glBindTexture(GL_TEXTURE_2D,tex);
- Vector3 coords[4]= {
- Vector3(p_rect.pos.x, p_rect.pos.y, 0 ),
- Vector3(p_rect.pos.x+p_rect.size.width,
- p_rect.pos.y, 0 ),
- Vector3(p_rect.pos.x+p_rect.size.width,
- p_rect.pos.y+p_rect.size.height, 0 ),
- Vector3(p_rect.pos.x,
- p_rect.pos.y+p_rect.size.height, 0 )
- };
- Vector3 texcoords[4]={
- Vector3( 0.0f,0.0f, 0),
- Vector3( 1.0f,0.0f, 0),
- Vector3( 1.0f, 1.0f, 0),
- Vector3( 0.0f, 1.0f, 0),
- };
- _draw_primitive(4,coords,0,0,texcoords);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- }
- void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs) {
- Size2 debug_size(128,128);
- // Size2 debug_size(512,512);
- int useblur=shadow_filter==SHADOW_FILTER_ESM?1:0;
- for (int i=0;i<p_shadows.size()+useblur;i++) {
- ShadowBuffer *sb=i==p_shadows.size()?&blur_shadow_buffer:&p_shadows[i];
- if (!sb->owner && i!=p_shadows.size())
- continue;
- _debug_draw_shadow(sb->depth, Rect2( ofs, debug_size ));
- ofs.x+=debug_size.x;
- if ( (ofs.x+debug_size.x) > viewport.width ) {
- ofs.x=0;
- ofs.y+=debug_size.y;
- }
- }
- }
- void RasterizerGLES2::_debug_luminances() {
- canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,!use_fp16_fb);
- canvas_begin();
- glDisable(GL_BLEND);
- canvas_shader.bind();
- Size2 debug_size(128,128);
- Size2 ofs;
- for (int i=0;i<=framebuffer.luminance.size();i++) {
- if (i==framebuffer.luminance.size()) {
- if (!current_vd)
- break;
- _debug_draw_shadow(current_vd->lum_color, Rect2( ofs, debug_size ));
- } else {
- _debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
- }
- ofs.x+=debug_size.x/2;
- if ( (ofs.x+debug_size.x) > viewport.width ) {
- ofs.x=0;
- ofs.y+=debug_size.y;
- }
- }
- canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false);
- }
- void RasterizerGLES2::_debug_samplers() {
- canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false);
- canvas_begin();
- glDisable(GL_BLEND);
- _set_color_attrib(Color(1,1,1,1));
- canvas_shader.bind();
- List<RID> samplers;
- sampled_light_owner.get_owned_list(&samplers);
- Size2 debug_size(128,128);
- Size2 ofs;
- for (List<RID>::Element *E=samplers.front();E;E=E->next()) {
- SampledLight *sl=sampled_light_owner.get(E->get());
- _debug_draw_shadow(sl->texture, Rect2( ofs, debug_size ));
- ofs.x+=debug_size.x/2;
- if ( (ofs.x+debug_size.x) > viewport.width ) {
- ofs.x=0;
- ofs.y+=debug_size.y;
- }
- }
- }
- void RasterizerGLES2::_debug_shadows() {
- canvas_begin();
- glDisable(GL_BLEND);
- Size2 ofs;
- /*
- for(int i=0;i<16;i++) {
- glActiveTexture(GL_TEXTURE0+i);
- //glDisable(GL_TEXTURE_2D);
- }
- glActiveTexture(GL_TEXTURE0);
- //glEnable(GL_TEXTURE_2D);
- */
- _debug_draw_shadows_type(near_shadow_buffers,ofs);
- // _debug_draw_shadows_type(far_shadow_buffers,ofs);
- }
- void RasterizerGLES2::end_frame() {
- //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));
- //print_line("TOTAL VTX: "+itos(_rinfo.vertex_count));
- OS::get_singleton()->swap_buffers();
- }
- void RasterizerGLES2::flush_frame() {
- glFlush();
- }
- /* CANVAS API */
- void RasterizerGLES2::begin_canvas_bg() {
- if (framebuffer.active) {
- using_canvas_bg=true;
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
- glViewport( 0,0,viewport.width , viewport.height );
- } else {
- using_canvas_bg=false;
- }
- }
- void RasterizerGLES2::canvas_begin() {
- if (using_canvas_bg) {
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
- glColorMask(1,1,1,0); //don't touch alpha
- }
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
- #ifdef GLEW_ENABLED
- glDisable(GL_POINT_SPRITE);
- glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
- #endif
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- if (current_rt && current_rt_transparent) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- glLineWidth(1.0);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- for(int i=0;i<VS::ARRAY_MAX;i++) {
- glDisableVertexAttribArray(i);
- }
- glActiveTexture(GL_TEXTURE0);
- glBindTexture( GL_TEXTURE_2D, white_tex );
- canvas_tex=RID();
- //material_shader.unbind();
- canvas_shader.unbind();
- canvas_shader.set_custom_shader(0);
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
- canvas_shader.bind();
- canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
- canvas_use_modulate=false;
- _set_color_attrib(Color(1,1,1));
- canvas_transform=Transform();
- canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
- float csy = 1.0;
- if (current_rt && current_rt_vflip)
- csy = -1.0;
- canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) );
- canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
- canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Matrix32());
- canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
- canvas_opacity=1.0;
- canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
- canvas_texscreen_used=false;
- uses_texpixel_size=false;
- canvas_last_material=NULL;
- }
- void RasterizerGLES2::canvas_disable_blending() {
- glDisable(GL_BLEND);
- }
- void RasterizerGLES2::canvas_set_opacity(float p_opacity) {
- canvas_opacity = p_opacity;
- }
- void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
- if (p_mode==canvas_blend_mode)
- return;
- switch(p_mode) {
- case VS::MATERIAL_BLEND_MODE_MIX: {
- glBlendEquation(GL_FUNC_ADD);
- if (current_rt && current_rt_transparent) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- } break;
- case VS::MATERIAL_BLEND_MODE_ADD: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } break;
- case VS::MATERIAL_BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } break;
- case VS::MATERIAL_BLEND_MODE_MUL: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_DST_COLOR,GL_ZERO);
- } break;
- case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
- } break;
- }
- canvas_blend_mode=p_mode;
- }
- void RasterizerGLES2::canvas_begin_rect(const Matrix32& p_transform) {
- canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,p_transform);
- canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
- }
- void RasterizerGLES2::canvas_set_clip(bool p_clip, const Rect2& p_rect) {
- if (p_clip) {
- glEnable(GL_SCISSOR_TEST);
- //glScissor(viewport.x+p_rect.pos.x,viewport.y+ (viewport.height-(p_rect.pos.y+p_rect.size.height)),
- int x = p_rect.pos.x;
- int y = window_size.height-(p_rect.pos.y+p_rect.size.y);
- int w = p_rect.size.x;
- int h = p_rect.size.y;
- glScissor(x,y,w,h);
- } else {
- glDisable(GL_SCISSOR_TEST);
- }
- }
- void RasterizerGLES2::canvas_end_rect() {
- //glPopMatrix();
- }
- RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_texture) {
- if (p_texture==canvas_tex && !rebind_texpixel_size) {
- if (canvas_tex.is_valid()) {
- Texture*texture=texture_owner.get(p_texture);
- return texture;
- }
- return NULL;
- }
- rebind_texpixel_size=false;
- if (p_texture.is_valid()) {
- Texture*texture=texture_owner.get(p_texture);
- if (!texture) {
- canvas_tex=RID();
- glBindTexture(GL_TEXTURE_2D,white_tex);
- return NULL;
- }
- if (texture->render_target)
- texture->render_target->last_pass=frame;
- glBindTexture(GL_TEXTURE_2D,texture->tex_id);
- canvas_tex=p_texture;
- if (uses_texpixel_size) {
- canvas_shader.set_uniform(CanvasShaderGLES2::TEXPIXEL_SIZE,Size2(1.0/texture->width,1.0/texture->height));
- }
- return texture;
- } else {
- glBindTexture(GL_TEXTURE_2D,white_tex);
- canvas_tex=p_texture;
- }
- return NULL;
- }
- void RasterizerGLES2::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width,bool p_antialiased) {
- _bind_canvas_texture(RID());
- Color c=p_color;
- c.a*=canvas_opacity;
- _set_color_attrib(c);
- Vector3 verts[2]={
- Vector3(p_from.x,p_from.y,0),
- Vector3(p_to.x,p_to.y,0)
- };
- #ifdef GLEW_ENABLED
- if (p_antialiased)
- glEnable(GL_LINE_SMOOTH);
- #endif
- glLineWidth(p_width);
- _draw_primitive(2,verts,0,0,0);
- #ifdef GLEW_ENABLED
- if (p_antialiased)
- glDisable(GL_LINE_SMOOTH);
- #endif
- _rinfo.ci_draw_commands++;
- }
- void RasterizerGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) {
- static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
- //#define GLES_USE_PRIMITIVE_BUFFER
- #ifndef GLES_NO_CLIENT_ARRAYS
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
- if (p_colors) {
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
- if (p_uvs) {
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- glDrawArrays(prim[p_points],0,p_points);
- #else
- glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
- float b[32];
- int ofs=0;
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
- for(int i=0;i<p_points;i++) {
- b[ofs++]=p_vertices[i].x;
- b[ofs++]=p_vertices[i].y;
- }
- if (p_colors) {
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
- for(int i=0;i<p_points;i++) {
- b[ofs++]=p_colors[i].r;
- b[ofs++]=p_colors[i].g;
- b[ofs++]=p_colors[i].b;
- b[ofs++]=p_colors[i].a;
- }
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
- if (p_uvs) {
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
- for(int i=0;i<p_points;i++) {
- b[ofs++]=p_uvs[i].x;
- b[ofs++]=p_uvs[i].y;
- }
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
- glDrawArrays(prim[p_points],0,p_points);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- #endif
- _rinfo.ci_draw_commands++;
- }
- void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2) {
- static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
- if (p_colors) {
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
- if (p_uvs) {
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- if (p_uvs2) {
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
- glVertexAttribPointer( VS::ARRAY_TEX_UV2, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs2 );
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
- }
- glDrawArrays(prim[p_points],0,p_points);
- _rinfo.ci_draw_commands++;
- }
- 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 ) {
- Vector2 texcoords[4]= {
- Vector2( p_src_region.pos.x/p_tex_size.width,
- p_src_region.pos.y/p_tex_size.height),
- Vector2((p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
- p_src_region.pos.y/p_tex_size.height),
- Vector2( (p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
- (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height),
- Vector2( p_src_region.pos.x/p_tex_size.width,
- (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height)
- };
- if (p_transpose) {
- SWAP( texcoords[1], texcoords[3] );
- }
- if (p_h_flip) {
- SWAP( texcoords[0], texcoords[1] );
- SWAP( texcoords[2], texcoords[3] );
- }
- if (p_v_flip) {
- SWAP( texcoords[1], texcoords[2] );
- SWAP( texcoords[0], texcoords[3] );
- }
- Vector2 coords[4]= {
- Vector2( p_rect.pos.x, p_rect.pos.y ),
- Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y ),
- Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height ),
- Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
- };
- _draw_gui_primitive(4,coords,0,texcoords);
- _rinfo.ci_draw_commands++;
- }
- void RasterizerGLES2::_draw_quad(const Rect2& p_rect) {
- Vector2 coords[4]= {
- Vector2( p_rect.pos.x,p_rect.pos.y ),
- Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y ),
- Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height ),
- Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
- };
- _draw_gui_primitive(4,coords,0,0);
- _rinfo.ci_draw_commands++;
- }
- void RasterizerGLES2::canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate) {
- Color m = p_modulate;
- m.a*=canvas_opacity;
- _set_color_attrib(m);
- Texture *texture = _bind_canvas_texture(p_texture);
- if ( texture ) {
- bool untile=false;
- if (p_flags&CANVAS_RECT_TILE && !(texture->flags&VS::TEXTURE_FLAG_REPEAT)) {
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- untile=true;
- }
- if (!(p_flags&CANVAS_RECT_REGION)) {
- Rect2 region = Rect2(0,0,texture->width,texture->height);
- _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);
- } else {
- _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);
- }
- if (untile) {
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- }
- } else {
- //glDisable(GL_TEXTURE_2D);
- _draw_quad( p_rect );
- //print_line("rect: "+p_rect);
- }
- _rinfo.ci_draw_commands++;
- }
- 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) {
- Color m = p_modulate;
- m.a*=canvas_opacity;
- _set_color_attrib(m);
- Texture* texture=_bind_canvas_texture(p_texture);
- ERR_FAIL_COND(!texture);
- Rect2 region = p_src_region;
- if (region.size.width <= 0 )
- region.size.width = texture->width;
- if (region.size.height <= 0)
- region.size.height = texture->height;
- /* CORNERS */
- _draw_textured_quad( // top left
- Rect2( p_rect.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
- Rect2( region.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
- Size2( texture->width, texture->height ) );
- _draw_textured_quad( // top right
- 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])),
- Rect2( Point2(region.pos.x+region.size.width-p_margin[MARGIN_RIGHT], region.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
- Size2( texture->width, texture->height ) );
- _draw_textured_quad( // bottom left
- 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])),
- Rect2( Point2(region.pos.x, region.pos.y+region.size.height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
- Size2( texture->width, texture->height ) );
- _draw_textured_quad( // bottom right
- 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])),
- 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])),
- Size2( texture->width, texture->height ) );
- 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] ));
- 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] ));
- _draw_textured_quad( // top
- Rect2( Point2(rect_center.pos.x,p_rect.pos.y),Size2(rect_center.size.width,p_margin[MARGIN_TOP])),
- Rect2( Point2(src_center.pos.x,region.pos.y), Size2(src_center.size.width,p_margin[MARGIN_TOP])),
- Size2( texture->width, texture->height ) );
- _draw_textured_quad( // bottom
- Rect2( Point2(rect_center.pos.x,rect_center.pos.y+rect_center.size.height),Size2(rect_center.size.width,p_margin[MARGIN_BOTTOM])),
- Rect2( Point2(src_center.pos.x,src_center.pos.y+src_center.size.height), Size2(src_center.size.width,p_margin[MARGIN_BOTTOM])),
- Size2( texture->width, texture->height ) );
- _draw_textured_quad( // left
- Rect2( Point2(p_rect.pos.x,rect_center.pos.y),Size2(p_margin[MARGIN_LEFT],rect_center.size.height)),
- Rect2( Point2(region.pos.x,region.pos.y+p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT],src_center.size.height)),
- Size2( texture->width, texture->height ) );
- _draw_textured_quad( // right
- Rect2( Point2(rect_center.pos.x+rect_center.size.width,rect_center.pos.y),Size2(p_margin[MARGIN_RIGHT],rect_center.size.height)),
- 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)),
- Size2( texture->width, texture->height ) );
- if (p_draw_center) {
- _draw_textured_quad(
- rect_center,
- src_center,
- Size2( texture->width, texture->height ));
- }
- _rinfo.ci_draw_commands++;
- }
- 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) {
- ERR_FAIL_COND(p_points.size()<1);
- _set_color_attrib(Color(1,1,1,canvas_opacity));
- _bind_canvas_texture(p_texture);
- _draw_gui_primitive(p_points.size(),p_points.ptr(),p_colors.ptr(),p_uvs.ptr());
- _rinfo.ci_draw_commands++;
- }
- 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) {
- bool do_colors=false;
- Color m;
- if (p_singlecolor) {
- m = *p_colors;
- m.a*=canvas_opacity;
- _set_color_attrib(m);
- } else if (!p_colors) {
- m = Color(1, 1, 1, canvas_opacity);
- _set_color_attrib(m);
- } else
- do_colors=true;
- Texture *texture = _bind_canvas_texture(p_texture);
- #ifndef GLES_NO_CLIENT_ARRAYS
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
- if (do_colors) {
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
- if (texture && p_uvs) {
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- if (p_indices) {
- #ifdef GLEW_ENABLED
- glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
- #else
- static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
- ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
- static uint16_t _draw_poly_indices[_max_draw_poly_indices];
- for (int i=0; i<p_vertex_count; i++) {
- _draw_poly_indices[i] = p_indices[i];
- };
- glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, _draw_poly_indices );
- #endif
- } else {
- glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
- }
- #else //WebGL specific impl.
- glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
- float *b = GlobalVertexBuffer;
- int ofs = 0;
- if(p_vertex_count > MAX_POLYGON_VERTICES){
- print_line("Too many vertices to render");
- return;
- }
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
- for(int i=0;i<p_vertex_count;i++) {
- b[ofs++]=p_vertices[i].x;
- b[ofs++]=p_vertices[i].y;
- }
- if (p_colors && do_colors) {
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
- for(int i=0;i<p_vertex_count;i++) {
- b[ofs++]=p_colors[i].r;
- b[ofs++]=p_colors[i].g;
- b[ofs++]=p_colors[i].b;
- b[ofs++]=p_colors[i].a;
- }
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
- if (p_uvs) {
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
- for(int i=0;i<p_vertex_count;i++) {
- b[ofs++]=p_uvs[i].x;
- b[ofs++]=p_uvs[i].y;
- }
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
- //bind the indices buffer.
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
- static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
- ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
- static uint16_t _draw_poly_indices[_max_draw_poly_indices];
- for (int i=0; i<p_vertex_count; i++) {
- _draw_poly_indices[i] = p_indices[i];
- //OS::get_singleton()->print("ind: %d ", p_indices[i]);
- };
- //copy the data to GPU.
- glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);
- //draw the triangles.
- glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- #endif
- _rinfo.ci_draw_commands++;
- };
- void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) {
- canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,p_transform);
- //canvas_transform = Variant(p_transform);
- }
- RID RasterizerGLES2::canvas_light_occluder_create() {
- CanvasOccluder *co = memnew( CanvasOccluder );
- co->index_id=0;
- co->vertex_id=0;
- co->len=0;
- return canvas_occluder_owner.make_rid(co);
- }
- void RasterizerGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines) {
- CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
- ERR_FAIL_COND(!co);
- co->lines=p_lines;
- if (p_lines.size()!=co->len) {
- if (co->index_id)
- glDeleteBuffers(1,&co->index_id);
- if (co->vertex_id)
- glDeleteBuffers(1,&co->vertex_id);
- co->index_id=0;
- co->vertex_id=0;
- co->len=0;
- }
- if (p_lines.size()) {
- DVector<float> geometry;
- DVector<uint16_t> indices;
- int lc = p_lines.size();
- geometry.resize(lc*6);
- indices.resize(lc*3);
- DVector<float>::Write vw=geometry.write();
- DVector<uint16_t>::Write iw=indices.write();
- DVector<Vector2>::Read lr=p_lines.read();
- const int POLY_HEIGHT = 16384;
- for(int i=0;i<lc/2;i++) {
- vw[i*12+0]=lr[i*2+0].x;
- vw[i*12+1]=lr[i*2+0].y;
- vw[i*12+2]=POLY_HEIGHT;
- vw[i*12+3]=lr[i*2+1].x;
- vw[i*12+4]=lr[i*2+1].y;
- vw[i*12+5]=POLY_HEIGHT;
- vw[i*12+6]=lr[i*2+1].x;
- vw[i*12+7]=lr[i*2+1].y;
- vw[i*12+8]=-POLY_HEIGHT;
- vw[i*12+9]=lr[i*2+0].x;
- vw[i*12+10]=lr[i*2+0].y;
- vw[i*12+11]=-POLY_HEIGHT;
- iw[i*6+0]=i*4+0;
- iw[i*6+1]=i*4+1;
- iw[i*6+2]=i*4+2;
- iw[i*6+3]=i*4+2;
- iw[i*6+4]=i*4+3;
- iw[i*6+5]=i*4+0;
- }
- //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
- if (!co->vertex_id) {
- glGenBuffers(1,&co->vertex_id);
- glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
- glBufferData(GL_ARRAY_BUFFER,lc*6*sizeof(real_t),vw.ptr(),GL_STATIC_DRAW);
- } else {
- glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
- glBufferSubData(GL_ARRAY_BUFFER,0,lc*6*sizeof(real_t),vw.ptr());
- }
- glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
- if (!co->index_id) {
- glGenBuffers(1,&co->index_id);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER,lc*3*sizeof(uint16_t),iw.ptr(),GL_STATIC_DRAW);
- } else {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
- glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,lc*3*sizeof(uint16_t),iw.ptr());
- }
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
- co->len=lc;
- }
- }
- RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
- CanvasLightShadow *cls = memnew( CanvasLightShadow );
- if (p_width>max_texture_size)
- p_width=max_texture_size;
- cls->size=p_width;
- glActiveTexture(GL_TEXTURE0);
- glGenFramebuffers(1, &cls->fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
- // Create a render buffer
- glGenRenderbuffers(1, &cls->rbo);
- glBindRenderbuffer(GL_RENDERBUFFER, cls->rbo);
- // Create a texture for storing the depth
- glGenTextures(1, &cls->depth);
- glBindTexture(GL_TEXTURE_2D, cls->depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- // Remove artifact on the edges of the shadowmap
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- cls->height=16;
- //print_line("ERROR? "+itos(glGetError()));
- if ( read_depth_supported ) {
- // We'll use a depth texture to store the depths in the shadow map
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cls->size, cls->height, 0,
- GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- #ifdef GLEW_ENABLED
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- #endif
- // Attach the depth texture to FBO depth attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_TEXTURE_2D, cls->depth, 0);
- #ifdef GLEW_ENABLED
- glDrawBuffer(GL_NONE);
- #endif
- } else {
- // We'll use a RGBA texture into which we pack the depth info
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- // Attach the RGBA texture to FBO color attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, cls->depth, 0);
- cls->rgba=cls->depth;
- // Allocate 16-bit depth buffer
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
- // Attach the render buffer as depth buffer - will be ignored
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_RENDERBUFFER, cls->rbo);
- }
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- //printf("errnum: %x\n",status);
- #ifdef GLEW_ENABLED
- if (read_depth_supported) {
- //glDrawBuffer(GL_BACK);
- }
- #endif
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
- DEBUG_TEST_ERROR("2D Shadow Buffer Init");
- ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() );
- #ifdef GLEW_ENABLED
- if (read_depth_supported) {
- //glDrawBuffer(GL_BACK);
- }
- #endif
- return canvas_light_shadow_owner.make_rid(cls);
- }
- 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) {
- CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer);
- ERR_FAIL_COND(!cls);
- glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_DITHER);
- glDisable(GL_CULL_FACE);
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(true);
- glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
- if (!use_rgba_shadowmaps)
- glColorMask(0, 0, 0, 0);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- canvas_shadow_shader.bind();
- glViewport(0, 0, cls->size,cls->height);
- _glClearDepth(1.0f);
- glClearColor(1,1,1,1);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
- for(int i=0;i<4;i++) {
- //make sure it remains orthogonal, makes easy to read angle later
- Transform light;
- light.origin[0]=p_light_xform[2][0];
- light.origin[1]=p_light_xform[2][1];
- light.basis[0][0]=p_light_xform[0][0];
- light.basis[0][1]=p_light_xform[1][0];
- light.basis[1][0]=p_light_xform[0][1];
- light.basis[1][1]=p_light_xform[1][1];
- //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
- /// p_near=1;
- CameraMatrix projection;
- {
- real_t fov = 90;
- real_t near = p_near;
- real_t far = p_far;
- real_t aspect = 1.0;
- real_t ymax = near * Math::tan( Math::deg2rad( fov * 0.5 ) );
- real_t ymin = - ymax;
- real_t xmin = ymin * aspect;
- real_t xmax = ymax * aspect;
- projection.set_frustum( xmin, xmax, ymin, ymax, near, far );
- }
- Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0));
- projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse());
- canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX,projection);
- canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX,light);
- if (i==0)
- *p_xform_cache=projection;
- glViewport(0, (cls->height/4)*i, cls->size,cls->height/4);
- CanvasLightOccluderInstance *instance=p_occluders;
- while(instance) {
- CanvasOccluder *cc = canvas_occluder_owner.get(instance->polygon_buffer);
- if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) {
- instance=instance->next;
- continue;
- }
- canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX,instance->xform_cache);
- if (cull!=instance->cull_cache) {
- cull=instance->cull_cache;
- switch(cull) {
- case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
- glDisable(GL_CULL_FACE);
- } break;
- case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
- glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- } break;
- case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- } break;
- }
- }
- /*
- if (i==0) {
- for(int i=0;i<cc->lines.size();i++) {
- Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
- Plane pp(Vector3(p.x,p.y,0),1);
- pp.normal = light.xform(pp.normal);
- pp = projection.xform4(pp);
- print_line(itos(i)+": "+pp.normal/pp.d);
- //pp=light_mat.xform4(pp);
- //print_line(itos(i)+": "+pp.normal/pp.d);
- }
- }
- */
- glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
- glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0);
- instance=instance->next;
- }
- }
- glDisableVertexAttribArray(VS::ARRAY_VERTEX);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- if (shadow_filter==SHADOW_FILTER_ESM) {
- //blur the buffer
- #if 0
- //this is ignord, it did not make any difference..
- if (read_depth_supported) {
- glDepthFunc(GL_ALWAYS);
- } else {
- glDisable(GL_DEPTH_TEST);
- glDepthMask(false);
- }
- glDisable(GL_CULL_FACE);
- glViewport(0, 0, cls->size,cls->height);
- int passes=1;
- CanvasLightShadow *blur = canvas_light_shadow_owner.get(canvas_shadow_blur);
- copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true);
- copy_shader.bind();
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,1);
- copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
- for(int i=0;i<passes;i++) {
- glBindFramebuffer(GL_FRAMEBUFFER, blur->fbo);
- glActiveTexture(GL_TEXTURE0);
- if (read_depth_supported)
- glBindTexture(GL_TEXTURE_2D,cls->depth);
- else
- glBindTexture(GL_TEXTURE_2D,cls->rgba);
- {
- Vector2 src_sb_uv[4]={
- Vector2( 0, 1),
- Vector2( 1, 1),
- Vector2( 1, 0),
- Vector2( 0, 0)
- };
- static const Vector2 dst_pos[4]={
- Vector2(-1, 1),
- Vector2( 1, 1),
- Vector2( 1,-1),
- Vector2(-1,-1)
- };
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/cls->size);
- _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
- }
- glActiveTexture(GL_TEXTURE0);
- if (read_depth_supported)
- glBindTexture(GL_TEXTURE_2D,blur->depth);
- else
- glBindTexture(GL_TEXTURE_2D,blur->rgba);
- glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
- {
- float hlimit = float(cls->size) / blur->size;
- //hlimit*=2.0;
- Vector2 src_sb_uv[4]={
- Vector2( 0, 1),
- Vector2( hlimit, 1),
- Vector2( hlimit, 0),
- Vector2( 0, 0)
- };
- static const Vector2 dst_pos[4]={
- Vector2(-1, 1),
- Vector2( 1, 1),
- Vector2( 1,-1),
- Vector2(-1,-1)
- };
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/blur->size);
- _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
- }
- }
- copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
- glDepthFunc(GL_LEQUAL);
- #endif
- }
- glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
- glColorMask(1, 1, 1, 1);
- }
- void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow) {
- CanvasLight* light=p_lights_with_shadow;
- canvas_begin(); //reset
- int h = 10;
- int w = viewport.width;
- int ofs = h;
- //print_line(" debug lights ");
- while(light) {
- // print_line("debug light");
- if (light->shadow_buffer.is_valid()) {
- // print_line("sb is valid");
- CanvasLightShadow * sb = canvas_light_shadow_owner.get(light->shadow_buffer);
- if (sb) {
- glActiveTexture(GL_TEXTURE0);
- if (read_depth_supported)
- glBindTexture(GL_TEXTURE_2D,sb->depth);
- else
- glBindTexture(GL_TEXTURE_2D,sb->rgba);
- _draw_textured_quad(Rect2(h,ofs,w-h*2,h),Rect2(0,0,sb->size,10),Size2(sb->size,10),false,false);
- ofs+=h*2;
- }
- }
- light=light->shadows_next_ptr;
- }
- }
- void RasterizerGLES2::_canvas_normal_set_flip(const Vector2& p_flip) {
- if (p_flip==normal_flip)
- return;
- normal_flip=p_flip;
- canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,normal_flip);
- }
- template<bool use_normalmap>
- void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip) {
- int cc=p_item->commands.size();
- CanvasItem::Command **commands = p_item->commands.ptr();
- for(int i=0;i<cc;i++) {
- CanvasItem::Command *c=commands[i];
- switch(c->type) {
- case CanvasItem::Command::TYPE_LINE: {
- CanvasItem::CommandLine* line = static_cast<CanvasItem::CommandLine*>(c);
- canvas_draw_line(line->from,line->to,line->color,line->width,line->antialiased);
- } break;
- case CanvasItem::Command::TYPE_RECT: {
- CanvasItem::CommandRect* rect = static_cast<CanvasItem::CommandRect*>(c);
- // 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);
- #if 0
- int flags=0;
- if (rect->flags&CanvasItem::CommandRect::FLAG_REGION) {
- flags|=Rasterizer::CANVAS_RECT_REGION;
- }
- if (rect->flags&CanvasItem::CommandRect::FLAG_TILE) {
- flags|=Rasterizer::CANVAS_RECT_TILE;
- }
- if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H) {
- flags|=Rasterizer::CANVAS_RECT_FLIP_H;
- }
- if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V) {
- flags|=Rasterizer::CANVAS_RECT_FLIP_V;
- }
- #else
- int flags=rect->flags;
- #endif
- if (use_normalmap)
- _canvas_normal_set_flip(Vector2((flags&CANVAS_RECT_FLIP_H)?-1:1,(flags&CANVAS_RECT_FLIP_V)?-1:1));
- canvas_draw_rect(rect->rect,flags,rect->source,rect->texture,rect->modulate);
- } break;
- case CanvasItem::Command::TYPE_STYLE: {
- CanvasItem::CommandStyle* style = static_cast<CanvasItem::CommandStyle*>(c);
- if (use_normalmap)
- _canvas_normal_set_flip(Vector2(1,1));
- canvas_draw_style_box(style->rect,style->source,style->texture,style->margin,style->draw_center,style->color);
- } break;
- case CanvasItem::Command::TYPE_PRIMITIVE: {
- if (use_normalmap)
- _canvas_normal_set_flip(Vector2(1,1));
- CanvasItem::CommandPrimitive* primitive = static_cast<CanvasItem::CommandPrimitive*>(c);
- canvas_draw_primitive(primitive->points,primitive->colors,primitive->uvs,primitive->texture,primitive->width);
- } break;
- case CanvasItem::Command::TYPE_POLYGON: {
- if (use_normalmap)
- _canvas_normal_set_flip(Vector2(1,1));
- CanvasItem::CommandPolygon* polygon = static_cast<CanvasItem::CommandPolygon*>(c);
- canvas_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
- } break;
- case CanvasItem::Command::TYPE_POLYGON_PTR: {
- if (use_normalmap)
- _canvas_normal_set_flip(Vector2(1,1));
- CanvasItem::CommandPolygonPtr* polygon = static_cast<CanvasItem::CommandPolygonPtr*>(c);
- canvas_draw_polygon(polygon->count,polygon->indices,polygon->points,polygon->uvs,polygon->colors,polygon->texture,false);
- } break;
- case CanvasItem::Command::TYPE_CIRCLE: {
- CanvasItem::CommandCircle* circle = static_cast<CanvasItem::CommandCircle*>(c);
- static const int numpoints=32;
- Vector2 points[numpoints+1];
- points[numpoints]=circle->pos;
- int indices[numpoints*3];
- for(int i=0;i<numpoints;i++) {
- points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius;
- indices[i*3+0]=i;
- indices[i*3+1]=(i+1)%numpoints;
- indices[i*3+2]=numpoints;
- }
- canvas_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
- //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
- } break;
- case CanvasItem::Command::TYPE_TRANSFORM: {
- CanvasItem::CommandTransform* transform = static_cast<CanvasItem::CommandTransform*>(c);
- canvas_set_transform(transform->xform);
- } break;
- case CanvasItem::Command::TYPE_BLEND_MODE: {
- CanvasItem::CommandBlendMode* bm = static_cast<CanvasItem::CommandBlendMode*>(c);
- canvas_set_blend_mode(bm->blend_mode);
- } break;
- case CanvasItem::Command::TYPE_CLIP_IGNORE: {
- CanvasItem::CommandClipIgnore* ci = static_cast<CanvasItem::CommandClipIgnore*>(c);
- if (current_clip) {
- if (ci->ignore!=reclip) {
- if (ci->ignore) {
- glDisable(GL_SCISSOR_TEST);
- reclip=true;
- } else {
- glEnable(GL_SCISSOR_TEST);
- //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)),
- //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
- int x;
- int y;
- int w;
- int h;
- if (current_rt) {
- x = current_clip->final_clip_rect.pos.x;
- y = current_clip->final_clip_rect.pos.y;
- w = current_clip->final_clip_rect.size.x;
- h = current_clip->final_clip_rect.size.y;
- }
- else {
- x = current_clip->final_clip_rect.pos.x;
- y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
- w = current_clip->final_clip_rect.size.x;
- h = current_clip->final_clip_rect.size.y;
- }
- glScissor(x,y,w,h);
- reclip=false;
- }
- }
- }
- } break;
- }
- }
- }
- void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) {
- if (canvas_shader.bind())
- rebind_texpixel_size=true;
- if (material->shader_version!=shader->version) {
- //todo optimize uniforms
- material->shader_version=shader->version;
- }
- if (shader->has_texscreen && framebuffer.active) {
- int x = viewport.x;
- int y = window_size.height-(viewport.height+viewport.y);
- canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
- 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));
- canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
- glActiveTexture(GL_TEXTURE0+max_texture_units-1);
- glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
- if (framebuffer.scale==1 && !canvas_texscreen_used) {
- #ifdef GLEW_ENABLED
- if (current_rt) {
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- } else {
- glReadBuffer(GL_BACK);
- }
- #endif
- if (current_rt) {
- glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
- 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));
- //window_size.height-(viewport.height+viewport.y)
- } else {
- glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
- }
- // if (current_clip) {
- // // print_line(" a clip ");
- // }
- canvas_texscreen_used=true;
- }
- glActiveTexture(GL_TEXTURE0);
- }
- if (shader->has_screen_uv) {
- canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
- }
- uses_texpixel_size=shader->uses_texpixel_size;
- }
- void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* shader) {
- //this can be optimized..
- int tex_id=1;
- int idx=0;
- for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
- Map<StringName,Variant>::Element *F=material->shader_param.find(E->key());
- if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) {
- RID rid;
- if (F) {
- rid=F->get();
- }
- if (!rid.is_valid()) {
- Map<StringName,RID>::Element *DT=shader->default_textures.find(E->key());
- if (DT) {
- rid=DT->get();
- }
- }
- if (rid.is_valid()) {
- int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
- glActiveTexture(GL_TEXTURE0+tex_id);
- Texture *t=texture_owner.get(rid);
- if (!t)
- glBindTexture(GL_TEXTURE_2D,white_tex);
- else
- glBindTexture(t->target,t->tex_id);
- glUniform1i(loc,tex_id);
- tex_id++;
- }
- } else {
- Variant &v=F?F->get():E->get().default_value;
- canvas_shader.set_custom_uniform(idx,v);
- }
- idx++;
- }
- if (tex_id>1) {
- glActiveTexture(GL_TEXTURE0);
- }
- if (shader->uses_time) {
- canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback));
- draw_next_frame=true;
- }
- //if uses TIME - draw_next_frame=true
- }
- void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light) {
- CanvasItem *current_clip=NULL;
- Shader *shader_cache=NULL;
- bool rebind_shader=true;
- canvas_opacity=1.0;
- canvas_use_modulate=p_modulate!=Color(1,1,1,1);
- canvas_modulate=p_modulate;
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
- bool reset_modulate=false;
- bool prev_distance_field=false;
- while(p_item_list) {
- CanvasItem *ci=p_item_list;
- if (ci->vp_render) {
- if (draw_viewport_func) {
- draw_viewport_func(ci->vp_render->owner,ci->vp_render->udata,ci->vp_render->rect);
- }
- memdelete(ci->vp_render);
- ci->vp_render=NULL;
- canvas_last_material=NULL;
- canvas_use_modulate=p_modulate!=Color(1,1,1,1);
- canvas_modulate=p_modulate;
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
- prev_distance_field=false;
- rebind_shader=true;
- reset_modulate=true;
- }
- if (prev_distance_field!=ci->distance_field) {
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,ci->distance_field);
- prev_distance_field=ci->distance_field;
- rebind_shader=true;
- }
- if (current_clip!=ci->final_clip_owner) {
- current_clip=ci->final_clip_owner;
- //setup clip
- if (current_clip) {
- glEnable(GL_SCISSOR_TEST);
- //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)),
- //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
- /* int x = viewport.x+current_clip->final_clip_rect.pos.x;
- int y = window_size.height-(viewport.y+current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.y);
- int w = current_clip->final_clip_rect.size.x;
- int h = current_clip->final_clip_rect.size.y;
- */
- int x;
- int y;
- int w;
- int h;
- if (current_rt) {
- x = current_clip->final_clip_rect.pos.x;
- y = current_clip->final_clip_rect.pos.y;
- w = current_clip->final_clip_rect.size.x;
- h = current_clip->final_clip_rect.size.y;
- }
- else {
- x = current_clip->final_clip_rect.pos.x;
- y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
- w = current_clip->final_clip_rect.size.x;
- h = current_clip->final_clip_rect.size.y;
- }
- glScissor(x,y,w,h);
- } else {
- glDisable(GL_SCISSOR_TEST);
- }
- }
- if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {
- Rect2 rect;
- int x,y;
- if (ci->copy_back_buffer->full) {
- x = viewport.x;
- y = window_size.height-(viewport.height+viewport.y);
- } else {
- x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
- y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
- }
- glActiveTexture(GL_TEXTURE0+max_texture_units-1);
- glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
- #ifdef GLEW_ENABLED
- if (current_rt) {
- glReadBuffer(GL_COLOR_ATTACHMENT0);
- } else {
- glReadBuffer(GL_BACK);
- }
- #endif
- if (current_rt) {
- glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
- //window_size.height-(viewport.height+viewport.y)
- } else {
- glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
- }
- canvas_texscreen_used=true;
- glActiveTexture(GL_TEXTURE0);
- }
- //begin rect
- CanvasItem *material_owner = ci->material_owner?ci->material_owner:ci;
- CanvasItemMaterial *material = material_owner->material;
- if (material!=canvas_last_material || rebind_shader) {
- Shader *shader = NULL;
- if (material && material->shader.is_valid()) {
- shader = shader_owner.get(material->shader);
- if (shader && !shader->valid) {
- shader=NULL;
- }
- }
- shader_cache=shader;
- if (shader) {
- canvas_shader.set_custom_shader(shader->custom_code_id);
- _canvas_item_setup_shader_params(material,shader);
- } else {
- shader_cache=NULL;
- canvas_shader.set_custom_shader(0);
- canvas_shader.bind();
- uses_texpixel_size=false;
- }
- canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
- if (canvas_use_modulate)
- reset_modulate=true;
- canvas_last_material=material;
- rebind_shader=false;
- }
- if (material && shader_cache) {
- _canvas_item_setup_shader_uniforms(material,shader_cache);
- }
- bool unshaded = (material && material->shading_mode==VS::CANVAS_ITEM_SHADING_UNSHADED) || ci->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX;
- if (unshaded) {
- canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,Color(1,1,1,1));
- reset_modulate=true;
- } else if (reset_modulate) {
- canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
- reset_modulate=false;
- }
- canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
- canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
- bool reclip=false;
- if (ci==p_item_list || ci->blend_mode!=canvas_blend_mode) {
- switch(ci->blend_mode) {
- case VS::MATERIAL_BLEND_MODE_MIX: {
- glBlendEquation(GL_FUNC_ADD);
- if (current_rt && current_rt_transparent) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- } break;
- case VS::MATERIAL_BLEND_MODE_ADD: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } break;
- case VS::MATERIAL_BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } break;
- case VS::MATERIAL_BLEND_MODE_MUL: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_DST_COLOR,GL_ZERO);
- } break;
- case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
- } break;
- }
- canvas_blend_mode=ci->blend_mode;
- }
- canvas_opacity = ci->final_opacity;
- if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT) && !ci->light_masked ))
- _canvas_item_render_commands<false>(ci,current_clip,reclip);
- if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) {
- CanvasLight *light = p_light;
- bool light_used=false;
- VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD;
- while(light) {
- 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)) {
- //intersects this light
- if (!light_used || mode!=light->mode) {
- mode=light->mode;
- switch(mode) {
- case VS::CANVAS_LIGHT_MODE_ADD: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } break;
- case VS::CANVAS_LIGHT_MODE_SUB: {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } break;
- case VS::CANVAS_LIGHT_MODE_MIX:
- case VS::CANVAS_LIGHT_MODE_MASK: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- } break;
- }
- }
- if (!light_used) {
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,true);
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
- light_used=true;
- normal_flip=Vector2(1,1);
- }
- bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask;
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,has_shadow);
- bool light_rebind = canvas_shader.bind();
- if (light_rebind) {
- if (material && shader_cache) {
- _canvas_item_setup_shader_params(material,shader_cache);
- _canvas_item_setup_shader_uniforms(material,shader_cache);
- }
- canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
- canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
- canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
- if (canvas_use_modulate)
- canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
- canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,Vector2(1,1));
- canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE,1.0/light->shadow_buffer_size);
- }
- canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX,light->light_shader_xform);
- canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos);
- 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));
- canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height);
- canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse());
- canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA,light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0);
- if (has_shadow) {
- CanvasLightShadow *cls = canvas_light_shadow_owner.get(light->shadow_buffer);
- glActiveTexture(GL_TEXTURE0+max_texture_units-3);
- if (read_depth_supported)
- glBindTexture(GL_TEXTURE_2D,cls->depth);
- else
- glBindTexture(GL_TEXTURE_2D,cls->rgba);
- canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE,max_texture_units-3);
- canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
- canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
- canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);
- }
- glActiveTexture(GL_TEXTURE0+max_texture_units-2);
- canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_TEXTURE,max_texture_units-2);
- Texture *t = texture_owner.get(light->texture);
- if (!t) {
- glBindTexture(GL_TEXTURE_2D,white_tex);
- } else {
- glBindTexture(t->target,t->tex_id);
- }
- glActiveTexture(GL_TEXTURE0);
- _canvas_item_render_commands<true>(ci,current_clip,reclip); //redraw using light
- }
- light=light->next_ptr;
- }
- if (light_used) {
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,false);
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,false);
- canvas_shader.bind();
- if (material && shader_cache) {
- _canvas_item_setup_shader_params(material,shader_cache);
- _canvas_item_setup_shader_uniforms(material,shader_cache);
- }
- canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
- canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
- if (canvas_use_modulate)
- canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
- glBlendEquation(GL_FUNC_ADD);
- if (current_rt && current_rt_transparent) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- }
- }
- if (reclip) {
- glEnable(GL_SCISSOR_TEST);
- //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)),
- //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
- int x;
- int y;
- int w;
- int h;
- if (current_rt) {
- x = current_clip->final_clip_rect.pos.x;
- y = current_clip->final_clip_rect.pos.y;
- w = current_clip->final_clip_rect.size.x;
- h = current_clip->final_clip_rect.size.y;
- }
- else {
- x = current_clip->final_clip_rect.pos.x;
- y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
- w = current_clip->final_clip_rect.size.x;
- h = current_clip->final_clip_rect.size.y;
- }
- glScissor(x,y,w,h);
- }
- p_item_list=p_item_list->next;
- }
- if (current_clip) {
- glDisable(GL_SCISSOR_TEST);
- }
- }
- /* ENVIRONMENT */
- RID RasterizerGLES2::environment_create() {
- Environment * env = memnew( Environment );
- return environment_owner.make_rid(env);
- }
- void RasterizerGLES2::environment_set_background(RID p_env,VS::EnvironmentBG p_bg) {
- ERR_FAIL_INDEX(p_bg,VS::ENV_BG_MAX);
- Environment * env = environment_owner.get(p_env);
- ERR_FAIL_COND(!env);
- env->bg_mode=p_bg;
- }
- VS::EnvironmentBG RasterizerGLES2::environment_get_background(RID p_env) const{
- const Environment * env = environment_owner.get(p_env);
- ERR_FAIL_COND_V(!env,VS::ENV_BG_MAX);
- return env->bg_mode;
- }
- void RasterizerGLES2::environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value){
- ERR_FAIL_INDEX(p_param,VS::ENV_BG_PARAM_MAX);
- Environment * env = environment_owner.get(p_env);
- ERR_FAIL_COND(!env);
- env->bg_param[p_param]=p_value;
- }
- Variant RasterizerGLES2::environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const{
- ERR_FAIL_INDEX_V(p_param,VS::ENV_BG_PARAM_MAX,Variant());
- const Environment * env = environment_owner.get(p_env);
- ERR_FAIL_COND_V(!env,Variant());
- return env->bg_param[p_param];
- }
- void RasterizerGLES2::environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled){
- ERR_FAIL_INDEX(p_effect,VS::ENV_FX_MAX);
- Environment * env = environment_owner.get(p_env);
- ERR_FAIL_COND(!env);
- env->fx_enabled[p_effect]=p_enabled;
- }
- bool RasterizerGLES2::environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const{
- ERR_FAIL_INDEX_V(p_effect,VS::ENV_FX_MAX,false);
- const Environment * env = environment_owner.get(p_env);
- ERR_FAIL_COND_V(!env,false);
- return env->fx_enabled[p_effect];
- }
- void RasterizerGLES2::environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value){
- ERR_FAIL_INDEX(p_param,VS::ENV_FX_PARAM_MAX);
- Environment * env = environment_owner.get(p_env);
- ERR_FAIL_COND(!env);
- env->fx_param[p_param]=p_value;
- }
- Variant RasterizerGLES2::environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const{
- ERR_FAIL_INDEX_V(p_param,VS::ENV_FX_PARAM_MAX,Variant());
- const Environment * env = environment_owner.get(p_env);
- ERR_FAIL_COND_V(!env,Variant());
- return env->fx_param[p_param];
- }
- RID RasterizerGLES2::sampled_light_dp_create(int p_width,int p_height) {
- SampledLight *slight = memnew(SampledLight);
- slight->w=p_width;
- slight->h=p_height;
- slight->multiplier=1.0;
- slight->is_float=float_linear_supported;
- glActiveTexture(GL_TEXTURE0);
- glGenTextures(1,&slight->texture);
- glBindTexture(GL_TEXTURE_2D, slight->texture);
- // for debug, but glitchy
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- // Remove artifact on the edges of the shadowmap
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- if (slight->is_float) {
- #ifdef GLEW_ENABLED
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL);
- #else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL);
- #endif
- } else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- }
- return sampled_light_owner.make_rid(slight);
- }
- void RasterizerGLES2::sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier) {
- SampledLight *slight = sampled_light_owner.get(p_sampled_light);
- ERR_FAIL_COND(!slight);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, slight->texture);
- if (slight->is_float) {
- #ifdef GLEW_ENABLED
- glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data);
- #else
- glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data);
- #endif
- } else {
- //convert to bytes
- uint8_t *tex8 = (uint8_t*)alloca(slight->w*slight->h*4);
- const float* src=(const float*)p_data;
- for(int i=0;i<slight->w*slight->h*4;i++) {
- tex8[i]=Math::fast_ftoi(CLAMP(src[i]*255.0,0.0,255.0));
- }
- glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_UNSIGNED_BYTE,p_data);
- }
- slight->multiplier=p_multiplier;
- }
- /*MISC*/
- bool RasterizerGLES2::is_texture(const RID& p_rid) const {
- return texture_owner.owns(p_rid);
- }
- bool RasterizerGLES2::is_material(const RID& p_rid) const {
- return material_owner.owns(p_rid);
- }
- bool RasterizerGLES2::is_mesh(const RID& p_rid) const {
- return mesh_owner.owns(p_rid);
- }
- bool RasterizerGLES2::is_immediate(const RID& p_rid) const {
- return immediate_owner.owns(p_rid);
- }
- bool RasterizerGLES2::is_multimesh(const RID& p_rid) const {
- return multimesh_owner.owns(p_rid);
- }
- bool RasterizerGLES2::is_particles(const RID &p_beam) const {
- return particles_owner.owns(p_beam);
- }
- bool RasterizerGLES2::is_light(const RID& p_rid) const {
- return light_owner.owns(p_rid);
- }
- bool RasterizerGLES2::is_light_instance(const RID& p_rid) const {
- return light_instance_owner.owns(p_rid);
- }
- bool RasterizerGLES2::is_particles_instance(const RID& p_rid) const {
- return particles_instance_owner.owns(p_rid);
- }
- bool RasterizerGLES2::is_skeleton(const RID& p_rid) const {
- return skeleton_owner.owns(p_rid);
- }
- bool RasterizerGLES2::is_environment(const RID& p_rid) const {
- return environment_owner.owns(p_rid);
- }
- bool RasterizerGLES2::is_shader(const RID& p_rid) const {
- return shader_owner.owns(p_rid);
- }
- bool RasterizerGLES2::is_canvas_light_occluder(const RID& p_rid) const {
- return false;
- }
- void RasterizerGLES2::free(const RID& p_rid) {
- if (texture_owner.owns(p_rid)) {
- // delete the texture
- Texture *texture = texture_owner.get(p_rid);
- // glDeleteTextures( 1,&texture->tex_id );
- _rinfo.texture_mem-=texture->total_data_size;
- texture_owner.free(p_rid);
- memdelete(texture);
- } else if (shader_owner.owns(p_rid)) {
- // delete the texture
- Shader *shader = shader_owner.get(p_rid);
- switch(shader->mode) {
- case VS::SHADER_MATERIAL: {
- material_shader.free_custom_shader(shader->custom_code_id);
- } break;
- case VS::SHADER_POST_PROCESS: {
- //postprocess_shader.free_custom_shader(shader->custom_code_id);
- } break;
- }
- if (shader->dirty_list.in_list())
- _shader_dirty_list.remove(&shader->dirty_list);
- //material_shader.free_custom_shader(shader->custom_code_id);
- shader_owner.free(p_rid);
- memdelete(shader);
- } else if (material_owner.owns(p_rid)) {
- Material *material = material_owner.get( p_rid );
- ERR_FAIL_COND(!material);
- _free_fixed_material(p_rid); //just in case
- material_owner.free(p_rid);
- memdelete(material);
- } else if (mesh_owner.owns(p_rid)) {
- Mesh *mesh = mesh_owner.get(p_rid);
- ERR_FAIL_COND(!mesh);
- for (int i=0;i<mesh->surfaces.size();i++) {
- Surface *surface = mesh->surfaces[i];
- if (surface->array_local != 0) {
- memfree(surface->array_local);
- };
- if (surface->index_array_local != 0) {
- memfree(surface->index_array_local);
- };
- if (mesh->morph_target_count>0) {
- for(int i=0;i<mesh->morph_target_count;i++) {
- memdelete_arr(surface->morph_targets_local[i].array);
- }
- memdelete_arr(surface->morph_targets_local);
- surface->morph_targets_local=NULL;
- }
- if (surface->vertex_id)
- glDeleteBuffers(1,&surface->vertex_id);
- if (surface->index_id)
- glDeleteBuffers(1,&surface->index_id);
- memdelete( surface );
- };
- mesh->surfaces.clear();
- mesh_owner.free(p_rid);
- memdelete(mesh);
- } else if (multimesh_owner.owns(p_rid)) {
- MultiMesh *multimesh = multimesh_owner.get(p_rid);
- ERR_FAIL_COND(!multimesh);
- if (multimesh->tex_id) {
- glDeleteTextures(1,&multimesh->tex_id);
- }
- multimesh_owner.free(p_rid);
- memdelete(multimesh);
- } else if (immediate_owner.owns(p_rid)) {
- Immediate *immediate = immediate_owner.get(p_rid);
- ERR_FAIL_COND(!immediate);
- immediate_owner.free(p_rid);
- memdelete(immediate);
- } else if (particles_owner.owns(p_rid)) {
- Particles *particles = particles_owner.get(p_rid);
- ERR_FAIL_COND(!particles);
- particles_owner.free(p_rid);
- memdelete(particles);
- } else if (particles_instance_owner.owns(p_rid)) {
- ParticlesInstance *particles_isntance = particles_instance_owner.get(p_rid);
- ERR_FAIL_COND(!particles_isntance);
- particles_instance_owner.free(p_rid);
- memdelete(particles_isntance);
- } else if (skeleton_owner.owns(p_rid)) {
- Skeleton *skeleton = skeleton_owner.get( p_rid );
- ERR_FAIL_COND(!skeleton);
- if (skeleton->dirty_list.in_list())
- _skeleton_dirty_list.remove(&skeleton->dirty_list);
- if (skeleton->tex_id) {
- glDeleteTextures(1,&skeleton->tex_id);
- }
- skeleton_owner.free(p_rid);
- memdelete(skeleton);
- } else if (light_owner.owns(p_rid)) {
- Light *light = light_owner.get( p_rid );
- ERR_FAIL_COND(!light)
- light_owner.free(p_rid);
- memdelete(light);
- } else if (light_instance_owner.owns(p_rid)) {
- LightInstance *light_instance = light_instance_owner.get( p_rid );
- ERR_FAIL_COND(!light_instance);
- light_instance->clear_shadow_buffers();
- light_instance_owner.free(p_rid);
- memdelete( light_instance );
- } else if (environment_owner.owns(p_rid)) {
- Environment *env = environment_owner.get( p_rid );
- ERR_FAIL_COND(!env);
- environment_owner.free(p_rid);
- memdelete( env );
- } else if (viewport_data_owner.owns(p_rid)) {
- ViewportData *viewport_data = viewport_data_owner.get( p_rid );
- ERR_FAIL_COND(!viewport_data);
- glDeleteFramebuffers(1,&viewport_data->lum_fbo);
- glDeleteTextures(1,&viewport_data->lum_color);
- viewport_data_owner.free(p_rid);
- memdelete( viewport_data );
- } else if (render_target_owner.owns(p_rid)) {
- RenderTarget *render_target = render_target_owner.get( p_rid );
- ERR_FAIL_COND(!render_target);
- render_target_set_size(p_rid,0,0); //clears framebuffer
- texture_owner.free(render_target->texture);
- memdelete(render_target->texture_ptr);
- render_target_owner.free(p_rid);
- memdelete( render_target );
- } else if (sampled_light_owner.owns(p_rid)) {
- SampledLight *sampled_light = sampled_light_owner.get( p_rid );
- ERR_FAIL_COND(!sampled_light);
- glDeleteTextures(1,&sampled_light->texture);
- sampled_light_owner.free(p_rid);
- memdelete( sampled_light );
- } else if (canvas_occluder_owner.owns(p_rid)) {
- CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
- if (co->index_id)
- glDeleteBuffers(1,&co->index_id);
- if (co->vertex_id)
- glDeleteBuffers(1,&co->vertex_id);
- canvas_occluder_owner.free(p_rid);
- memdelete(co);
- } else if (canvas_light_shadow_owner.owns(p_rid)) {
- CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
- glDeleteFramebuffers(1,&cls->fbo);
- glDeleteRenderbuffers(1,&cls->rbo);
- glDeleteTextures(1,&cls->depth);
- //if (!read_depth_supported) {
- // glDeleteTextures(1,&cls->rgba);
- //}
- canvas_light_shadow_owner.free(p_rid);
- memdelete(cls);
- };
- }
- bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
- size=p_size;
- // Create a framebuffer object
- glGenFramebuffers(1, &fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- // Create a render buffer
- glGenRenderbuffers(1, &rbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- // Create a texture for storing the depth
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- // Remove artifact on the edges of the shadowmap
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- //print_line("ERROR? "+itos(glGetError()));
- if ( p_use_depth ) {
- // We'll use a depth texture to store the depths in the shadow map
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
- GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- #ifdef GLEW_ENABLED
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- #endif
- // Attach the depth texture to FBO depth attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_TEXTURE_2D, depth, 0);
- #ifdef GLEW_ENABLED
- glDrawBuffer(GL_NONE);
- #endif
- } else {
- // We'll use a RGBA texture into which we pack the depth info
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- // Attach the RGBA texture to FBO color attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, depth, 0);
- // Allocate 16-bit depth buffer
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size,size);
- // Attach the render buffer as depth buffer - will be ignored
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_RENDERBUFFER, rbo);
- }
- #if 0
- if (!p_use_depth) {
- print_line("try no depth!");
- glGenTextures(1, &rgba);
- glBindTexture(GL_TEXTURE_2D, rgba);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rgba, 0);
- /*
- glGenRenderbuffers(1, &depth);
- glBindRenderbuffer(GL_RENDERBUFFER, depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, p_size, p_size);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
- */
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
- } else {
- // glGenRenderbuffers(1, &rbo);
- // glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
- }
- #endif
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- //printf("errnum: %x\n",status);
- #ifdef GLEW_ENABLED
- if (p_use_depth) {
- //glDrawBuffer(GL_BACK);
- }
- #endif
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- DEBUG_TEST_ERROR("Shadow Buffer Init");
- ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
- #ifdef GLEW_ENABLED
- if (p_use_depth) {
- //glDrawBuffer(GL_BACK);
- }
- #endif
- #if 0
- glGenFramebuffers(1, &fbo_blur);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo_blur);
- glGenRenderbuffers(1, &rbo_blur);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo_blur);
- glGenTextures(1, &blur);
- glBindTexture(GL_TEXTURE_2D, blur);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- // glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0,
- // GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL);
- // Attach the RGBA texture to FBO color attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, blur, 0);
- // Allocate 16-bit depth buffer
- /* glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
- // Attach the render buffer as depth buffer - will be ignored
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_RENDERBUFFER, rbo_blur);
- */
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- OS::get_singleton()->print("Status: %x\n",status);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- DEBUG_TEST_ERROR("Shadow Blur Buffer Init");
- ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
- #endif
- return true;
- }
- void RasterizerGLES2::_update_framebuffer() {
- if (!use_framebuffers)
- return;
- int scale = GLOBAL_DEF("rasterizer/framebuffer_shrink",1);
- if (scale<1)
- scale=1;
- int dwidth = OS::get_singleton()->get_video_mode().width/scale;
- int dheight = OS::get_singleton()->get_video_mode().height/scale;
- if (framebuffer.fbo && dwidth==framebuffer.width && dheight==framebuffer.height)
- return;
- bool use_fbo=true;
- if (framebuffer.fbo!=0) {
- glDeleteFramebuffers(1,&framebuffer.fbo);
- #if 0
- glDeleteTextures(1,&framebuffer.depth);
- #else
- glDeleteRenderbuffers(1,&framebuffer.depth);
- #endif
- glDeleteTextures(1,&framebuffer.color);
- for(int i=0;i<framebuffer.luminance.size();i++) {
- glDeleteTextures(1,&framebuffer.luminance[i].color);
- glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
- }
- for(int i=0;i<3;i++) {
- glDeleteTextures(1,&framebuffer.blur[i].color);
- glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
- }
- glDeleteTextures(1,&framebuffer.sample_color);
- glDeleteFramebuffers(1,&framebuffer.sample_fbo);
- framebuffer.luminance.clear();
- framebuffer.blur_size=0;
- framebuffer.fbo=0;
- }
- #ifdef TOOLS_ENABLED
- framebuffer.active=use_fbo;
- #else
- framebuffer.active=use_fbo && !low_memory_2d;
- #endif
- framebuffer.width=dwidth;
- framebuffer.height=dheight;
- framebuffer.scale=scale;
- if (!framebuffer.active)
- return;
- glGenFramebuffers(1, &framebuffer.fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
- //print_line("generating fbo, id: "+itos(framebuffer.fbo));
- //depth
- // Create a render buffer
- #if 0
- glGenTextures(1, &framebuffer.depth);
- glBindTexture(GL_TEXTURE_2D, framebuffer.depth);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, framebuffer.width, framebuffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, framebuffer.depth, 0);
- #else
- glGenRenderbuffers(1, &framebuffer.depth);
- glBindRenderbuffer(GL_RENDERBUFFER, framebuffer.depth );
- glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, framebuffer.width,framebuffer.height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, framebuffer.depth);
- #endif
- //color
- // GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA;
- GLuint format_rgba = GL_RGBA;
- GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE;
- GLuint format_internal=GL_RGBA;
- if (use_16bits_fbo) {
- format_type=GL_UNSIGNED_SHORT_5_6_5;
- format_rgba=GL_RGB;
- format_internal=GL_RGB;
- }
- /*GLuint format_luminance = use_fp16_fb?GL_RGB16F:GL_RGBA;
- GLuint format_luminance_type = use_fp16_fb?(use_fu_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
- GLuint format_luminance_components = use_fp16_fb?GL_RGB:GL_RGBA;*/
- GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
- GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
- GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
- glGenTextures(1, &framebuffer.color);
- glBindTexture(GL_TEXTURE_2D, framebuffer.color);
- glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.color, 0);
- #
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- glDeleteFramebuffers(1,&framebuffer.fbo);
- #if 0
- glDeleteTextures(1,&framebuffer.depth);
- #else
- glDeleteRenderbuffers(1,&framebuffer.depth);
- #endif
- glDeleteTextures(1,&framebuffer.color);
- framebuffer.fbo=0;
- framebuffer.active=false;
- //print_line("**************** NO FAMEBUFFEEEERRRR????");
- WARN_PRINT(String("Could not create framebuffer!!, code: "+itos(status)).ascii().get_data());
- }
- //sample
- glGenFramebuffers(1, &framebuffer.sample_fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
- glGenTextures(1, &framebuffer.sample_color);
- glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
- glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.sample_color, 0);
- #
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- glDeleteFramebuffers(1,&framebuffer.fbo);
- #if 0
- glDeleteTextures(1,&framebuffer.depth);
- #else
- glDeleteRenderbuffers(1,&framebuffer.depth);
- #endif
- glDeleteTextures(1,&framebuffer.color);
- glDeleteTextures(1,&framebuffer.sample_color);
- glDeleteFramebuffers(1,&framebuffer.sample_fbo);
- framebuffer.fbo=0;
- framebuffer.active=false;
- //print_line("**************** NO FAMEBUFFEEEERRRR????");
- WARN_PRINT("Could not create framebuffer!!");
- }
- //blur
- int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
- if (size!=framebuffer.blur_size) {
- for(int i=0;i<3;i++) {
- if (framebuffer.blur[i].fbo) {
- glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
- glDeleteTextures(1,&framebuffer.blur[i].color);
- framebuffer.blur[i].fbo=0;
- framebuffer.blur[i].color=0;
- }
- }
- framebuffer.blur_size=size;
- for(int i=0;i<3;i++) {
- glGenFramebuffers(1, &framebuffer.blur[i].fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
- glGenTextures(1, &framebuffer.blur[i].color);
- glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, size, size, 0,
- format_internal, format_type, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- DEBUG_TEST_ERROR("Shadow Buffer Init");
- ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
- }
- }
- // luminance
- int base_size = GLOBAL_DEF("rasterizer/luminance_buffer_size",81);
- if (framebuffer.luminance.empty() || framebuffer.luminance[0].size!=base_size) {
- for(int i=0;i<framebuffer.luminance.size();i++) {
- glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
- glDeleteTextures(1,&framebuffer.luminance[i].color);
- }
- framebuffer.luminance.clear();
- while(base_size>0) {
- FrameBuffer::Luminance lb;
- lb.size=base_size;
- glGenFramebuffers(1, &lb.fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, lb.fbo);
- glGenTextures(1, &lb.color);
- glBindTexture(GL_TEXTURE_2D, lb.color);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0,
- format_luminance_components, format_luminance_type, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, lb.color, 0);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- base_size/=3;
- DEBUG_TEST_ERROR("Shadow Buffer Init");
- ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
- framebuffer.luminance.push_back(lb);
- }
- }
- }
- void RasterizerGLES2::set_base_framebuffer(GLuint p_id, Vector2 p_size) {
- base_framebuffer=p_id;
- if (p_size.x != 0) {
- window_size = p_size;
- };
- }
- #if 0
- void RasterizerGLES2::_update_blur_buffer() {
- int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
- if (size!=framebuffer.blur_size) {
- for(int i=0;i<3;i++) {
- if (framebuffer.blur[i].fbo) {
- glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
- glDeleteTextures(1,&framebuffer.blur[i].color);
- framebuffer.blur[i].fbo=0;
- framebuffer.blur[i].color=0;
- }
- }
- framebuffer.blur_size=size;
- for(int i=0;i<3;i++) {
- glGenFramebuffers(1, &framebuffer.blur[i].fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
- glGenTextures(1, &framebuffer.blur[i].color);
- glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- DEBUG_TEST_ERROR("Shadow Buffer Init");
- ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
- }
- }
- }
- #endif
- bool RasterizerGLES2::_test_depth_shadow_buffer() {
- int size=16;
- GLuint fbo;
- GLuint rbo;
- GLuint depth;
- glActiveTexture(GL_TEXTURE0);
- glGenFramebuffers(1, &fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- // Create a render buffer
- glGenRenderbuffers(1, &rbo);
- glBindRenderbuffer(GL_RENDERBUFFER, rbo);
- // Create a texture for storing the depth
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- // Remove artifact on the edges of the shadowmap
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- // We'll use a depth texture to store the depths in the shadow map
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
- GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
- #ifdef GLEW_ENABLED
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- #endif
- // Attach the depth texture to FBO depth attachment point
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_TEXTURE_2D, depth, 0);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- glDeleteFramebuffers(1,&fbo);
- glDeleteRenderbuffers(1,&rbo);
- glDeleteTextures(1,&depth);
- return status == GL_FRAMEBUFFER_COMPLETE;
- }
- void RasterizerGLES2::init() {
- if (OS::get_singleton()->is_stdout_verbose()) {
- print_line("Using GLES2 video driver");
- }
- #ifdef GLEW_ENABLED
- GLuint res = glewInit();
- ERR_FAIL_COND(res!=GLEW_OK);
- if (OS::get_singleton()->is_stdout_verbose()) {
- print_line(String("GLES2: Using GLEW ") + (const char*) glewGetString(GLEW_VERSION));
- }
- // Godot makes use of functions from ARB_framebuffer_object extension which is not implemented by all drivers.
- // On the other hand, these drivers might implement the older EXT_framebuffer_object extension
- // with which current source code is backward compatible.
- bool framebuffer_object_is_supported = glewIsSupported("GL_ARB_framebuffer_object");
- if ( !framebuffer_object_is_supported ) {
- WARN_PRINT("GL_ARB_framebuffer_object not supported by your graphics card.");
- if ( glewIsSupported("GL_EXT_framebuffer_object") ) {
- // falling-back to the older EXT function if present
- WARN_PRINT("Falling-back to GL_EXT_framebuffer_object.");
- glIsRenderbuffer = glIsRenderbufferEXT;
- glBindRenderbuffer = glBindRenderbufferEXT;
- glDeleteRenderbuffers = glDeleteRenderbuffersEXT;
- glGenRenderbuffers = glGenRenderbuffersEXT;
- glRenderbufferStorage = glRenderbufferStorageEXT;
- glGetRenderbufferParameteriv = glGetRenderbufferParameterivEXT;
- glIsFramebuffer = glIsFramebufferEXT;
- glBindFramebuffer = glBindFramebufferEXT;
- glDeleteFramebuffers = glDeleteFramebuffersEXT;
- glGenFramebuffers = glGenFramebuffersEXT;
- glCheckFramebufferStatus = glCheckFramebufferStatusEXT;
- glFramebufferTexture1D = glFramebufferTexture1DEXT;
- glFramebufferTexture2D = glFramebufferTexture2DEXT;
- glFramebufferTexture3D = glFramebufferTexture3DEXT;
- glFramebufferRenderbuffer = glFramebufferRenderbufferEXT;
- glGetFramebufferAttachmentParameteriv = glGetFramebufferAttachmentParameterivEXT;
- glGenerateMipmap = glGenerateMipmapEXT;
- framebuffer_object_is_supported = true;
- }
- else {
- ERR_PRINT("Framebuffer Object is not supported by your graphics card.");
- }
- }
- // Check for GL 2.1 compatibility, if not bail out
- if (!(glewIsSupported("GL_VERSION_2_1") && framebuffer_object_is_supported)) {
- ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n"
- "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot is now going to terminate.");
- OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n"
- "Godot Engine will self-destruct as soon as you acknowledge this error message.",
- "Fatal error: Insufficient OpenGL / GLES drivers");
- exit(1);
- }
- #endif
- scene_pass=1;
- if (extensions.size()==0) {
- set_extensions( (const char*)glGetString( GL_EXTENSIONS ));
- }
- GLint tmp = 0;
- glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &tmp);
- //print_line("GL_MAX_VERTEX_ATTRIBS "+itos(tmp));
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LEQUAL);
- glFrontFace(GL_CW);
- //glEnable(GL_TEXTURE_2D);
- default_material=create_default_material();
- material_shader.init();
- canvas_shader.init();
- copy_shader.init();
- canvas_shadow_shader.init();
- #ifdef GLEW_ENABLED
- material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL,true);
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL,true);
- canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_GLES_OVER_GL,true);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL,true);
- #endif
- #ifdef ANGLE_ENABLED
- // Fix for ANGLE
- material_shader.set_conditional(MaterialShaderGLES2::DISABLE_FRONT_FACING, true);
- #endif
- shadow=NULL;
- shadow_pass=0;
- framebuffer.fbo=0;
- framebuffer.width=0;
- framebuffer.height=0;
- // framebuffer.buff16=false;
- // framebuffer.blur[0].fbo=false;
- // framebuffer.blur[1].fbo=false;
- framebuffer.active=false;
- //do a single initial clear
- glClearColor(0,0,0,1);
- //glClearDepth(1.0);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- glGenTextures(1, &white_tex);
- unsigned char whitetexdata[8*8*3];
- for(int i=0;i<8*8*3;i++) {
- whitetexdata[i]=255;
- }
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D,white_tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
- glGenerateMipmap(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D,0);
- #ifdef GLEW_ENABLED
- pvr_supported=false;
- etc_supported=false;
- use_depth24 =true;
- s3tc_supported = true;
- atitc_supported = false;
- // use_texture_instancing=false;
- // use_attribute_instancing=true;
- use_texture_instancing=false;
- use_attribute_instancing=true;
- full_float_fb_supported=true;
- srgb_supported=true;
- latc_supported=true;
- s3tc_srgb_supported=true;
- use_anisotropic_filter=true;
- float_linear_supported=true;
- GLint vtf;
- glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
- float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
- use_hw_skeleton_xform=vtf>0 && float_supported;
- read_depth_supported=_test_depth_shadow_buffer();
- use_rgba_shadowmaps=!read_depth_supported;
- //print_line("read depth support? "+itos(read_depth_supported));
- glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level);
- anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0)));
- #ifdef OSX_ENABLED
- use_rgba_shadowmaps=true;
- use_fp16_fb=false;
- #else
- #endif
- use_half_float=true;
- #else
- for (Set<String>::Element *E=extensions.front();E;E=E->next()) {
- print_line(E->get());
- }
- read_depth_supported=extensions.has("GL_OES_depth_texture");
- use_rgba_shadowmaps=!read_depth_supported;
- if (shadow_filter>=SHADOW_FILTER_ESM && !extensions.has("GL_EXT_frag_depth")) {
- use_rgba_shadowmaps=true; //no other way, go back to rgba
- }
- pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc");
- pvr_srgb_supported=extensions.has("GL_EXT_pvrtc_sRGB");
- etc_supported=extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
- use_depth24 = extensions.has("GL_OES_depth24");
- s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
- use_half_float = extensions.has("GL_OES_vertex_half_float");
- atitc_supported=extensions.has("GL_AMD_compressed_ATC_texture");
- srgb_supported=extensions.has("GL_EXT_sRGB");
- #ifndef ANGLE_ENABLED
- s3tc_srgb_supported = s3tc_supported && extensions.has("GL_EXT_texture_compression_s3tc");
- #else
- s3tc_srgb_supported = s3tc_supported;
- #endif
- latc_supported = extensions.has("GL_EXT_texture_compression_latc");
- anisotropic_level=1.0;
- use_anisotropic_filter=extensions.has("GL_EXT_texture_filter_anisotropic");
- if (use_anisotropic_filter) {
- glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level);
- anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0)));
- }
- print_line("S3TC: "+itos(s3tc_supported)+" ATITC: "+itos(atitc_supported));
- GLint vtf;
- glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
- float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
- use_hw_skeleton_xform=vtf>0 && float_supported;
- float_linear_supported = extensions.has("GL_OES_texture_float_linear");
- //if (extensions.has("GL_QCOM_tiled_rendering"))
- // use_hw_skeleton_xform=false;
- GLint mva;
- glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,&mva);
- if (vtf==0 && mva>8) {
- //tegra 3, mali 400
- use_attribute_instancing=true;
- use_texture_instancing=false;
- } else if (vtf>0 && extensions.has("GL_OES_texture_float")){
- //use_texture_instancing=true;
- use_texture_instancing=false; // i don't get it, uniforms are faster.
- use_attribute_instancing=false;
- } else {
- use_texture_instancing=false;
- use_attribute_instancing=false;
- }
- if (use_fp16_fb) {
- use_fp16_fb=extensions.has("GL_OES_texture_half_float") && extensions.has("GL_EXT_color_buffer_half_float") && extensions.has("GL_EXT_texture_rg");
- }
- full_float_fb_supported=extensions.has("GL_EXT_color_buffer_float");
- //etc_supported=false;
- #endif
- //use_rgba_shadowmaps=true;
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
- glGetIntegerv(GL_MAX_TEXTURE_SIZE,&max_texture_size);
- //read_depth_supported=false;
- canvas_shadow_blur = canvas_light_shadow_buffer_create(max_texture_size);
- {
- //shadowmaps
- //don't use a shadowbuffer too big in GLES, this should be the maximum
- int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);
- int smsize=max_shadow_size;
- while(smsize>=16) {
- ShadowBuffer sb;
- bool s = sb.init(smsize,!use_rgba_shadowmaps);
- if (s)
- near_shadow_buffers.push_back(sb);
- smsize/=2;
- }
- blur_shadow_buffer.init(max_shadow_size,!use_rgba_shadowmaps);
- //material_shader
- material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
- canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
- }
- shadow_material = material_create(); //empty with nothing
- shadow_mat_ptr = material_owner.get(shadow_material);
- // Now create a second shadow material for double-sided shadow instances
- shadow_material_double_sided = material_create();
- shadow_mat_double_sided_ptr = material_owner.get(shadow_material_double_sided);
- shadow_mat_double_sided_ptr->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED] = true;
- overdraw_material = create_overdraw_debug_material();
- copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported);
- canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false));
- npo2_textures_available=true;
- //fragment_lighting=false;
- _rinfo.texture_mem=0;
- current_env=NULL;
- current_rt=NULL;
- current_vd=NULL;
- current_debug=VS::SCENARIO_DEBUG_DISABLED;
- camera_ortho=false;
- glGenBuffers(1,&gui_quad_buffer);
- glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
- #ifdef GLES_NO_CLIENT_ARRAYS //WebGL specific implementation.
- glBufferData(GL_ARRAY_BUFFER, 8 * MAX_POLYGON_VERTICES,NULL,GL_DYNAMIC_DRAW);
- #else
- glBufferData(GL_ARRAY_BUFFER,128,NULL,GL_DYNAMIC_DRAW);
- #endif
- glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
- #ifdef GLES_NO_CLIENT_ARRAYS //webgl indices buffer
- glGenBuffers(1, &indices_buffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, 16*1024, NULL, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);// unbind
- #endif
- shader_time_rollback = GLOBAL_DEF("rasterizer/shader_time_rollback",300);
- using_canvas_bg=false;
- _update_framebuffer();
- DEBUG_TEST_ERROR("Initializing");
- }
- void RasterizerGLES2::finish() {
- free(default_material);
- free(shadow_material);
- free(shadow_material_double_sided);
- free(canvas_shadow_blur);
- free( overdraw_material );
- }
- int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) {
- switch(p_info) {
- case VS::INFO_OBJECTS_IN_FRAME: {
- return _rinfo.object_count;
- } break;
- case VS::INFO_VERTICES_IN_FRAME: {
- return _rinfo.vertex_count;
- } break;
- case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
- return _rinfo.mat_change_count;
- } break;
- case VS::INFO_SHADER_CHANGES_IN_FRAME: {
- return _rinfo.shader_change_count;
- } break;
- case VS::INFO_DRAW_CALLS_IN_FRAME: {
- return _rinfo.draw_calls;
- } break;
- case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
- return _rinfo.surface_count;
- } break;
- case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {
- return 0;
- } break;
- case VS::INFO_VIDEO_MEM_USED: {
- return get_render_info(VS::INFO_TEXTURE_MEM_USED)+get_render_info(VS::INFO_VERTEX_MEM_USED);
- } break;
- case VS::INFO_TEXTURE_MEM_USED: {
- return _rinfo.texture_mem;
- } break;
- case VS::INFO_VERTEX_MEM_USED: {
- return 0;
- } break;
- }
- return 0;
- }
- void RasterizerGLES2::set_extensions(const char *p_strings) {
- Vector<String> strings = String(p_strings).split(" ",false);
- for(int i=0;i<strings.size();i++) {
- extensions.insert(strings[i]);
- // print_line(strings[i]);
- }
- }
- bool RasterizerGLES2::needs_to_draw_next_frame() const {
- return draw_next_frame;
- }
- bool RasterizerGLES2::has_feature(VS::Features p_feature) const {
- switch( p_feature) {
- case VS::FEATURE_SHADERS: return true;
- case VS::FEATURE_NEEDS_RELOAD_HOOK: return use_reload_hooks;
- default: return false;
- }
- }
- void RasterizerGLES2::reload_vram() {
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LEQUAL);
- glFrontFace(GL_CW);
- //do a single initial clear
- glClearColor(0,0,0,1);
- //glClearDepth(1.0);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- glGenTextures(1, &white_tex);
- unsigned char whitetexdata[8*8*3];
- for(int i=0;i<8*8*3;i++) {
- whitetexdata[i]=255;
- }
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D,white_tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
- glGenerateMipmap(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D,0);
- List<RID> textures;
- texture_owner.get_owned_list(&textures);
- keep_copies=false;
- for(List<RID>::Element *E=textures.front();E;E=E->next()) {
- RID tid = E->get();
- Texture *t=texture_owner.get(tid);
- ERR_CONTINUE(!t);
- t->tex_id=0;
- t->data_size=0;
- glGenTextures(1, &t->tex_id);
- t->active=false;
- if (t->render_target)
- continue;
- texture_allocate(tid,t->width,t->height,t->format,t->flags);
- bool had_image=false;
- for(int i=0;i<6;i++) {
- if (!t->image[i].empty()) {
- texture_set_data(tid,t->image[i],VS::CubeMapSide(i));
- had_image=true;
- }
- }
- if (!had_image && t->reloader) {
- Object *rl = ObjectDB::get_instance(t->reloader);
- if (rl)
- rl->call(t->reloader_func,tid);
- }
- }
- keep_copies=true;
- List<RID> render_targets;
- render_target_owner.get_owned_list(&render_targets);
- for(List<RID>::Element *E=render_targets.front();E;E=E->next()) {
- RenderTarget *rt = render_target_owner.get(E->get());
- int w = rt->width;
- int h = rt->height;
- rt->width=0;
- rt->height=0;
- render_target_set_size(E->get(),w,h);
- }
- List<RID> meshes;
- mesh_owner.get_owned_list(&meshes);
- for(List<RID>::Element *E=meshes.front();E;E=E->next()) {
- Mesh *mesh = mesh_owner.get(E->get());
- Vector<Surface*> surfaces =mesh->surfaces;
- mesh->surfaces.clear();
- for(int i=0;i<surfaces.size();i++) {
- mesh_add_surface(E->get(),surfaces[i]->primitive,surfaces[i]->data,surfaces[i]->morph_data,surfaces[i]->alpha_sort);
- mesh_surface_set_material(E->get(),i,surfaces[i]->material);
- if (surfaces[i]->array_local != 0) {
- memfree(surfaces[i]->array_local);
- };
- if (surfaces[i]->index_array_local != 0) {
- memfree(surfaces[i]->index_array_local);
- };
- memdelete( surfaces[i] );
- }
- }
- List<RID> skeletons;
- skeleton_owner.get_owned_list(&skeletons);
- for(List<RID>::Element *E=skeletons.front();E;E=E->next()) {
- Skeleton *sk = skeleton_owner.get(E->get());
- if (!sk->tex_id)
- continue; //does not use hw transform, leave alone
- Vector<Skeleton::Bone> bones = sk->bones;
- sk->bones.clear();
- sk->tex_id=0;
- sk->pixel_size=1.0;
- skeleton_resize(E->get(),bones.size());
- sk->bones=bones;
- }
- List<RID> multimeshes;
- multimesh_owner.get_owned_list(&multimeshes);
- for(List<RID>::Element *E=multimeshes.front();E;E=E->next()) {
- MultiMesh *mm = multimesh_owner.get(E->get());
- if (!mm->tex_id)
- continue; //does not use hw transform, leave alone
- Vector<MultiMesh::Element> elements = mm->elements;
- mm->elements.clear();
- mm->tw=1;
- mm->th=1;
- mm->tex_id=0;
- mm->last_pass=0;
- mm->visible = -1;
- multimesh_set_instance_count(E->get(),elements.size());
- mm->elements=elements;
- }
- if (framebuffer.fbo!=0) {
- framebuffer.fbo=0;
- framebuffer.depth=0;
- framebuffer.color=0;
- for(int i=0;i<3;i++) {
- framebuffer.blur[i].fbo=0;
- framebuffer.blur[i].color=0;
- }
- framebuffer.luminance.clear();
- }
- for(int i=0;i<near_shadow_buffers.size();i++) {
- near_shadow_buffers[i].init(near_shadow_buffers[i].size,!use_rgba_shadowmaps);
- }
- blur_shadow_buffer.init(near_shadow_buffers[0].size,!use_rgba_shadowmaps);
- canvas_shader.clear_caches();
- material_shader.clear_caches();
- blur_shader.clear_caches();
- copy_shader.clear_caches();
- List<RID> shaders;
- shader_owner.get_owned_list(&shaders);
- for(List<RID>::Element *E=shaders.front();E;E=E->next()) {
- Shader *s = shader_owner.get(E->get());
- s->custom_code_id=0;
- s->version=1;
- s->valid=false;
- shader_set_mode(E->get(),s->mode);
- }
- List<RID> materials;
- material_owner.get_owned_list(&materials);
- for(List<RID>::Element *E=materials.front();E;E=E->next()) {
- Material *m = material_owner.get(E->get());
- RID shader = m->shader;
- m->shader_version=0;
- material_set_shader(E->get(),shader);
- }
- }
- void RasterizerGLES2::set_use_framebuffers(bool p_use) {
- use_framebuffers=p_use;
- }
- RasterizerGLES2* RasterizerGLES2::get_singleton() {
- return _singleton;
- };
- int RasterizerGLES2::RenderList::max_elements=RenderList::DEFAULT_MAX_ELEMENTS;
- void RasterizerGLES2::set_force_16_bits_fbo(bool p_force) {
- use_16bits_fbo=p_force;
- }
- RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) {
- _singleton = this;
- shrink_textures_x2=false;
- RenderList::max_elements=GLOBAL_DEF("rasterizer/max_render_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS);
- if (RenderList::max_elements>64000)
- RenderList::max_elements=64000;
- if (RenderList::max_elements<1024)
- RenderList::max_elements=1024;
- opaque_render_list.init();
- alpha_render_list.init();
- skinned_buffer_size = GLOBAL_DEF("rasterizer/skeleton_buffer_size_kb",DEFAULT_SKINNED_BUFFER_SIZE);
- if (skinned_buffer_size<256)
- skinned_buffer_size=256;
- if (skinned_buffer_size>16384)
- skinned_buffer_size=16384;
- skinned_buffer_size*=1024;
- skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size );
- keep_copies=p_keep_ram_copy;
- use_reload_hooks=p_use_reload_hooks;
- pack_arrays=p_compress_arrays;
- p_default_fragment_lighting=false;
- fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true);
- read_depth_supported=true; //todo check for extension
- shadow_filter=ShadowFilterTechnique((int)(GLOBAL_DEF("rasterizer/shadow_filter",SHADOW_FILTER_PCF5)));
- Globals::get_singleton()->set_custom_property_info("rasterizer/shadow_filter",PropertyInfo(Variant::INT,"rasterizer/shadow_filter",PROPERTY_HINT_ENUM,"None,PCF5,PCF13,ESM"));
- use_fp16_fb=bool(GLOBAL_DEF("rasterizer/fp16_framebuffer",true));
- use_shadow_mapping=true;
- use_fast_texture_filter=!bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true));
- low_memory_2d=bool(GLOBAL_DEF("rasterizer/low_memory_2d_mode",false));
- skel_default.resize(1024*4);
- for(int i=0;i<1024/3;i++) {
- float * ptr = skel_default.ptr();
- ptr+=i*4*4;
- ptr[0]=1.0;
- ptr[1]=0.0;
- ptr[2]=0.0;
- ptr[3]=0.0;
- ptr[4]=0.0;
- ptr[5]=1.0;
- ptr[6]=0.0;
- ptr[7]=0.0;
- ptr[8]=0.0;
- ptr[9]=0.0;
- ptr[10]=1.0;
- ptr[12]=0.0;
- }
- base_framebuffer=0;
- frame = 0;
- draw_next_frame=false;
- use_framebuffers=true;
- framebuffer.active=false;
- tc0_id_cache=0;
- tc0_idx=0;
- use_16bits_fbo=false;
- };
- void RasterizerGLES2::restore_framebuffer() {
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
- }
- RasterizerGLES2::~RasterizerGLES2() {
- memdelete_arr(skinned_buffer);
- };
- #endif
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