rasterizer_gles2.cpp 316 KB

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  1. /*************************************************************************/
  2. /* rasterizer_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifdef GLES2_ENABLED
  30. #include "rasterizer_gles2.h"
  31. #include "os/os.h"
  32. #include "globals.h"
  33. #include <stdio.h>
  34. #include "servers/visual/shader_language.h"
  35. #include "servers/visual/particle_system_sw.h"
  36. #include "gl_context/context_gl.h"
  37. #include <string.h>
  38. #include <stdlib.h>
  39. #ifdef GLEW_ENABLED
  40. #define _GL_HALF_FLOAT_OES 0x140B
  41. #else
  42. #define _GL_HALF_FLOAT_OES 0x8D61
  43. #endif
  44. #define _GL_RGBA16F_EXT 0x881A
  45. #define _GL_RGB16F_EXT 0x881B
  46. #define _GL_RG16F_EXT 0x822F
  47. #define _GL_R16F_EXT 0x822D
  48. #define _GL_R32F_EXT 0x822E
  49. #define _GL_RED_EXT 0x1903
  50. #define _GL_RG_EXT 0x8227
  51. #define _GL_R8_EXT 0x8229
  52. #define _GL_RG8_EXT 0x822B
  53. #define _DEPTH_COMPONENT24_OES 0x81A6
  54. #ifdef GLEW_ENABLED
  55. #define _glClearDepth glClearDepth
  56. #else
  57. #define _glClearDepth glClearDepthf
  58. #endif
  59. #define _GL_SRGB_EXT 0x8C40
  60. #define _GL_SRGB_ALPHA_EXT 0x8C42
  61. #define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
  62. #define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
  63. //#define DEBUG_OPENGL
  64. #ifdef DEBUG_OPENGL
  65. #define DEBUG_TEST_ERROR(m_section)\
  66. {\
  67. print_line("AT: "+String(m_section)); glFlush();\
  68. uint32_t err = glGetError();\
  69. if (err) {\
  70. print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\
  71. }\
  72. }
  73. #else
  74. #define DEBUG_TEST_ERROR(m_section)
  75. #endif
  76. static RasterizerGLES2* _singleton = NULL;
  77. #ifdef GLES_NO_CLIENT_ARRAYS
  78. static float GlobalVertexBuffer[MAX_POLYGON_VERTICES * 8] = {0};
  79. #endif
  80. static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
  81. _FORCE_INLINE_ static void _set_color_attrib(const Color& p_color) {
  82. GLfloat c[4]= { p_color.r, p_color.g, p_color.b, p_color.a };
  83. glVertexAttrib4fv( VS::ARRAY_COLOR, c );
  84. }
  85. static _FORCE_INLINE_ uint16_t make_half_float(float f) {
  86. union {
  87. float fv;
  88. uint32_t ui;
  89. } ci;
  90. ci.fv=f;
  91. unsigned int x = ci.ui;
  92. unsigned int sign = (unsigned short)(x >> 31);
  93. unsigned int mantissa;
  94. unsigned int exp;
  95. uint16_t hf;
  96. // get mantissa
  97. mantissa = x & ((1 << 23) - 1);
  98. // get exponent bits
  99. exp = x & (0xFF << 23);
  100. if (exp >= 0x47800000)
  101. {
  102. // check if the original single precision float number is a NaN
  103. if (mantissa && (exp == (0xFF << 23)))
  104. {
  105. // we have a single precision NaN
  106. mantissa = (1 << 23) - 1;
  107. }
  108. else
  109. {
  110. // 16-bit half-float representation stores number as Inf
  111. mantissa = 0;
  112. }
  113. hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) |
  114. (uint16_t)(mantissa >> 13);
  115. }
  116. // check if exponent is <= -15
  117. else if (exp <= 0x38000000)
  118. {
  119. /*// store a denorm half-float value or zero
  120. exp = (0x38000000 - exp) >> 23;
  121. mantissa >>= (14 + exp);
  122. hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa);
  123. */
  124. hf=0; //denormals do not work for 3D, convert to zero
  125. }
  126. else
  127. {
  128. hf = (((uint16_t)sign) << 15) |
  129. (uint16_t)((exp - 0x38000000) >> 13) |
  130. (uint16_t)(mantissa >> 13);
  131. }
  132. return hf;
  133. }
  134. 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) {
  135. ERR_FAIL_COND(!p_vertices);
  136. ERR_FAIL_COND(p_points <1 || p_points>4);
  137. bool quad=false;
  138. GLenum type;
  139. switch(p_points) {
  140. case 1: type=GL_POINTS; break;
  141. case 2: type=GL_LINES; break;
  142. case 4: quad=true; p_points=3;
  143. case 3: type=GL_TRIANGLES; break;
  144. };
  145. glBindBuffer(GL_ARRAY_BUFFER,0);
  146. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  147. GLfloat vert_array[18];
  148. GLfloat normal_array[18];
  149. GLfloat color_array[24];
  150. GLfloat tangent_array[24];
  151. GLfloat uv_array[18];
  152. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  153. glVertexAttribPointer( VS::ARRAY_VERTEX, 3 ,GL_FLOAT, false, 0, vert_array );
  154. for (int i=0;i<p_points;i++) {
  155. vert_array[i*3+0]=p_vertices[i].x;
  156. vert_array[i*3+1]=p_vertices[i].y;
  157. vert_array[i*3+2]=p_vertices[i].z;
  158. if (quad) {
  159. int idx=2+i;
  160. if (idx==4)
  161. idx=0;
  162. vert_array[9+i*3+0]=p_vertices[idx].x;
  163. vert_array[9+i*3+1]=p_vertices[idx].y;
  164. vert_array[9+i*3+2]=p_vertices[idx].z;
  165. }
  166. }
  167. if (p_normals) {
  168. glEnableVertexAttribArray(VS::ARRAY_NORMAL);
  169. glVertexAttribPointer( VS::ARRAY_NORMAL, 3 ,GL_FLOAT, false, 0, normal_array );
  170. for (int i=0;i<p_points;i++) {
  171. normal_array[i*3+0]=p_normals[i].x;
  172. normal_array[i*3+1]=p_normals[i].y;
  173. normal_array[i*3+2]=p_normals[i].z;
  174. if (quad) {
  175. int idx=2+i;
  176. if (idx==4)
  177. idx=0;
  178. normal_array[9+i*3+0]=p_normals[idx].x;
  179. normal_array[9+i*3+1]=p_normals[idx].y;
  180. normal_array[9+i*3+2]=p_normals[idx].z;
  181. }
  182. }
  183. } else {
  184. glDisableVertexAttribArray(VS::ARRAY_NORMAL);
  185. }
  186. if (p_colors) {
  187. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  188. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, 0, color_array );
  189. for (int i=0;i<p_points;i++) {
  190. color_array[i*4+0]=p_colors[i].r;
  191. color_array[i*4+1]=p_colors[i].g;
  192. color_array[i*4+2]=p_colors[i].b;
  193. color_array[i*4+3]=p_colors[i].a;
  194. if (quad) {
  195. int idx=2+i;
  196. if (idx==4)
  197. idx=0;
  198. color_array[12+i*4+0]=p_colors[idx].r;
  199. color_array[12+i*4+1]=p_colors[idx].g;
  200. color_array[12+i*4+2]=p_colors[idx].b;
  201. color_array[12+i*4+3]=p_colors[idx].a;
  202. }
  203. }
  204. } else {
  205. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  206. }
  207. if (p_tangents) {
  208. glEnableVertexAttribArray(VS::ARRAY_TANGENT);
  209. glVertexAttribPointer( VS::ARRAY_TANGENT, 4 ,GL_FLOAT, false, 0, tangent_array );
  210. for (int i=0;i<p_points;i++) {
  211. tangent_array[i*4+0]=p_tangents[i].normal.x;
  212. tangent_array[i*4+1]=p_tangents[i].normal.y;
  213. tangent_array[i*4+2]=p_tangents[i].normal.z;
  214. tangent_array[i*4+3]=p_tangents[i].d;
  215. if (quad) {
  216. int idx=2+i;
  217. if (idx==4)
  218. idx=0;
  219. tangent_array[12+i*4+0]=p_tangents[idx].normal.x;
  220. tangent_array[12+i*4+1]=p_tangents[idx].normal.y;
  221. tangent_array[12+i*4+2]=p_tangents[idx].normal.z;
  222. tangent_array[12+i*4+3]=p_tangents[idx].d;
  223. }
  224. }
  225. } else {
  226. glDisableVertexAttribArray(VS::ARRAY_TANGENT);
  227. }
  228. if (p_uvs) {
  229. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  230. glVertexAttribPointer( VS::ARRAY_TEX_UV, 3 ,GL_FLOAT, false, 0, uv_array );
  231. for (int i=0;i<p_points;i++) {
  232. uv_array[i*3+0]=p_uvs[i].x;
  233. uv_array[i*3+1]=p_uvs[i].y;
  234. uv_array[i*3+2]=p_uvs[i].z;
  235. if (quad) {
  236. int idx=2+i;
  237. if (idx==4)
  238. idx=0;
  239. uv_array[9+i*3+0]=p_uvs[idx].x;
  240. uv_array[9+i*3+1]=p_uvs[idx].y;
  241. uv_array[9+i*3+2]=p_uvs[idx].z;
  242. }
  243. }
  244. } else {
  245. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  246. }
  247. /*
  248. if (p_instanced>1)
  249. glDrawArraysInstanced(type,0,p_points,p_instanced);
  250. else
  251. */
  252. glDrawArrays(type,0,quad?6:p_points);
  253. };
  254. /* TEXTURE API */
  255. #define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
  256. #define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
  257. #define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
  258. #define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
  259. #define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
  260. #define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
  261. #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
  262. #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
  263. #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
  264. #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
  265. #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
  266. #define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
  267. #define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71
  268. #define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
  269. #define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73
  270. #define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
  271. #define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
  272. #define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
  273. #define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
  274. #define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
  275. #define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
  276. #define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
  277. #define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
  278. #define _EXT_ETC1_RGB8_OES 0x8D64
  279. #define _EXT_SLUMINANCE_NV 0x8C46
  280. #define _EXT_SLUMINANCE_ALPHA_NV 0x8C44
  281. #define _EXT_SRGB8_NV 0x8C41
  282. #define _EXT_SLUMINANCE8_NV 0x8C47
  283. #define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45
  284. #define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C
  285. #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D
  286. #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E
  287. #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F
  288. #define _EXT_ATC_RGB_AMD 0x8C92
  289. #define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
  290. #define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
  291. /* TEXTURE API */
  292. 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) {
  293. r_has_alpha_cache=false;
  294. r_compressed=false;
  295. r_gl_format=0;
  296. Image image=p_image;
  297. switch(p_format) {
  298. case Image::FORMAT_L8: {
  299. r_gl_components=1;
  300. r_gl_format=GL_LUMINANCE;
  301. r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_NV:GL_LUMINANCE;
  302. } break;
  303. case Image::FORMAT_INTENSITY: {
  304. if (!image.empty())
  305. image.convert(Image::FORMAT_RGBA8);
  306. r_gl_components=4;
  307. r_gl_format=GL_RGBA;
  308. r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_ALPHA_EXT:GL_RGBA;
  309. r_has_alpha_cache=true;
  310. } break;
  311. case Image::FORMAT_LA8: {
  312. //image.convert(Image::FORMAT_RGBA8);
  313. r_gl_components=2;
  314. r_gl_format=GL_LUMINANCE_ALPHA;
  315. r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_ALPHA_NV:GL_LUMINANCE_ALPHA;
  316. r_has_alpha_cache=true;
  317. } break;
  318. case Image::FORMAT_INDEXED: {
  319. if (!image.empty())
  320. image.convert(Image::FORMAT_RGB8);
  321. r_gl_components=3;
  322. r_gl_format=GL_RGB;
  323. r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_EXT:GL_RGB;
  324. } break;
  325. case Image::FORMAT_INDEXED_ALPHA: {
  326. if (!image.empty())
  327. image.convert(Image::FORMAT_RGBA8);
  328. r_gl_components=4;
  329. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  330. if (srgb_supported) {
  331. r_gl_format=GL_RGBA;
  332. r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
  333. } else {
  334. r_gl_internal_format=GL_RGBA;
  335. if (!image.empty())
  336. image.srgb_to_linear();
  337. }
  338. } else {
  339. r_gl_internal_format=GL_RGBA;
  340. }
  341. r_has_alpha_cache=true;
  342. } break;
  343. case Image::FORMAT_RGB8: {
  344. r_gl_components=3;
  345. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  346. if (srgb_supported) {
  347. r_gl_internal_format=_GL_SRGB_EXT;
  348. r_gl_format=GL_RGB;
  349. } else {
  350. r_gl_internal_format=GL_RGB;
  351. if (!image.empty())
  352. image.srgb_to_linear();
  353. }
  354. } else {
  355. r_gl_internal_format=GL_RGB;
  356. }
  357. } break;
  358. case Image::FORMAT_RGBA8: {
  359. r_gl_components=4;
  360. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  361. if (srgb_supported) {
  362. r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
  363. r_gl_format=GL_RGBA;
  364. //r_gl_internal_format=GL_RGBA;
  365. } else {
  366. r_gl_internal_format=GL_RGBA;
  367. if (!image.empty())
  368. image.srgb_to_linear();
  369. }
  370. } else {
  371. r_gl_internal_format=GL_RGBA;
  372. }
  373. r_has_alpha_cache=true;
  374. } break;
  375. case Image::FORMAT_DXT1: {
  376. if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  377. if (!image.empty()) {
  378. image.decompress();
  379. }
  380. r_gl_components=4;
  381. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  382. if (srgb_supported) {
  383. r_gl_format=GL_RGBA;
  384. r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
  385. } else {
  386. r_gl_internal_format=GL_RGBA;
  387. if (!image.empty())
  388. image.srgb_to_linear();
  389. }
  390. } else {
  391. r_gl_internal_format=GL_RGBA;
  392. }
  393. r_has_alpha_cache=true;
  394. } else {
  395. r_gl_components=1; //doesn't matter much
  396. 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;
  397. r_compressed=true;
  398. };
  399. } break;
  400. case Image::FORMAT_DXT3: {
  401. if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  402. if (!image.empty()) {
  403. image.decompress();
  404. }
  405. r_gl_components=4;
  406. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  407. if (srgb_supported) {
  408. r_gl_format=GL_RGBA;
  409. r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
  410. } else {
  411. r_gl_internal_format=GL_RGBA;
  412. if (!image.empty())
  413. image.srgb_to_linear();
  414. }
  415. } else {
  416. r_gl_internal_format=GL_RGBA;
  417. }
  418. r_has_alpha_cache=true;
  419. } else {
  420. r_gl_components=1; //doesn't matter much
  421. 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;
  422. r_has_alpha_cache=true;
  423. r_compressed=true;
  424. };
  425. } break;
  426. case Image::FORMAT_DXT5: {
  427. if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  428. if (!image.empty()) {
  429. image.decompress();
  430. }
  431. r_gl_components=4;
  432. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  433. if (srgb_supported) {
  434. r_gl_format=GL_RGBA;
  435. r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
  436. } else {
  437. r_gl_internal_format=GL_RGBA;
  438. if (!image.empty())
  439. image.srgb_to_linear();
  440. }
  441. } else {
  442. r_gl_internal_format=GL_RGBA;
  443. }
  444. r_has_alpha_cache=true;
  445. } else {
  446. r_gl_components=1; //doesn't matter much
  447. 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;
  448. r_has_alpha_cache=true;
  449. r_compressed=true;
  450. };
  451. } break;
  452. case Image::FORMAT_ATI1: {
  453. if (!latc_supported) {
  454. if (!image.empty()) {
  455. image.decompress();
  456. }
  457. r_gl_components=4;
  458. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  459. if (srgb_supported) {
  460. r_gl_format=GL_RGBA;
  461. r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
  462. } else {
  463. r_gl_internal_format=GL_RGBA;
  464. if (!image.empty())
  465. image.srgb_to_linear();
  466. }
  467. } else {
  468. r_gl_internal_format=GL_RGBA;
  469. }
  470. r_has_alpha_cache=true;
  471. } else {
  472. r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT;
  473. r_gl_components=1; //doesn't matter much
  474. r_compressed=true;
  475. };
  476. } break;
  477. case Image::FORMAT_ATI2: {
  478. if (!latc_supported ) {
  479. if (!image.empty()) {
  480. image.decompress();
  481. }
  482. r_gl_components=4;
  483. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  484. if (srgb_supported) {
  485. r_gl_format=GL_RGBA;
  486. r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
  487. } else {
  488. r_gl_internal_format=GL_RGBA;
  489. if (!image.empty())
  490. image.srgb_to_linear();
  491. }
  492. } else {
  493. r_gl_internal_format=GL_RGBA;
  494. }
  495. r_has_alpha_cache=true;
  496. } else {
  497. r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
  498. r_gl_components=1; //doesn't matter much
  499. r_compressed=true;
  500. };
  501. } break;
  502. case Image::FORMAT_PVRTC2: {
  503. if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  504. if (!image.empty()) {
  505. image.decompress();
  506. }
  507. r_gl_components=4;
  508. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  509. if (srgb_supported) {
  510. r_gl_format=GL_RGBA;
  511. r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
  512. } else {
  513. r_gl_internal_format=GL_RGBA;
  514. if (!image.empty())
  515. image.srgb_to_linear();
  516. }
  517. } else {
  518. r_gl_internal_format=GL_RGBA;
  519. }
  520. r_has_alpha_cache=true;
  521. } else {
  522. 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;
  523. r_gl_components=1; //doesn't matter much
  524. r_compressed=true;
  525. }
  526. } break;
  527. case Image::FORMAT_PVRTC2A: {
  528. if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  529. if (!image.empty())
  530. image.decompress();
  531. r_gl_components=4;
  532. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  533. if (srgb_supported) {
  534. r_gl_format=GL_RGBA;
  535. r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
  536. } else {
  537. r_gl_internal_format=GL_RGBA;
  538. if (!image.empty())
  539. image.srgb_to_linear();
  540. }
  541. } else {
  542. r_gl_internal_format=GL_RGBA;
  543. }
  544. r_has_alpha_cache=true;
  545. } else {
  546. r_gl_internal_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  547. 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;
  548. r_gl_components=1; //doesn't matter much
  549. r_compressed=true;
  550. }
  551. } break;
  552. case Image::FORMAT_PVRTC4: {
  553. if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  554. if (!image.empty())
  555. image.decompress();
  556. r_gl_components=4;
  557. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  558. if (srgb_supported) {
  559. r_gl_format=GL_RGBA;
  560. r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
  561. } else {
  562. r_gl_internal_format=GL_RGBA;
  563. if (!image.empty())
  564. image.srgb_to_linear();
  565. }
  566. } else {
  567. r_gl_internal_format=GL_RGBA;
  568. }
  569. r_has_alpha_cache=true;
  570. } else {
  571. 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;
  572. r_gl_components=1; //doesn't matter much
  573. r_compressed=true;
  574. }
  575. } break;
  576. case Image::FORMAT_PVRTC4A: {
  577. if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  578. if (!image.empty())
  579. image.decompress();
  580. r_gl_components=4;
  581. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  582. if (srgb_supported) {
  583. r_gl_format=GL_RGBA;
  584. r_gl_internal_format=_GL_SRGB_ALPHA_EXT;
  585. } else {
  586. r_gl_internal_format=GL_RGBA;
  587. if (!image.empty())
  588. image.srgb_to_linear();
  589. }
  590. } else {
  591. r_gl_internal_format=GL_RGBA;
  592. }
  593. r_has_alpha_cache=true;
  594. } else {
  595. 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;
  596. r_gl_components=1; //doesn't matter much
  597. r_compressed=true;
  598. }
  599. } break;
  600. case Image::FORMAT_ETC: {
  601. if (!etc_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  602. if (!image.empty()) {
  603. image.decompress();
  604. }
  605. r_gl_components=3;
  606. if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  607. if (srgb_supported) {
  608. r_gl_format=GL_RGB;
  609. r_gl_internal_format=_GL_SRGB_EXT;
  610. } else {
  611. r_gl_internal_format=GL_RGB;
  612. if (!image.empty())
  613. image.srgb_to_linear();
  614. }
  615. } else {
  616. r_gl_internal_format=GL_RGB;
  617. }
  618. r_gl_internal_format=GL_RGB;
  619. } else {
  620. r_gl_internal_format=_EXT_ETC1_RGB8_OES;
  621. r_gl_components=1; //doesn't matter much
  622. r_compressed=true;
  623. }
  624. } break;
  625. case Image::FORMAT_ATC: {
  626. if (!atitc_supported) {
  627. if (!image.empty()) {
  628. image.decompress();
  629. }
  630. r_gl_components=3;
  631. r_gl_internal_format=GL_RGB;
  632. } else {
  633. r_gl_internal_format=_EXT_ATC_RGB_AMD;
  634. r_gl_components=1; //doesn't matter much
  635. r_compressed=true;
  636. }
  637. } break;
  638. case Image::FORMAT_ATC_ALPHA_EXPLICIT: {
  639. if (!atitc_supported) {
  640. if (!image.empty()) {
  641. image.decompress();
  642. }
  643. r_gl_components=4;
  644. r_gl_internal_format=GL_RGBA;
  645. } else {
  646. r_gl_internal_format=_EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD;
  647. r_gl_components=1; //doesn't matter much
  648. r_compressed=true;
  649. }
  650. } break;
  651. case Image::FORMAT_ATC_ALPHA_INTERPOLATED: {
  652. if (!atitc_supported) {
  653. if (!image.empty()) {
  654. image.decompress();
  655. }
  656. r_gl_components=4;
  657. r_gl_internal_format=GL_RGBA;
  658. } else {
  659. r_gl_internal_format=_EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD;
  660. r_gl_components=1; //doesn't matter much
  661. r_compressed=true;
  662. }
  663. } break;
  664. case Image::FORMAT_YUV_422:
  665. case Image::FORMAT_YUV_444: {
  666. if (!image.empty())
  667. image.convert(Image::FORMAT_RGB8);
  668. r_gl_internal_format=GL_RGB;
  669. r_gl_components=3;
  670. } break;
  671. default: {
  672. ERR_FAIL_V(Image());
  673. }
  674. }
  675. if (r_gl_format==0) {
  676. r_gl_format=r_gl_internal_format;
  677. }
  678. return image;
  679. }
  680. static const GLenum _cube_side_enum[6]={
  681. GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
  682. GL_TEXTURE_CUBE_MAP_POSITIVE_X,
  683. GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
  684. GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
  685. GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
  686. GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
  687. };
  688. RID RasterizerGLES2::texture_create() {
  689. Texture *texture = memnew(Texture);
  690. ERR_FAIL_COND_V(!texture,RID());
  691. glGenTextures(1, &texture->tex_id);
  692. texture->active=false;
  693. texture->total_data_size=0;
  694. return texture_owner.make_rid( texture );
  695. }
  696. void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) {
  697. bool has_alpha_cache;
  698. int components;
  699. GLenum format;
  700. GLenum internal_format;
  701. bool compressed;
  702. int po2_width = nearest_power_of_2(p_width);
  703. int po2_height = nearest_power_of_2(p_height);
  704. if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  705. p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
  706. }
  707. Texture *texture = texture_owner.get( p_texture );
  708. ERR_FAIL_COND(!texture);
  709. texture->width=p_width;
  710. texture->height=p_height;
  711. texture->format=p_format;
  712. texture->flags=p_flags;
  713. texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
  714. _get_gl_image_and_format(Image(),texture->format,texture->flags,format,internal_format,components,has_alpha_cache,compressed);
  715. bool scale_textures = !compressed && !(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && (!npo2_textures_available || p_flags&VS::TEXTURE_FLAG_MIPMAPS);
  716. if (scale_textures) {
  717. texture->alloc_width = po2_width;
  718. texture->alloc_height = po2_height;
  719. // print_line("scale because npo2: "+itos(npo2_textures_available)+" mm: "+itos(p_format&VS::TEXTURE_FLAG_MIPMAPS)+" "+itos(p_mipmap_count) );
  720. } else {
  721. texture->alloc_width = texture->width;
  722. texture->alloc_height = texture->height;
  723. };
  724. if (!(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && shrink_textures_x2) {
  725. texture->alloc_height = MAX(1,texture->alloc_height/2);
  726. texture->alloc_width = MAX(1,texture->alloc_width/2);
  727. }
  728. texture->gl_components_cache=components;
  729. texture->gl_format_cache=format;
  730. texture->gl_internal_format_cache=internal_format;
  731. texture->format_has_alpha=has_alpha_cache;
  732. texture->compressed=compressed;
  733. texture->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds
  734. texture->data_size=0;
  735. texture->mipmaps=0;
  736. glActiveTexture(GL_TEXTURE0);
  737. glBindTexture(texture->target, texture->tex_id);
  738. if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  739. //prealloc if video
  740. glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE,NULL);
  741. }
  742. texture->active=true;
  743. }
  744. void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) {
  745. Texture * texture = texture_owner.get(p_texture);
  746. ERR_FAIL_COND(!texture);
  747. ERR_FAIL_COND(!texture->active);
  748. ERR_FAIL_COND(texture->render_target);
  749. ERR_FAIL_COND(texture->format != p_image.get_format() );
  750. ERR_FAIL_COND( p_image.empty() );
  751. int components;
  752. GLenum format;
  753. GLenum internal_format;
  754. bool alpha;
  755. bool compressed;
  756. if (keep_copies && !(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && !(use_reload_hooks && texture->reloader)) {
  757. texture->image[p_cube_side]=p_image;
  758. }
  759. Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,internal_format,components,alpha,compressed);
  760. if (texture->alloc_width != img.get_width() || texture->alloc_height != img.get_height()) {
  761. if (texture->alloc_width == img.get_width()/2 && texture->alloc_height == img.get_height()/2) {
  762. img.shrink_x2();
  763. } else if (img.get_format() <= Image::FORMAT_INDEXED_ALPHA) {
  764. img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
  765. }
  766. };
  767. if (!(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && img.detect_alpha()==Image::ALPHA_BLEND) {
  768. texture->has_alpha=true;
  769. }
  770. GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;
  771. texture->data_size=img.get_data().size();
  772. DVector<uint8_t>::Read read = img.get_data().read();
  773. glActiveTexture(GL_TEXTURE0);
  774. glBindTexture(texture->target, texture->tex_id);
  775. texture->ignore_mipmaps = compressed && img.get_mipmaps()==0;
  776. if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps)
  777. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
  778. else {
  779. if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  780. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  781. } else {
  782. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
  783. }
  784. }
  785. if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  786. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
  787. } else {
  788. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering
  789. }
  790. 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);
  791. if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
  792. if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
  793. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
  794. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
  795. }
  796. else{
  797. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  798. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  799. }
  800. } else {
  801. //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  802. glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  803. glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  804. }
  805. if (use_anisotropic_filter) {
  806. if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
  807. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level);
  808. } else {
  809. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
  810. }
  811. }
  812. int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps()>0) ? img.get_mipmaps() +1 : 1;
  813. int w=img.get_width();
  814. int h=img.get_height();
  815. int tsize=0;
  816. for(int i=0;i<mipmaps;i++) {
  817. int size,ofs;
  818. img.get_mipmap_offset_and_size(i,ofs,size);
  819. //print_line("mipmap: "+itos(i)+" size: "+itos(size)+" w: "+itos(mm_w)+", h: "+itos(mm_h));
  820. if (texture->compressed) {
  821. glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  822. glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] );
  823. } else {
  824. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  825. if (texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  826. glTexSubImage2D( blit_target, i, 0,0,w, h,format,GL_UNSIGNED_BYTE,&read[ofs] );
  827. } else {
  828. glTexImage2D(blit_target, i, internal_format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]);
  829. }
  830. }
  831. tsize+=size;
  832. w = MAX(1,w>>1);
  833. h = MAX(1,h>>1);
  834. }
  835. _rinfo.texture_mem-=texture->total_data_size;
  836. texture->total_data_size=tsize;
  837. _rinfo.texture_mem+=texture->total_data_size;
  838. //printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem);
  839. if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1 && !texture->ignore_mipmaps) {
  840. //generate mipmaps if they were requested and the image does not contain them
  841. glGenerateMipmap(texture->target);
  842. }
  843. texture->mipmaps=mipmaps;
  844. if (mipmaps>1) {
  845. //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps-1 ); - assumed to have all, always
  846. }
  847. //texture_set_flags(p_texture,texture->flags);
  848. }
  849. Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const {
  850. Texture * texture = texture_owner.get(p_texture);
  851. ERR_FAIL_COND_V(!texture,Image());
  852. ERR_FAIL_COND_V(!texture->active,Image());
  853. ERR_FAIL_COND_V(texture->data_size==0,Image());
  854. ERR_FAIL_COND_V(texture->render_target,Image());
  855. return texture->image[p_cube_side];
  856. #if 0
  857. Texture * texture = texture_owner.get(p_texture);
  858. ERR_FAIL_COND_V(!texture,Image());
  859. ERR_FAIL_COND_V(!texture->active,Image());
  860. ERR_FAIL_COND_V(texture->data_size==0,Image());
  861. DVector<uint8_t> data;
  862. GLenum format,type=GL_UNSIGNED_BYTE;
  863. Image::Format fmt;
  864. int pixelsize=0;
  865. int pixelshift=0;
  866. int minw=1,minh=1;
  867. bool compressed=false;
  868. fmt=texture->format;
  869. switch(texture->format) {
  870. case Image::FORMAT_L8: {
  871. format=GL_LUMINANCE;
  872. type=GL_UNSIGNED_BYTE;
  873. data.resize(texture->alloc_width*texture->alloc_height);
  874. pixelsize=1;
  875. } break;
  876. case Image::FORMAT_INTENSITY: {
  877. return Image();
  878. } break;
  879. case Image::FORMAT_LA8: {
  880. format=GL_LUMINANCE_ALPHA;
  881. type=GL_UNSIGNED_BYTE;
  882. pixelsize=2;
  883. } break;
  884. case Image::FORMAT_RGB8: {
  885. format=GL_RGB;
  886. type=GL_UNSIGNED_BYTE;
  887. pixelsize=3;
  888. } break;
  889. case Image::FORMAT_RGBA8: {
  890. format=GL_RGBA;
  891. type=GL_UNSIGNED_BYTE;
  892. pixelsize=4;
  893. } break;
  894. case Image::FORMAT_INDEXED: {
  895. format=GL_RGB;
  896. type=GL_UNSIGNED_BYTE;
  897. fmt=Image::FORMAT_RGB8;
  898. pixelsize=3;
  899. } break;
  900. case Image::FORMAT_INDEXED_ALPHA: {
  901. format=GL_RGBA;
  902. type=GL_UNSIGNED_BYTE;
  903. fmt=Image::FORMAT_RGBA8;
  904. pixelsize=4;
  905. } break;
  906. case Image::FORMAT_DXT1: {
  907. pixelsize=1; //doesn't matter much
  908. format=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  909. compressed=true;
  910. pixelshift=1;
  911. minw=minh=4;
  912. } break;
  913. case Image::FORMAT_DXT3: {
  914. pixelsize=1; //doesn't matter much
  915. format=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  916. compressed=true;
  917. minw=minh=4;
  918. } break;
  919. case Image::FORMAT_DXT5: {
  920. pixelsize=1; //doesn't matter much
  921. format=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  922. compressed=true;
  923. minw=minh=4;
  924. } break;
  925. case Image::FORMAT_ATI1: {
  926. format=GL_COMPRESSED_RED_RGTC1;
  927. pixelsize=1; //doesn't matter much
  928. compressed=true;
  929. pixelshift=1;
  930. minw=minh=4;
  931. } break;
  932. case Image::FORMAT_ATI2: {
  933. format=GL_COMPRESSED_RG_RGTC2;
  934. pixelsize=1; //doesn't matter much
  935. compressed=true;
  936. minw=minh=4;
  937. } break;
  938. default:{}
  939. }
  940. data.resize(texture->data_size);
  941. DVector<uint8_t>::Write wb = data.write();
  942. glActiveTexture(GL_TEXTURE0);
  943. int ofs=0;
  944. glBindTexture(texture->target,texture->tex_id);
  945. int w=texture->alloc_width;
  946. int h=texture->alloc_height;
  947. for(int i=0;i<texture->mipmaps+1;i++) {
  948. if (compressed) {
  949. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  950. glGetCompressedTexImage(texture->target,i,&wb[ofs]);
  951. } else {
  952. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  953. glGetTexImage(texture->target,i,format,type,&wb[ofs]);
  954. }
  955. int size = (w*h*pixelsize)>>pixelshift;
  956. ofs+=size;
  957. w=MAX(minw,w>>1);
  958. h=MAX(minh,h>>1);
  959. }
  960. wb=DVector<uint8_t>::Write();
  961. Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps,fmt,data);
  962. if (texture->format<Image::FORMAT_INDEXED && (texture->alloc_width!=texture->width || texture->alloc_height!=texture->height))
  963. img.resize(texture->width,texture->height);
  964. return img;
  965. #endif
  966. }
  967. void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {
  968. Texture *texture = texture_owner.get( p_texture );
  969. ERR_FAIL_COND(!texture);
  970. if (texture->render_target) {
  971. p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter
  972. }
  973. bool had_mipmaps = texture->flags&VS::TEXTURE_FLAG_MIPMAPS;
  974. glActiveTexture(GL_TEXTURE0);
  975. glBindTexture(texture->target, texture->tex_id);
  976. uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
  977. texture->flags=p_flags|cube; // can't remove a cube from being a cube
  978. 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);
  979. if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
  980. if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
  981. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
  982. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
  983. }
  984. else {
  985. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  986. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  987. }
  988. } else {
  989. //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  990. glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  991. glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  992. }
  993. if (use_anisotropic_filter) {
  994. if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
  995. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropic_level);
  996. } else {
  997. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
  998. }
  999. }
  1000. if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) {
  1001. if (!had_mipmaps && texture->mipmaps==1) {
  1002. glGenerateMipmap(texture->target);
  1003. }
  1004. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
  1005. } else{
  1006. if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  1007. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  1008. } else {
  1009. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
  1010. }
  1011. }
  1012. if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  1013. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
  1014. } else {
  1015. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering
  1016. }
  1017. }
  1018. uint32_t RasterizerGLES2::texture_get_flags(RID p_texture) const {
  1019. Texture * texture = texture_owner.get(p_texture);
  1020. ERR_FAIL_COND_V(!texture,0);
  1021. return texture->flags;
  1022. }
  1023. Image::Format RasterizerGLES2::texture_get_format(RID p_texture) const {
  1024. Texture * texture = texture_owner.get(p_texture);
  1025. ERR_FAIL_COND_V(!texture,Image::FORMAT_L8);
  1026. return texture->format;
  1027. }
  1028. uint32_t RasterizerGLES2::texture_get_width(RID p_texture) const {
  1029. Texture * texture = texture_owner.get(p_texture);
  1030. ERR_FAIL_COND_V(!texture,0);
  1031. return texture->width;
  1032. }
  1033. uint32_t RasterizerGLES2::texture_get_height(RID p_texture) const {
  1034. Texture * texture = texture_owner.get(p_texture);
  1035. ERR_FAIL_COND_V(!texture,0);
  1036. return texture->height;
  1037. }
  1038. bool RasterizerGLES2::texture_has_alpha(RID p_texture) const {
  1039. Texture * texture = texture_owner.get(p_texture);
  1040. ERR_FAIL_COND_V(!texture,0);
  1041. return texture->has_alpha;
  1042. }
  1043. void RasterizerGLES2::texture_set_size_override(RID p_texture,int p_width, int p_height) {
  1044. Texture * texture = texture_owner.get(p_texture);
  1045. ERR_FAIL_COND(!texture);
  1046. ERR_FAIL_COND(texture->render_target);
  1047. ERR_FAIL_COND(p_width<=0 || p_width>16384);
  1048. ERR_FAIL_COND(p_height<=0 || p_height>16384);
  1049. //real texture size is in alloc width and height
  1050. texture->width=p_width;
  1051. texture->height=p_height;
  1052. }
  1053. void RasterizerGLES2::texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const {
  1054. Texture * texture = texture_owner.get(p_texture);
  1055. ERR_FAIL_COND(!texture);
  1056. ERR_FAIL_COND(texture->render_target);
  1057. texture->reloader=p_owner;
  1058. texture->reloader_func=p_function;
  1059. if (use_reload_hooks && p_owner && keep_copies) {
  1060. for(int i=0;i<6;i++)
  1061. texture->image[i]=Image();
  1062. }
  1063. }
  1064. GLuint RasterizerGLES2::_texture_get_name(RID p_tex) {
  1065. Texture * texture = texture_owner.get(p_tex);
  1066. ERR_FAIL_COND_V(!texture, 0);
  1067. return texture->tex_id;
  1068. };
  1069. void RasterizerGLES2::texture_set_path(RID p_texture,const String& p_path) {
  1070. Texture * texture = texture_owner.get(p_texture);
  1071. ERR_FAIL_COND(!texture);
  1072. texture->path=p_path;
  1073. }
  1074. String RasterizerGLES2::texture_get_path(RID p_texture) const{
  1075. Texture * texture = texture_owner.get(p_texture);
  1076. ERR_FAIL_COND_V(!texture,String());
  1077. return texture->path;
  1078. }
  1079. void RasterizerGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info){
  1080. List<RID> textures;
  1081. texture_owner.get_owned_list(&textures);
  1082. for (List<RID>::Element *E=textures.front();E;E=E->next()) {
  1083. Texture *t = texture_owner.get(E->get());
  1084. if (!t)
  1085. continue;
  1086. VS::TextureInfo tinfo;
  1087. tinfo.path=t->path;
  1088. tinfo.format=t->format;
  1089. tinfo.size.x=t->alloc_width;
  1090. tinfo.size.y=t->alloc_height;
  1091. tinfo.bytes=t->total_data_size;
  1092. r_info->push_back(tinfo);
  1093. }
  1094. }
  1095. void RasterizerGLES2::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
  1096. shrink_textures_x2=p_enable;
  1097. }
  1098. /* SHADER API */
  1099. RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) {
  1100. Shader *shader = memnew( Shader );
  1101. shader->mode=p_mode;
  1102. RID rid = shader_owner.make_rid(shader);
  1103. shader_set_mode(rid,p_mode);
  1104. _shader_make_dirty(shader);
  1105. return rid;
  1106. }
  1107. void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {
  1108. ERR_FAIL_INDEX(p_mode,3);
  1109. Shader *shader=shader_owner.get(p_shader);
  1110. ERR_FAIL_COND(!shader);
  1111. if (shader->custom_code_id && p_mode==shader->mode)
  1112. return;
  1113. if (shader->custom_code_id) {
  1114. switch(shader->mode) {
  1115. case VS::SHADER_MATERIAL: {
  1116. material_shader.free_custom_shader(shader->custom_code_id);
  1117. } break;
  1118. case VS::SHADER_CANVAS_ITEM: {
  1119. canvas_shader.free_custom_shader(shader->custom_code_id);
  1120. } break;
  1121. }
  1122. shader->custom_code_id=0;
  1123. }
  1124. shader->mode=p_mode;
  1125. switch(shader->mode) {
  1126. case VS::SHADER_MATERIAL: {
  1127. shader->custom_code_id=material_shader.create_custom_shader();
  1128. } break;
  1129. case VS::SHADER_CANVAS_ITEM: {
  1130. shader->custom_code_id=canvas_shader.create_custom_shader();
  1131. } break;
  1132. }
  1133. _shader_make_dirty(shader);
  1134. }
  1135. VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const {
  1136. Shader *shader=shader_owner.get(p_shader);
  1137. ERR_FAIL_COND_V(!shader,VS::SHADER_MATERIAL);
  1138. return shader->mode;
  1139. }
  1140. 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) {
  1141. Shader *shader=shader_owner.get(p_shader);
  1142. ERR_FAIL_COND(!shader);
  1143. #ifdef DEBUG_ENABLED
  1144. if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light)
  1145. return;
  1146. #endif
  1147. shader->fragment_code=p_fragment;
  1148. shader->vertex_code=p_vertex;
  1149. shader->light_code=p_light;
  1150. shader->fragment_line=p_fragment_ofs;
  1151. shader->vertex_line=p_vertex_ofs;
  1152. shader->light_line=p_light_ofs;
  1153. _shader_make_dirty(shader);
  1154. }
  1155. String RasterizerGLES2::shader_get_vertex_code(RID p_shader) const {
  1156. Shader *shader=shader_owner.get(p_shader);
  1157. ERR_FAIL_COND_V(!shader,String());
  1158. return shader->vertex_code;
  1159. }
  1160. String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const {
  1161. Shader *shader=shader_owner.get(p_shader);
  1162. ERR_FAIL_COND_V(!shader,String());
  1163. return shader->fragment_code;
  1164. }
  1165. String RasterizerGLES2::shader_get_light_code(RID p_shader) const {
  1166. Shader *shader=shader_owner.get(p_shader);
  1167. ERR_FAIL_COND_V(!shader,String());
  1168. return shader->light_code;
  1169. }
  1170. void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) {
  1171. if (p_shader->dirty_list.in_list())
  1172. return;
  1173. _shader_dirty_list.add(&p_shader->dirty_list);
  1174. }
  1175. void RasterizerGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
  1176. Shader *shader=shader_owner.get(p_shader);
  1177. ERR_FAIL_COND(!shader);
  1178. if (shader->dirty_list.in_list())
  1179. _update_shader(shader); // ok should be not anymore dirty
  1180. Map<int,StringName> order;
  1181. for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
  1182. order[E->get().order]=E->key();
  1183. }
  1184. for(Map<int,StringName>::Element *E=order.front();E;E=E->next()) {
  1185. PropertyInfo pi;
  1186. ShaderLanguage::Uniform &u=shader->uniforms[E->get()];
  1187. pi.name=E->get();
  1188. switch(u.type) {
  1189. case ShaderLanguage::TYPE_VOID:
  1190. case ShaderLanguage::TYPE_BOOL:
  1191. case ShaderLanguage::TYPE_FLOAT:
  1192. case ShaderLanguage::TYPE_VEC2:
  1193. case ShaderLanguage::TYPE_VEC3:
  1194. case ShaderLanguage::TYPE_MAT3:
  1195. case ShaderLanguage::TYPE_MAT4:
  1196. case ShaderLanguage::TYPE_VEC4:
  1197. pi.type=u.default_value.get_type();
  1198. break;
  1199. case ShaderLanguage::TYPE_TEXTURE:
  1200. pi.type=Variant::_RID;
  1201. pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
  1202. pi.hint_string="Texture";
  1203. break;
  1204. case ShaderLanguage::TYPE_CUBEMAP:
  1205. pi.type=Variant::_RID;
  1206. pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
  1207. pi.hint_string="CubeMap";
  1208. break;
  1209. };
  1210. p_param_list->push_back(pi);
  1211. }
  1212. }
  1213. void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture) {
  1214. Shader *shader=shader_owner.get(p_shader);
  1215. ERR_FAIL_COND(!shader);
  1216. ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
  1217. if (p_texture.is_valid())
  1218. shader->default_textures[p_name]=p_texture;
  1219. else
  1220. shader->default_textures.erase(p_name);
  1221. _shader_make_dirty(shader);
  1222. }
  1223. RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{
  1224. const Shader *shader=shader_owner.get(p_shader);
  1225. ERR_FAIL_COND_V(!shader,RID());
  1226. const Map<StringName,RID>::Element *E=shader->default_textures.find(p_name);
  1227. if (!E)
  1228. return RID();
  1229. return E->get();
  1230. }
  1231. Variant RasterizerGLES2::shader_get_default_param(RID p_shader, const StringName& p_name) {
  1232. Shader *shader=shader_owner.get(p_shader);
  1233. ERR_FAIL_COND_V(!shader,Variant());
  1234. //update shader params if necesary
  1235. //make sure the shader is compiled and everything
  1236. //so the actual parameters can be properly retrieved!
  1237. if (shader->dirty_list.in_list()) {
  1238. _update_shader(shader);
  1239. }
  1240. if (shader->valid && shader->uniforms.has(p_name))
  1241. return shader->uniforms[p_name].default_value;
  1242. return Variant();
  1243. }
  1244. /* COMMON MATERIAL API */
  1245. RID RasterizerGLES2::material_create() {
  1246. RID material = material_owner.make_rid( memnew( Material ) );
  1247. return material;
  1248. }
  1249. void RasterizerGLES2::material_set_shader(RID p_material, RID p_shader) {
  1250. Material *material = material_owner.get(p_material);
  1251. ERR_FAIL_COND(!material);
  1252. if (material->shader==p_shader)
  1253. return;
  1254. material->shader=p_shader;
  1255. material->shader_version=0;
  1256. }
  1257. RID RasterizerGLES2::material_get_shader(RID p_material) const {
  1258. Material *material = material_owner.get(p_material);
  1259. ERR_FAIL_COND_V(!material,RID());
  1260. return material->shader;
  1261. }
  1262. void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) {
  1263. Material *material = material_owner.get(p_material);
  1264. ERR_FAIL_COND(!material);
  1265. Map<StringName,Material::UniformData>::Element *E=material->shader_params.find(p_param);
  1266. if (E) {
  1267. if (p_value.get_type()==Variant::NIL) {
  1268. material->shader_params.erase(E);
  1269. material->shader_version=0; //get default!
  1270. } else {
  1271. E->get().value=p_value;
  1272. E->get().inuse=true;
  1273. }
  1274. } else {
  1275. if (p_value.get_type()==Variant::NIL)
  1276. return;
  1277. Material::UniformData ud;
  1278. ud.index=-1;
  1279. ud.value=p_value;
  1280. ud.istexture=p_value.get_type()==Variant::_RID; /// cache it being texture
  1281. ud.inuse=true;
  1282. material->shader_params[p_param]=ud; //may be got at some point, or erased
  1283. }
  1284. }
  1285. Variant RasterizerGLES2::material_get_param(RID p_material, const StringName& p_param) const {
  1286. Material *material = material_owner.get(p_material);
  1287. ERR_FAIL_COND_V(!material,Variant());
  1288. if (material->shader.is_valid()) {
  1289. //update shader params if necesary
  1290. //make sure the shader is compiled and everything
  1291. //so the actual parameters can be properly retrieved!
  1292. material->shader_cache=shader_owner.get( material->shader );
  1293. if (!material->shader_cache) {
  1294. //invalidate
  1295. material->shader=RID();
  1296. material->shader_cache=NULL;
  1297. } else {
  1298. if (material->shader_cache->dirty_list.in_list())
  1299. _update_shader(material->shader_cache);
  1300. if (material->shader_cache->valid && material->shader_cache->version!=material->shader_version) {
  1301. //validate
  1302. _update_material_shader_params(material);
  1303. }
  1304. }
  1305. }
  1306. if (material->shader_params.has(p_param) && material->shader_params[p_param].inuse)
  1307. return material->shader_params[p_param].value;
  1308. else
  1309. return Variant();
  1310. }
  1311. void RasterizerGLES2::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) {
  1312. Material *material = material_owner.get(p_material);
  1313. ERR_FAIL_COND(!material);
  1314. ERR_FAIL_INDEX(p_flag,VS::MATERIAL_FLAG_MAX);
  1315. material->flags[p_flag]=p_enabled;
  1316. }
  1317. bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const {
  1318. Material *material = material_owner.get(p_material);
  1319. ERR_FAIL_COND_V(!material,false);
  1320. ERR_FAIL_INDEX_V(p_flag,VS::MATERIAL_FLAG_MAX,false);
  1321. return material->flags[p_flag];
  1322. }
  1323. void RasterizerGLES2::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
  1324. Material *material = material_owner.get(p_material);
  1325. ERR_FAIL_COND(!material);
  1326. material->depth_draw_mode=p_mode;
  1327. }
  1328. VS::MaterialDepthDrawMode RasterizerGLES2::material_get_depth_draw_mode(RID p_material) const {
  1329. Material *material = material_owner.get(p_material);
  1330. ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
  1331. return material->depth_draw_mode;
  1332. }
  1333. void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
  1334. Material *material = material_owner.get(p_material);
  1335. ERR_FAIL_COND(!material);
  1336. material->blend_mode=p_mode;
  1337. }
  1338. VS::MaterialBlendMode RasterizerGLES2::material_get_blend_mode(RID p_material) const {
  1339. Material *material = material_owner.get(p_material);
  1340. ERR_FAIL_COND_V(!material,VS::MATERIAL_BLEND_MODE_ADD);
  1341. return material->blend_mode;
  1342. }
  1343. void RasterizerGLES2::material_set_line_width(RID p_material,float p_line_width) {
  1344. Material *material = material_owner.get(p_material);
  1345. ERR_FAIL_COND(!material);
  1346. material->line_width=p_line_width;
  1347. }
  1348. float RasterizerGLES2::material_get_line_width(RID p_material) const {
  1349. Material *material = material_owner.get(p_material);
  1350. ERR_FAIL_COND_V(!material,0);
  1351. return material->line_width;
  1352. }
  1353. /* MESH API */
  1354. RID RasterizerGLES2::mesh_create() {
  1355. return mesh_owner.make_rid( memnew( Mesh ) );
  1356. }
  1357. 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) {
  1358. Mesh *mesh = mesh_owner.get( p_mesh );
  1359. ERR_FAIL_COND(!mesh);
  1360. ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );
  1361. ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX);
  1362. uint32_t format=0;
  1363. // validation
  1364. int index_array_len=0;
  1365. int array_len=0;
  1366. for(int i=0;i<p_arrays.size();i++) {
  1367. if (p_arrays[i].get_type()==Variant::NIL)
  1368. continue;
  1369. format|=(1<<i);
  1370. if (i==VS::ARRAY_VERTEX) {
  1371. array_len=Vector3Array(p_arrays[i]).size();
  1372. ERR_FAIL_COND(array_len==0);
  1373. } else if (i==VS::ARRAY_INDEX) {
  1374. index_array_len=IntArray(p_arrays[i]).size();
  1375. }
  1376. }
  1377. ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
  1378. ERR_FAIL_COND( mesh->morph_target_count!=p_blend_shapes.size() );
  1379. if (mesh->morph_target_count) {
  1380. //validate format for morphs
  1381. for(int i=0;i<p_blend_shapes.size();i++) {
  1382. uint32_t bsformat=0;
  1383. Array arr = p_blend_shapes[i];
  1384. for(int j=0;j<arr.size();j++) {
  1385. if (arr[j].get_type()!=Variant::NIL)
  1386. bsformat|=(1<<j);
  1387. }
  1388. ERR_FAIL_COND( (bsformat)!=(format&(VS::ARRAY_FORMAT_BONES-1)));
  1389. }
  1390. }
  1391. Surface *surface = memnew( Surface );
  1392. ERR_FAIL_COND( !surface );
  1393. bool use_VBO=true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
  1394. if ((!use_hw_skeleton_xform && format&VS::ARRAY_FORMAT_WEIGHTS) || mesh->morph_target_count>0) {
  1395. use_VBO=false;
  1396. }
  1397. // surface->packed=pack_arrays && use_VBO;
  1398. int total_elem_size=0;
  1399. for (int i=0;i<VS::ARRAY_MAX;i++) {
  1400. Surface::ArrayData&ad=surface->array[i];
  1401. ad.size=0;
  1402. ad.ofs=0;
  1403. int elem_size=0;
  1404. int elem_count=0;
  1405. bool valid_local=true;
  1406. GLenum datatype;
  1407. bool normalize=false;
  1408. bool bind=false;
  1409. if (!(format&(1<<i))) // no array
  1410. continue;
  1411. switch(i) {
  1412. case VS::ARRAY_VERTEX: {
  1413. if (use_VBO && use_half_float) {
  1414. elem_size=3*sizeof(int16_t); // vertex
  1415. datatype=_GL_HALF_FLOAT_OES;
  1416. } else {
  1417. elem_size=3*sizeof(GLfloat); // vertex
  1418. datatype=GL_FLOAT;
  1419. }
  1420. bind=true;
  1421. elem_count=3;
  1422. } break;
  1423. case VS::ARRAY_NORMAL: {
  1424. if (use_VBO) {
  1425. elem_size=4*sizeof(int8_t); // vertex
  1426. datatype=GL_BYTE;
  1427. normalize=true;
  1428. } else {
  1429. elem_size=3*sizeof(GLfloat); // vertex
  1430. datatype=GL_FLOAT;
  1431. }
  1432. bind=true;
  1433. elem_count=3;
  1434. } break;
  1435. case VS::ARRAY_TANGENT: {
  1436. if (use_VBO) {
  1437. elem_size=4*sizeof(int8_t); // vertex
  1438. datatype=GL_BYTE;
  1439. normalize=true;
  1440. } else {
  1441. elem_size=4*sizeof(GLfloat); // vertex
  1442. datatype=GL_FLOAT;
  1443. }
  1444. bind=true;
  1445. elem_count=4;
  1446. } break;
  1447. case VS::ARRAY_COLOR: {
  1448. elem_size=4*sizeof(uint8_t); /* RGBA */
  1449. datatype=GL_UNSIGNED_BYTE;
  1450. elem_count=4;
  1451. bind=true;
  1452. normalize=true;
  1453. } break;
  1454. case VS::ARRAY_TEX_UV:
  1455. case VS::ARRAY_TEX_UV2: {
  1456. if (use_VBO && use_half_float) {
  1457. elem_size=2*sizeof(int16_t); // vertex
  1458. datatype=_GL_HALF_FLOAT_OES;
  1459. } else {
  1460. elem_size=2*sizeof(GLfloat); // vertex
  1461. datatype=GL_FLOAT;
  1462. }
  1463. bind=true;
  1464. elem_count=2;
  1465. } break;
  1466. case VS::ARRAY_WEIGHTS: {
  1467. if (use_VBO) {
  1468. elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
  1469. valid_local=false;
  1470. bind=true;
  1471. normalize=true;
  1472. datatype=GL_UNSIGNED_SHORT;
  1473. elem_count=4;
  1474. } else {
  1475. elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat);
  1476. valid_local=false;
  1477. bind=false;
  1478. datatype=GL_FLOAT;
  1479. elem_count=4;
  1480. }
  1481. } break;
  1482. case VS::ARRAY_BONES: {
  1483. if (use_VBO) {
  1484. elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLubyte);
  1485. valid_local=false;
  1486. bind=true;
  1487. datatype=GL_UNSIGNED_BYTE;
  1488. elem_count=4;
  1489. } else {
  1490. elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
  1491. valid_local=false;
  1492. bind=false;
  1493. datatype=GL_UNSIGNED_SHORT;
  1494. elem_count=4;
  1495. }
  1496. } break;
  1497. case VS::ARRAY_INDEX: {
  1498. if (index_array_len<=0) {
  1499. ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
  1500. break;
  1501. }
  1502. /* determine wether using 16 or 32 bits indices */
  1503. if (array_len>(1<<16)) {
  1504. elem_size=4;
  1505. datatype=GL_UNSIGNED_INT;
  1506. } else {
  1507. elem_size=2;
  1508. datatype=GL_UNSIGNED_SHORT;
  1509. }
  1510. /*
  1511. if (use_VBO) {
  1512. glGenBuffers(1,&surface->index_id);
  1513. ERR_FAIL_COND(surface->index_id==0);
  1514. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
  1515. glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*elem_size,NULL,GL_STATIC_DRAW);
  1516. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
  1517. } else {
  1518. surface->index_array_local = (uint8_t*)memalloc(index_array_len*elem_size);
  1519. };
  1520. */
  1521. surface->index_array_len=index_array_len; // only way it can exist
  1522. ad.ofs=0;
  1523. ad.size=elem_size;
  1524. continue;
  1525. } break;
  1526. default: {
  1527. ERR_FAIL( );
  1528. }
  1529. }
  1530. ad.ofs=total_elem_size;
  1531. ad.size=elem_size;
  1532. ad.datatype=datatype;
  1533. ad.normalize=normalize;
  1534. ad.bind=bind;
  1535. ad.count=elem_count;
  1536. total_elem_size+=elem_size;
  1537. if (valid_local) {
  1538. surface->local_stride+=elem_size;
  1539. surface->morph_format|=(1<<i);
  1540. }
  1541. }
  1542. surface->stride=total_elem_size;
  1543. surface->array_len=array_len;
  1544. surface->format=format;
  1545. surface->primitive=p_primitive;
  1546. surface->morph_target_count=mesh->morph_target_count;
  1547. surface->configured_format=0;
  1548. surface->mesh=mesh;
  1549. if (keep_copies) {
  1550. surface->data=p_arrays;
  1551. surface->morph_data=p_blend_shapes;
  1552. }
  1553. uint8_t *array_ptr=NULL;
  1554. uint8_t *index_array_ptr=NULL;
  1555. DVector<uint8_t> array_pre_vbo;
  1556. DVector<uint8_t>::Write vaw;
  1557. DVector<uint8_t> index_array_pre_vbo;
  1558. DVector<uint8_t>::Write iaw;
  1559. /* create pointers */
  1560. if (use_VBO) {
  1561. array_pre_vbo.resize(surface->array_len*surface->stride);
  1562. vaw = array_pre_vbo.write();
  1563. array_ptr=vaw.ptr();
  1564. if (surface->index_array_len) {
  1565. index_array_pre_vbo.resize(surface->index_array_len*surface->array[VS::ARRAY_INDEX].size);
  1566. iaw = index_array_pre_vbo.write();
  1567. index_array_ptr=iaw.ptr();
  1568. }
  1569. _surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true);
  1570. } else {
  1571. surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride);
  1572. array_ptr=(uint8_t*)surface->array_local;
  1573. if (surface->index_array_len) {
  1574. surface->index_array_local = (uint8_t*)memalloc(index_array_len*surface->array[VS::ARRAY_INDEX].size);
  1575. index_array_ptr=(uint8_t*)surface->index_array_local;
  1576. }
  1577. _surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true);
  1578. if (mesh->morph_target_count) {
  1579. surface->morph_targets_local = memnew_arr(Surface::MorphTarget,mesh->morph_target_count);
  1580. for(int i=0;i<mesh->morph_target_count;i++) {
  1581. surface->morph_targets_local[i].array=memnew_arr(uint8_t,surface->local_stride*surface->array_len);
  1582. surface->morph_targets_local[i].configured_format=surface->morph_format;
  1583. _surface_set_arrays(surface,surface->morph_targets_local[i].array,NULL,p_blend_shapes[i],false);
  1584. }
  1585. }
  1586. }
  1587. /* create buffers!! */
  1588. if (use_VBO) {
  1589. glGenBuffers(1,&surface->vertex_id);
  1590. ERR_FAIL_COND(surface->vertex_id==0);
  1591. glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  1592. glBufferData(GL_ARRAY_BUFFER,surface->array_len*surface->stride,array_ptr,GL_STATIC_DRAW);
  1593. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  1594. if (surface->index_array_len) {
  1595. glGenBuffers(1,&surface->index_id);
  1596. ERR_FAIL_COND(surface->index_id==0);
  1597. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
  1598. glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*surface->array[VS::ARRAY_INDEX].size,index_array_ptr,GL_STATIC_DRAW);
  1599. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
  1600. }
  1601. }
  1602. mesh->surfaces.push_back(surface);
  1603. }
  1604. Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main) {
  1605. uint32_t stride = p_main ? p_surface->stride : p_surface->local_stride;
  1606. for(int ai=0;ai<VS::ARRAY_MAX;ai++) {
  1607. if (ai>=p_arrays.size())
  1608. break;
  1609. if (p_arrays[ai].get_type()==Variant::NIL)
  1610. continue;
  1611. Surface::ArrayData &a=p_surface->array[ai];
  1612. switch(ai) {
  1613. case VS::ARRAY_VERTEX: {
  1614. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
  1615. DVector<Vector3> array = p_arrays[ai];
  1616. ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
  1617. DVector<Vector3>::Read read = array.read();
  1618. const Vector3* src=read.ptr();
  1619. // setting vertices means regenerating the AABB
  1620. AABB aabb;
  1621. float scale=1;
  1622. if (p_surface->array[VS::ARRAY_VERTEX].datatype==_GL_HALF_FLOAT_OES) {
  1623. for (int i=0;i<p_surface->array_len;i++) {
  1624. uint16_t vector[3]={ make_half_float(src[i].x), make_half_float(src[i].y), make_half_float(src[i].z) };
  1625. copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  1626. if (i==0) {
  1627. aabb=AABB(src[i],Vector3());
  1628. } else {
  1629. aabb.expand_to( src[i] );
  1630. }
  1631. }
  1632. } else {
  1633. for (int i=0;i<p_surface->array_len;i++) {
  1634. GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
  1635. copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  1636. if (i==0) {
  1637. aabb=AABB(src[i],Vector3());
  1638. } else {
  1639. aabb.expand_to( src[i] );
  1640. }
  1641. }
  1642. }
  1643. if (p_main) {
  1644. p_surface->aabb=aabb;
  1645. p_surface->vertex_scale=scale;
  1646. }
  1647. } break;
  1648. case VS::ARRAY_NORMAL: {
  1649. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
  1650. DVector<Vector3> array = p_arrays[ai];
  1651. ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
  1652. DVector<Vector3>::Read read = array.read();
  1653. const Vector3* src=read.ptr();
  1654. // setting vertices means regenerating the AABB
  1655. if (p_surface->array[VS::ARRAY_NORMAL].datatype==GL_BYTE) {
  1656. for (int i=0;i<p_surface->array_len;i++) {
  1657. GLbyte vector[4]={
  1658. CLAMP(src[i].x*127,-128,127),
  1659. CLAMP(src[i].y*127,-128,127),
  1660. CLAMP(src[i].z*127,-128,127),
  1661. 0,
  1662. };
  1663. copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  1664. }
  1665. } else {
  1666. for (int i=0;i<p_surface->array_len;i++) {
  1667. GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
  1668. copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  1669. }
  1670. }
  1671. } break;
  1672. case VS::ARRAY_TANGENT: {
  1673. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
  1674. DVector<real_t> array = p_arrays[ai];
  1675. ERR_FAIL_COND_V( array.size() != p_surface->array_len*4, ERR_INVALID_PARAMETER );
  1676. DVector<real_t>::Read read = array.read();
  1677. const real_t* src = read.ptr();
  1678. if (p_surface->array[VS::ARRAY_TANGENT].datatype==GL_BYTE) {
  1679. for (int i=0;i<p_surface->array_len;i++) {
  1680. GLbyte xyzw[4]={
  1681. CLAMP(src[i*4+0]*127,-128,127),
  1682. CLAMP(src[i*4+1]*127,-128,127),
  1683. CLAMP(src[i*4+2]*127,-128,127),
  1684. CLAMP(src[i*4+3]*127,-128,127)
  1685. };
  1686. copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);
  1687. }
  1688. } else {
  1689. for (int i=0;i<p_surface->array_len;i++) {
  1690. GLfloat xyzw[4]={
  1691. src[i*4+0],
  1692. src[i*4+1],
  1693. src[i*4+2],
  1694. src[i*4+3]
  1695. };
  1696. copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);
  1697. }
  1698. }
  1699. } break;
  1700. case VS::ARRAY_COLOR: {
  1701. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );
  1702. DVector<Color> array = p_arrays[ai];
  1703. ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
  1704. DVector<Color>::Read read = array.read();
  1705. const Color* src = read.ptr();
  1706. bool alpha=false;
  1707. for (int i=0;i<p_surface->array_len;i++) {
  1708. if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters
  1709. alpha=true;
  1710. uint8_t colors[4];
  1711. for(int j=0;j<4;j++) {
  1712. colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 );
  1713. }
  1714. copymem(&p_mem[a.ofs+i*stride], colors, a.size);
  1715. }
  1716. if (p_main)
  1717. p_surface->has_alpha=alpha;
  1718. } break;
  1719. case VS::ARRAY_TEX_UV:
  1720. case VS::ARRAY_TEX_UV2: {
  1721. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );
  1722. DVector<Vector2> array = p_arrays[ai];
  1723. ERR_FAIL_COND_V( array.size() != p_surface->array_len , ERR_INVALID_PARAMETER);
  1724. DVector<Vector2>::Read read = array.read();
  1725. const Vector2 * src=read.ptr();
  1726. float scale=1.0;
  1727. if (p_surface->array[ai].datatype==_GL_HALF_FLOAT_OES) {
  1728. for (int i=0;i<p_surface->array_len;i++) {
  1729. uint16_t uv[2]={ make_half_float(src[i].x) , make_half_float(src[i].y) };
  1730. copymem(&p_mem[a.ofs+i*stride], uv, a.size);
  1731. }
  1732. } else {
  1733. for (int i=0;i<p_surface->array_len;i++) {
  1734. GLfloat uv[2]={ src[i].x , src[i].y };
  1735. copymem(&p_mem[a.ofs+i*stride], uv, a.size);
  1736. }
  1737. }
  1738. if (p_main) {
  1739. if (ai==VS::ARRAY_TEX_UV) {
  1740. p_surface->uv_scale=scale;
  1741. }
  1742. if (ai==VS::ARRAY_TEX_UV2) {
  1743. p_surface->uv2_scale=scale;
  1744. }
  1745. }
  1746. } break;
  1747. case VS::ARRAY_WEIGHTS: {
  1748. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
  1749. DVector<real_t> array = p_arrays[ai];
  1750. ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
  1751. DVector<real_t>::Read read = array.read();
  1752. const real_t * src = read.ptr();
  1753. if (p_surface->array[VS::ARRAY_WEIGHTS].datatype==GL_UNSIGNED_SHORT) {
  1754. for (int i=0;i<p_surface->array_len;i++) {
  1755. GLushort data[VS::ARRAY_WEIGHTS_SIZE];
  1756. for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  1757. data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j]*65535,0,65535);
  1758. }
  1759. copymem(&p_mem[a.ofs+i*stride], data, a.size);
  1760. }
  1761. } else {
  1762. for (int i=0;i<p_surface->array_len;i++) {
  1763. GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
  1764. for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  1765. data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
  1766. }
  1767. copymem(&p_mem[a.ofs+i*stride], data, a.size);
  1768. }
  1769. }
  1770. } break;
  1771. case VS::ARRAY_BONES: {
  1772. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
  1773. DVector<int> array = p_arrays[ai];
  1774. ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
  1775. DVector<int>::Read read = array.read();
  1776. const int * src = read.ptr();
  1777. p_surface->max_bone=0;
  1778. if (p_surface->array[VS::ARRAY_BONES].datatype==GL_UNSIGNED_BYTE) {
  1779. for (int i=0;i<p_surface->array_len;i++) {
  1780. GLubyte data[VS::ARRAY_WEIGHTS_SIZE];
  1781. for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  1782. data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j],0,255);
  1783. p_surface->max_bone=MAX(data[j],p_surface->max_bone);
  1784. }
  1785. copymem(&p_mem[a.ofs+i*stride], data, a.size);
  1786. }
  1787. } else {
  1788. for (int i=0;i<p_surface->array_len;i++) {
  1789. GLushort data[VS::ARRAY_WEIGHTS_SIZE];
  1790. for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  1791. data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
  1792. p_surface->max_bone=MAX(data[j],p_surface->max_bone);
  1793. }
  1794. copymem(&p_mem[a.ofs+i*stride], data, a.size);
  1795. }
  1796. }
  1797. } break;
  1798. case VS::ARRAY_INDEX: {
  1799. ERR_FAIL_COND_V( p_surface->index_array_len<=0, ERR_INVALID_DATA );
  1800. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );
  1801. DVector<int> indices = p_arrays[ai];
  1802. ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
  1803. ERR_FAIL_COND_V( indices.size() != p_surface->index_array_len, ERR_INVALID_PARAMETER );
  1804. /* determine wether using 16 or 32 bits indices */
  1805. DVector<int>::Read read = indices.read();
  1806. const int *src=read.ptr();
  1807. for (int i=0;i<p_surface->index_array_len;i++) {
  1808. if (a.size==2) {
  1809. uint16_t v=src[i];
  1810. copymem(&p_index_mem[i*a.size], &v, a.size);
  1811. } else {
  1812. uint32_t v=src[i];
  1813. copymem(&p_index_mem[i*a.size], &v, a.size);
  1814. }
  1815. }
  1816. } break;
  1817. default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);}
  1818. }
  1819. p_surface->configured_format|=(1<<ai);
  1820. }
  1821. if (p_surface->format&VS::ARRAY_FORMAT_BONES) {
  1822. //create AABBs for each detected bone
  1823. int total_bones = p_surface->max_bone+1;
  1824. if (p_main) {
  1825. p_surface->skeleton_bone_aabb.resize(total_bones);
  1826. p_surface->skeleton_bone_used.resize(total_bones);
  1827. for(int i=0;i<total_bones;i++)
  1828. p_surface->skeleton_bone_used[i]=false;
  1829. }
  1830. DVector<Vector3> vertices = p_arrays[VS::ARRAY_VERTEX];
  1831. DVector<int> bones = p_arrays[VS::ARRAY_BONES];
  1832. DVector<float> weights = p_arrays[VS::ARRAY_WEIGHTS];
  1833. bool any_valid=false;
  1834. if (vertices.size() && bones.size()==vertices.size()*4 && weights.size()==bones.size()) {
  1835. //print_line("MAKING SKELETHONG");
  1836. int vs = vertices.size();
  1837. DVector<Vector3>::Read rv =vertices.read();
  1838. DVector<int>::Read rb=bones.read();
  1839. DVector<float>::Read rw=weights.read();
  1840. Vector<bool> first;
  1841. first.resize(total_bones);
  1842. for(int i=0;i<total_bones;i++) {
  1843. first[i]=p_main;
  1844. }
  1845. AABB *bptr = p_surface->skeleton_bone_aabb.ptr();
  1846. bool *fptr=first.ptr();
  1847. bool *usedptr=p_surface->skeleton_bone_used.ptr();
  1848. for(int i=0;i<vs;i++) {
  1849. Vector3 v = rv[i];
  1850. for(int j=0;j<4;j++) {
  1851. int idx = rb[i*4+j];
  1852. float w = rw[i*4+j];
  1853. if (w==0)
  1854. continue;//break;
  1855. ERR_FAIL_INDEX_V(idx,total_bones,ERR_INVALID_DATA);
  1856. if (fptr[idx]) {
  1857. bptr[idx].pos=v;
  1858. fptr[idx]=false;
  1859. any_valid=true;
  1860. } else {
  1861. bptr[idx].expand_to(v);
  1862. }
  1863. usedptr[idx]=true;
  1864. }
  1865. }
  1866. }
  1867. if (p_main && !any_valid) {
  1868. p_surface->skeleton_bone_aabb.clear();
  1869. p_surface->skeleton_bone_used.clear();
  1870. }
  1871. }
  1872. return OK;
  1873. }
  1874. void RasterizerGLES2::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) {
  1875. ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?");
  1876. ERR_FAIL();
  1877. }
  1878. Array RasterizerGLES2::mesh_get_surface_arrays(RID p_mesh,int p_surface) const {
  1879. Mesh *mesh = mesh_owner.get( p_mesh );
  1880. ERR_FAIL_COND_V(!mesh,Array());
  1881. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
  1882. Surface *surface = mesh->surfaces[p_surface];
  1883. ERR_FAIL_COND_V( !surface, Array() );
  1884. return surface->data;
  1885. }
  1886. Array RasterizerGLES2::mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const{
  1887. Mesh *mesh = mesh_owner.get( p_mesh );
  1888. ERR_FAIL_COND_V(!mesh,Array());
  1889. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
  1890. Surface *surface = mesh->surfaces[p_surface];
  1891. ERR_FAIL_COND_V( !surface, Array() );
  1892. return surface->morph_data;
  1893. }
  1894. void RasterizerGLES2::mesh_set_morph_target_count(RID p_mesh,int p_amount) {
  1895. Mesh *mesh = mesh_owner.get( p_mesh );
  1896. ERR_FAIL_COND(!mesh);
  1897. ERR_FAIL_COND( mesh->surfaces.size()!=0 );
  1898. mesh->morph_target_count=p_amount;
  1899. }
  1900. int RasterizerGLES2::mesh_get_morph_target_count(RID p_mesh) const{
  1901. Mesh *mesh = mesh_owner.get( p_mesh );
  1902. ERR_FAIL_COND_V(!mesh,-1);
  1903. return mesh->morph_target_count;
  1904. }
  1905. void RasterizerGLES2::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode) {
  1906. ERR_FAIL_INDEX(p_mode,2);
  1907. Mesh *mesh = mesh_owner.get( p_mesh );
  1908. ERR_FAIL_COND(!mesh);
  1909. mesh->morph_target_mode=p_mode;
  1910. }
  1911. VS::MorphTargetMode RasterizerGLES2::mesh_get_morph_target_mode(RID p_mesh) const {
  1912. Mesh *mesh = mesh_owner.get( p_mesh );
  1913. ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED);
  1914. return mesh->morph_target_mode;
  1915. }
  1916. void RasterizerGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) {
  1917. Mesh *mesh = mesh_owner.get( p_mesh );
  1918. ERR_FAIL_COND(!mesh);
  1919. ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() );
  1920. Surface *surface = mesh->surfaces[p_surface];
  1921. ERR_FAIL_COND( !surface);
  1922. if (surface->material_owned && surface->material.is_valid())
  1923. free(surface->material);
  1924. surface->material_owned=p_owned;
  1925. surface->material=p_material;
  1926. }
  1927. RID RasterizerGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const {
  1928. Mesh *mesh = mesh_owner.get( p_mesh );
  1929. ERR_FAIL_COND_V(!mesh,RID());
  1930. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() );
  1931. Surface *surface = mesh->surfaces[p_surface];
  1932. ERR_FAIL_COND_V( !surface, RID() );
  1933. return surface->material;
  1934. }
  1935. int RasterizerGLES2::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
  1936. Mesh *mesh = mesh_owner.get( p_mesh );
  1937. ERR_FAIL_COND_V(!mesh,-1);
  1938. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
  1939. Surface *surface = mesh->surfaces[p_surface];
  1940. ERR_FAIL_COND_V( !surface, -1 );
  1941. return surface->array_len;
  1942. }
  1943. int RasterizerGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
  1944. Mesh *mesh = mesh_owner.get( p_mesh );
  1945. ERR_FAIL_COND_V(!mesh,-1);
  1946. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
  1947. Surface *surface = mesh->surfaces[p_surface];
  1948. ERR_FAIL_COND_V( !surface, -1 );
  1949. return surface->index_array_len;
  1950. }
  1951. uint32_t RasterizerGLES2::mesh_surface_get_format(RID p_mesh, int p_surface) const {
  1952. Mesh *mesh = mesh_owner.get( p_mesh );
  1953. ERR_FAIL_COND_V(!mesh,0);
  1954. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 );
  1955. Surface *surface = mesh->surfaces[p_surface];
  1956. ERR_FAIL_COND_V( !surface, 0 );
  1957. return surface->format;
  1958. }
  1959. VS::PrimitiveType RasterizerGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
  1960. Mesh *mesh = mesh_owner.get( p_mesh );
  1961. ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS);
  1962. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS );
  1963. Surface *surface = mesh->surfaces[p_surface];
  1964. ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS );
  1965. return surface->primitive;
  1966. }
  1967. void RasterizerGLES2::mesh_remove_surface(RID p_mesh,int p_index) {
  1968. Mesh *mesh = mesh_owner.get( p_mesh );
  1969. ERR_FAIL_COND(!mesh);
  1970. ERR_FAIL_INDEX(p_index, mesh->surfaces.size() );
  1971. Surface *surface = mesh->surfaces[p_index];
  1972. ERR_FAIL_COND( !surface);
  1973. if (surface->vertex_id)
  1974. glDeleteBuffers(1,&surface->vertex_id);
  1975. if (surface->index_id)
  1976. glDeleteBuffers(1,&surface->index_id);
  1977. if (mesh->morph_target_count) {
  1978. for(int i=0;i<mesh->morph_target_count;i++)
  1979. memfree(surface->morph_targets_local[i].array);
  1980. memfree( surface->morph_targets_local );
  1981. }
  1982. memdelete( mesh->surfaces[p_index] );
  1983. mesh->surfaces.remove(p_index);
  1984. }
  1985. int RasterizerGLES2::mesh_get_surface_count(RID p_mesh) const {
  1986. Mesh *mesh = mesh_owner.get( p_mesh );
  1987. ERR_FAIL_COND_V(!mesh,-1);
  1988. return mesh->surfaces.size();
  1989. }
  1990. AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
  1991. Mesh *mesh = mesh_owner.get( p_mesh );
  1992. ERR_FAIL_COND_V(!mesh,AABB());
  1993. if (mesh->custom_aabb!=AABB())
  1994. return mesh->custom_aabb;
  1995. Skeleton *sk=NULL;
  1996. if (p_skeleton.is_valid())
  1997. sk=skeleton_owner.get(p_skeleton);
  1998. AABB aabb;
  1999. if (sk && sk->bones.size()!=0) {
  2000. for (int i=0;i<mesh->surfaces.size();i++) {
  2001. AABB laabb;
  2002. if (mesh->surfaces[i]->format&VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
  2003. int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
  2004. const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
  2005. const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
  2006. int sbs = sk->bones.size();
  2007. ERR_CONTINUE(bs>sbs);
  2008. Skeleton::Bone *skb = sk->bones.ptr();
  2009. bool first=true;
  2010. for(int j=0;j<bs;j++) {
  2011. if (!skused[j])
  2012. continue;
  2013. AABB baabb = skb[ j ].transform_aabb ( skbones[j] );
  2014. if (first) {
  2015. laabb=baabb;
  2016. first=false;
  2017. } else {
  2018. laabb.merge_with(baabb);
  2019. }
  2020. }
  2021. } else {
  2022. laabb=mesh->surfaces[i]->aabb;
  2023. }
  2024. if (i==0)
  2025. aabb=laabb;
  2026. else
  2027. aabb.merge_with(laabb);
  2028. }
  2029. } else {
  2030. for (int i=0;i<mesh->surfaces.size();i++) {
  2031. if (i==0)
  2032. aabb=mesh->surfaces[i]->aabb;
  2033. else
  2034. aabb.merge_with(mesh->surfaces[i]->aabb);
  2035. }
  2036. }
  2037. return aabb;
  2038. }
  2039. void RasterizerGLES2::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb) {
  2040. Mesh *mesh = mesh_owner.get( p_mesh );
  2041. ERR_FAIL_COND(!mesh);
  2042. mesh->custom_aabb=p_aabb;
  2043. }
  2044. AABB RasterizerGLES2::mesh_get_custom_aabb(RID p_mesh) const {
  2045. const Mesh *mesh = mesh_owner.get( p_mesh );
  2046. ERR_FAIL_COND_V(!mesh,AABB());
  2047. return mesh->custom_aabb;
  2048. }
  2049. /* MULTIMESH API */
  2050. RID RasterizerGLES2::multimesh_create() {
  2051. return multimesh_owner.make_rid( memnew( MultiMesh ));
  2052. }
  2053. void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh,int p_count) {
  2054. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2055. ERR_FAIL_COND(!multimesh);
  2056. //multimesh->elements.clear(); // make sure to delete everything, so it "fails" in all implementations
  2057. if (use_texture_instancing) {
  2058. if (nearest_power_of_2(p_count)!=nearest_power_of_2(multimesh->elements.size())) {
  2059. if (multimesh->tex_id) {
  2060. glDeleteTextures(1,&multimesh->tex_id);
  2061. multimesh->tex_id=0;
  2062. }
  2063. if (p_count) {
  2064. uint32_t po2 = nearest_power_of_2(p_count);
  2065. if (po2&0xAAAAAAAA) {
  2066. //half width
  2067. multimesh->tw=Math::sqrt(po2*2);
  2068. multimesh->th=multimesh->tw/2;
  2069. } else {
  2070. multimesh->tw=Math::sqrt(po2);
  2071. multimesh->th=multimesh->tw;
  2072. }
  2073. multimesh->tw*=4;
  2074. if (multimesh->th==0)
  2075. multimesh->th=1;
  2076. glGenTextures(1, &multimesh->tex_id);
  2077. glActiveTexture(GL_TEXTURE0);
  2078. glBindTexture(GL_TEXTURE_2D,multimesh->tex_id);
  2079. #ifdef GLEW_ENABLED
  2080. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
  2081. #else
  2082. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
  2083. #endif
  2084. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2085. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2086. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2087. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2088. //multimesh->pixel_size=1.0/ps;
  2089. glBindTexture(GL_TEXTURE_2D,0);
  2090. }
  2091. }
  2092. if (!multimesh->dirty_list.in_list()) {
  2093. _multimesh_dirty_list.add(&multimesh->dirty_list);
  2094. }
  2095. }
  2096. multimesh->elements.resize(p_count);
  2097. }
  2098. int RasterizerGLES2::multimesh_get_instance_count(RID p_multimesh) const {
  2099. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2100. ERR_FAIL_COND_V(!multimesh,-1);
  2101. return multimesh->elements.size();
  2102. }
  2103. void RasterizerGLES2::multimesh_set_mesh(RID p_multimesh,RID p_mesh) {
  2104. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2105. ERR_FAIL_COND(!multimesh);
  2106. multimesh->mesh=p_mesh;
  2107. }
  2108. void RasterizerGLES2::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) {
  2109. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2110. ERR_FAIL_COND(!multimesh);
  2111. multimesh->aabb=p_aabb;
  2112. }
  2113. void RasterizerGLES2::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) {
  2114. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2115. ERR_FAIL_COND(!multimesh);
  2116. ERR_FAIL_INDEX(p_index,multimesh->elements.size());
  2117. MultiMesh::Element &e=multimesh->elements[p_index];
  2118. e.matrix[0]=p_transform.basis.elements[0][0];
  2119. e.matrix[1]=p_transform.basis.elements[1][0];
  2120. e.matrix[2]=p_transform.basis.elements[2][0];
  2121. e.matrix[3]=0;
  2122. e.matrix[4]=p_transform.basis.elements[0][1];
  2123. e.matrix[5]=p_transform.basis.elements[1][1];
  2124. e.matrix[6]=p_transform.basis.elements[2][1];
  2125. e.matrix[7]=0;
  2126. e.matrix[8]=p_transform.basis.elements[0][2];
  2127. e.matrix[9]=p_transform.basis.elements[1][2];
  2128. e.matrix[10]=p_transform.basis.elements[2][2];
  2129. e.matrix[11]=0;
  2130. e.matrix[12]=p_transform.origin.x;
  2131. e.matrix[13]=p_transform.origin.y;
  2132. e.matrix[14]=p_transform.origin.z;
  2133. e.matrix[15]=1;
  2134. if (!multimesh->dirty_list.in_list()) {
  2135. _multimesh_dirty_list.add(&multimesh->dirty_list);
  2136. }
  2137. }
  2138. void RasterizerGLES2::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) {
  2139. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2140. ERR_FAIL_COND(!multimesh)
  2141. ERR_FAIL_INDEX(p_index,multimesh->elements.size());
  2142. MultiMesh::Element &e=multimesh->elements[p_index];
  2143. e.color[0]=CLAMP(p_color.r*255,0,255);
  2144. e.color[1]=CLAMP(p_color.g*255,0,255);
  2145. e.color[2]=CLAMP(p_color.b*255,0,255);
  2146. e.color[3]=CLAMP(p_color.a*255,0,255);
  2147. if (!multimesh->dirty_list.in_list()) {
  2148. _multimesh_dirty_list.add(&multimesh->dirty_list);
  2149. }
  2150. }
  2151. RID RasterizerGLES2::multimesh_get_mesh(RID p_multimesh) const {
  2152. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2153. ERR_FAIL_COND_V(!multimesh,RID());
  2154. return multimesh->mesh;
  2155. }
  2156. AABB RasterizerGLES2::multimesh_get_aabb(RID p_multimesh) const {
  2157. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2158. ERR_FAIL_COND_V(!multimesh,AABB());
  2159. return multimesh->aabb;
  2160. }
  2161. Transform RasterizerGLES2::multimesh_instance_get_transform(RID p_multimesh,int p_index) const {
  2162. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2163. ERR_FAIL_COND_V(!multimesh,Transform());
  2164. ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Transform());
  2165. MultiMesh::Element &e=multimesh->elements[p_index];
  2166. Transform tr;
  2167. tr.basis.elements[0][0]=e.matrix[0];
  2168. tr.basis.elements[1][0]=e.matrix[1];
  2169. tr.basis.elements[2][0]=e.matrix[2];
  2170. tr.basis.elements[0][1]=e.matrix[4];
  2171. tr.basis.elements[1][1]=e.matrix[5];
  2172. tr.basis.elements[2][1]=e.matrix[6];
  2173. tr.basis.elements[0][2]=e.matrix[8];
  2174. tr.basis.elements[1][2]=e.matrix[9];
  2175. tr.basis.elements[2][2]=e.matrix[10];
  2176. tr.origin.x=e.matrix[12];
  2177. tr.origin.y=e.matrix[13];
  2178. tr.origin.z=e.matrix[14];
  2179. return tr;
  2180. }
  2181. Color RasterizerGLES2::multimesh_instance_get_color(RID p_multimesh,int p_index) const {
  2182. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2183. ERR_FAIL_COND_V(!multimesh,Color());
  2184. ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Color());
  2185. MultiMesh::Element &e=multimesh->elements[p_index];
  2186. Color c;
  2187. c.r=e.color[0]/255.0;
  2188. c.g=e.color[1]/255.0;
  2189. c.b=e.color[2]/255.0;
  2190. c.a=e.color[3]/255.0;
  2191. return c;
  2192. }
  2193. void RasterizerGLES2::multimesh_set_visible_instances(RID p_multimesh,int p_visible) {
  2194. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2195. ERR_FAIL_COND(!multimesh);
  2196. multimesh->visible=p_visible;
  2197. }
  2198. int RasterizerGLES2::multimesh_get_visible_instances(RID p_multimesh) const {
  2199. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2200. ERR_FAIL_COND_V(!multimesh,-1);
  2201. return multimesh->visible;
  2202. }
  2203. /* IMMEDIATE API */
  2204. RID RasterizerGLES2::immediate_create() {
  2205. Immediate *im = memnew( Immediate );
  2206. return immediate_owner.make_rid(im);
  2207. }
  2208. void RasterizerGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){
  2209. Immediate *im = immediate_owner.get(p_immediate);
  2210. ERR_FAIL_COND(!im);
  2211. ERR_FAIL_COND(im->building);
  2212. Immediate::Chunk ic;
  2213. ic.texture=p_texture;
  2214. ic.primitive=p_rimitive;
  2215. im->chunks.push_back(ic);
  2216. im->mask=0;
  2217. im->building=true;
  2218. }
  2219. void RasterizerGLES2::immediate_vertex(RID p_immediate,const Vector3& p_vertex){
  2220. Immediate *im = immediate_owner.get(p_immediate);
  2221. ERR_FAIL_COND(!im);
  2222. ERR_FAIL_COND(!im->building);
  2223. Immediate::Chunk *c = &im->chunks.back()->get();
  2224. if (c->vertices.empty() && im->chunks.size()==1) {
  2225. im->aabb.pos=p_vertex;
  2226. im->aabb.size=Vector3();
  2227. } else {
  2228. im->aabb.expand_to(p_vertex);
  2229. }
  2230. if (im->mask&VS::ARRAY_FORMAT_NORMAL)
  2231. c->normals.push_back(chunk_normal);
  2232. if (im->mask&VS::ARRAY_FORMAT_TANGENT)
  2233. c->tangents.push_back(chunk_tangent);
  2234. if (im->mask&VS::ARRAY_FORMAT_COLOR)
  2235. c->colors.push_back(chunk_color);
  2236. if (im->mask&VS::ARRAY_FORMAT_TEX_UV)
  2237. c->uvs.push_back(chunk_uv);
  2238. if (im->mask&VS::ARRAY_FORMAT_TEX_UV2)
  2239. c->uvs2.push_back(chunk_uv2);
  2240. im->mask|=VS::ARRAY_FORMAT_VERTEX;
  2241. c->vertices.push_back(p_vertex);
  2242. }
  2243. void RasterizerGLES2::immediate_normal(RID p_immediate,const Vector3& p_normal){
  2244. Immediate *im = immediate_owner.get(p_immediate);
  2245. ERR_FAIL_COND(!im);
  2246. ERR_FAIL_COND(!im->building);
  2247. im->mask|=VS::ARRAY_FORMAT_NORMAL;
  2248. chunk_normal=p_normal;
  2249. }
  2250. void RasterizerGLES2::immediate_tangent(RID p_immediate,const Plane& p_tangent){
  2251. Immediate *im = immediate_owner.get(p_immediate);
  2252. ERR_FAIL_COND(!im);
  2253. ERR_FAIL_COND(!im->building);
  2254. im->mask|=VS::ARRAY_FORMAT_TANGENT;
  2255. chunk_tangent=p_tangent;
  2256. }
  2257. void RasterizerGLES2::immediate_color(RID p_immediate,const Color& p_color){
  2258. Immediate *im = immediate_owner.get(p_immediate);
  2259. ERR_FAIL_COND(!im);
  2260. ERR_FAIL_COND(!im->building);
  2261. im->mask|=VS::ARRAY_FORMAT_COLOR;
  2262. chunk_color=p_color;
  2263. }
  2264. void RasterizerGLES2::immediate_uv(RID p_immediate,const Vector2& tex_uv){
  2265. Immediate *im = immediate_owner.get(p_immediate);
  2266. ERR_FAIL_COND(!im);
  2267. ERR_FAIL_COND(!im->building);
  2268. im->mask|=VS::ARRAY_FORMAT_TEX_UV;
  2269. chunk_uv=tex_uv;
  2270. }
  2271. void RasterizerGLES2::immediate_uv2(RID p_immediate,const Vector2& tex_uv){
  2272. Immediate *im = immediate_owner.get(p_immediate);
  2273. ERR_FAIL_COND(!im);
  2274. ERR_FAIL_COND(!im->building);
  2275. im->mask|=VS::ARRAY_FORMAT_TEX_UV2;
  2276. chunk_uv2=tex_uv;
  2277. }
  2278. void RasterizerGLES2::immediate_end(RID p_immediate){
  2279. Immediate *im = immediate_owner.get(p_immediate);
  2280. ERR_FAIL_COND(!im);
  2281. ERR_FAIL_COND(!im->building);
  2282. im->building=false;
  2283. }
  2284. void RasterizerGLES2::immediate_clear(RID p_immediate) {
  2285. Immediate *im = immediate_owner.get(p_immediate);
  2286. ERR_FAIL_COND(!im);
  2287. ERR_FAIL_COND(im->building);
  2288. im->chunks.clear();
  2289. }
  2290. AABB RasterizerGLES2::immediate_get_aabb(RID p_immediate) const {
  2291. Immediate *im = immediate_owner.get(p_immediate);
  2292. ERR_FAIL_COND_V(!im,AABB());
  2293. return im->aabb;
  2294. }
  2295. void RasterizerGLES2::immediate_set_material(RID p_immediate,RID p_material) {
  2296. Immediate *im = immediate_owner.get(p_immediate);
  2297. ERR_FAIL_COND(!im);
  2298. im->material=p_material;
  2299. }
  2300. RID RasterizerGLES2::immediate_get_material(RID p_immediate) const {
  2301. const Immediate *im = immediate_owner.get(p_immediate);
  2302. ERR_FAIL_COND_V(!im,RID());
  2303. return im->material;
  2304. }
  2305. /* PARTICLES API */
  2306. RID RasterizerGLES2::particles_create() {
  2307. Particles *particles = memnew( Particles );
  2308. ERR_FAIL_COND_V(!particles,RID());
  2309. return particles_owner.make_rid(particles);
  2310. }
  2311. void RasterizerGLES2::particles_set_amount(RID p_particles, int p_amount) {
  2312. ERR_FAIL_COND(p_amount<1);
  2313. Particles* particles = particles_owner.get( p_particles );
  2314. ERR_FAIL_COND(!particles);
  2315. particles->data.amount=p_amount;
  2316. }
  2317. int RasterizerGLES2::particles_get_amount(RID p_particles) const {
  2318. Particles* particles = particles_owner.get( p_particles );
  2319. ERR_FAIL_COND_V(!particles,-1);
  2320. return particles->data.amount;
  2321. }
  2322. void RasterizerGLES2::particles_set_emitting(RID p_particles, bool p_emitting) {
  2323. Particles* particles = particles_owner.get( p_particles );
  2324. ERR_FAIL_COND(!particles);
  2325. particles->data.emitting=p_emitting;;
  2326. }
  2327. bool RasterizerGLES2::particles_is_emitting(RID p_particles) const {
  2328. const Particles* particles = particles_owner.get( p_particles );
  2329. ERR_FAIL_COND_V(!particles,false);
  2330. return particles->data.emitting;
  2331. }
  2332. void RasterizerGLES2::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) {
  2333. Particles* particles = particles_owner.get( p_particles );
  2334. ERR_FAIL_COND(!particles);
  2335. particles->data.visibility_aabb=p_visibility;
  2336. }
  2337. void RasterizerGLES2::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) {
  2338. Particles* particles = particles_owner.get( p_particles );
  2339. ERR_FAIL_COND(!particles);
  2340. particles->data.emission_half_extents=p_half_extents;
  2341. }
  2342. Vector3 RasterizerGLES2::particles_get_emission_half_extents(RID p_particles) const {
  2343. Particles* particles = particles_owner.get( p_particles );
  2344. ERR_FAIL_COND_V(!particles,Vector3());
  2345. return particles->data.emission_half_extents;
  2346. }
  2347. void RasterizerGLES2::particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity) {
  2348. Particles* particles = particles_owner.get( p_particles );
  2349. ERR_FAIL_COND(!particles);
  2350. particles->data.emission_base_velocity=p_base_velocity;
  2351. }
  2352. Vector3 RasterizerGLES2::particles_get_emission_base_velocity(RID p_particles) const {
  2353. Particles* particles = particles_owner.get( p_particles );
  2354. ERR_FAIL_COND_V(!particles,Vector3());
  2355. return particles->data.emission_base_velocity;
  2356. }
  2357. void RasterizerGLES2::particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points) {
  2358. Particles* particles = particles_owner.get( p_particles );
  2359. ERR_FAIL_COND(!particles);
  2360. particles->data.emission_points=p_points;
  2361. }
  2362. DVector<Vector3> RasterizerGLES2::particles_get_emission_points(RID p_particles) const {
  2363. Particles* particles = particles_owner.get( p_particles );
  2364. ERR_FAIL_COND_V(!particles,DVector<Vector3>());
  2365. return particles->data.emission_points;
  2366. }
  2367. void RasterizerGLES2::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) {
  2368. Particles* particles = particles_owner.get( p_particles );
  2369. ERR_FAIL_COND(!particles);
  2370. particles->data.gravity_normal=p_normal;
  2371. }
  2372. Vector3 RasterizerGLES2::particles_get_gravity_normal(RID p_particles) const {
  2373. Particles* particles = particles_owner.get( p_particles );
  2374. ERR_FAIL_COND_V(!particles,Vector3());
  2375. return particles->data.gravity_normal;
  2376. }
  2377. AABB RasterizerGLES2::particles_get_visibility_aabb(RID p_particles) const {
  2378. const Particles* particles = particles_owner.get( p_particles );
  2379. ERR_FAIL_COND_V(!particles,AABB());
  2380. return particles->data.visibility_aabb;
  2381. }
  2382. void RasterizerGLES2::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) {
  2383. ERR_FAIL_INDEX(p_variable,VS::PARTICLE_VAR_MAX);
  2384. Particles* particles = particles_owner.get( p_particles );
  2385. ERR_FAIL_COND(!particles);
  2386. particles->data.particle_vars[p_variable]=p_value;
  2387. }
  2388. float RasterizerGLES2::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {
  2389. const Particles* particles = particles_owner.get( p_particles );
  2390. ERR_FAIL_COND_V(!particles,-1);
  2391. return particles->data.particle_vars[p_variable];
  2392. }
  2393. void RasterizerGLES2::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) {
  2394. Particles* particles = particles_owner.get( p_particles );
  2395. ERR_FAIL_COND(!particles);
  2396. particles->data.particle_randomness[p_variable]=p_randomness;
  2397. }
  2398. float RasterizerGLES2::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {
  2399. const Particles* particles = particles_owner.get( p_particles );
  2400. ERR_FAIL_COND_V(!particles,-1);
  2401. return particles->data.particle_randomness[p_variable];
  2402. }
  2403. void RasterizerGLES2::particles_set_color_phases(RID p_particles, int p_phases) {
  2404. Particles* particles = particles_owner.get( p_particles );
  2405. ERR_FAIL_COND(!particles);
  2406. ERR_FAIL_COND( p_phases<0 || p_phases>VS::MAX_PARTICLE_COLOR_PHASES );
  2407. particles->data.color_phase_count=p_phases;
  2408. }
  2409. int RasterizerGLES2::particles_get_color_phases(RID p_particles) const {
  2410. Particles* particles = particles_owner.get( p_particles );
  2411. ERR_FAIL_COND_V(!particles,-1);
  2412. return particles->data.color_phase_count;
  2413. }
  2414. void RasterizerGLES2::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {
  2415. ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
  2416. if (p_pos<0.0)
  2417. p_pos=0.0;
  2418. if (p_pos>1.0)
  2419. p_pos=1.0;
  2420. Particles* particles = particles_owner.get( p_particles );
  2421. ERR_FAIL_COND(!particles);
  2422. particles->data.color_phases[p_phase].pos=p_pos;
  2423. }
  2424. float RasterizerGLES2::particles_get_color_phase_pos(RID p_particles, int p_phase) const {
  2425. ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, -1.0);
  2426. const Particles* particles = particles_owner.get( p_particles );
  2427. ERR_FAIL_COND_V(!particles,-1);
  2428. return particles->data.color_phases[p_phase].pos;
  2429. }
  2430. void RasterizerGLES2::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) {
  2431. ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
  2432. Particles* particles = particles_owner.get( p_particles );
  2433. ERR_FAIL_COND(!particles);
  2434. particles->data.color_phases[p_phase].color=p_color;
  2435. //update alpha
  2436. particles->has_alpha=false;
  2437. for(int i=0;i<VS::MAX_PARTICLE_COLOR_PHASES;i++) {
  2438. if (particles->data.color_phases[i].color.a<0.99)
  2439. particles->has_alpha=true;
  2440. }
  2441. }
  2442. Color RasterizerGLES2::particles_get_color_phase_color(RID p_particles, int p_phase) const {
  2443. ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, Color());
  2444. const Particles* particles = particles_owner.get( p_particles );
  2445. ERR_FAIL_COND_V(!particles,Color());
  2446. return particles->data.color_phases[p_phase].color;
  2447. }
  2448. void RasterizerGLES2::particles_set_attractors(RID p_particles, int p_attractors) {
  2449. Particles* particles = particles_owner.get( p_particles );
  2450. ERR_FAIL_COND(!particles);
  2451. ERR_FAIL_COND( p_attractors<0 || p_attractors>VisualServer::MAX_PARTICLE_ATTRACTORS );
  2452. particles->data.attractor_count=p_attractors;
  2453. }
  2454. int RasterizerGLES2::particles_get_attractors(RID p_particles) const {
  2455. Particles* particles = particles_owner.get( p_particles );
  2456. ERR_FAIL_COND_V(!particles,-1);
  2457. return particles->data.attractor_count;
  2458. }
  2459. void RasterizerGLES2::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) {
  2460. Particles* particles = particles_owner.get( p_particles );
  2461. ERR_FAIL_COND(!particles);
  2462. ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
  2463. particles->data.attractors[p_attractor].pos=p_pos;;
  2464. }
  2465. Vector3 RasterizerGLES2::particles_get_attractor_pos(RID p_particles,int p_attractor) const {
  2466. Particles* particles = particles_owner.get( p_particles );
  2467. ERR_FAIL_COND_V(!particles,Vector3());
  2468. ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,Vector3());
  2469. return particles->data.attractors[p_attractor].pos;
  2470. }
  2471. void RasterizerGLES2::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {
  2472. Particles* particles = particles_owner.get( p_particles );
  2473. ERR_FAIL_COND(!particles);
  2474. ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
  2475. particles->data.attractors[p_attractor].force=p_force;
  2476. }
  2477. float RasterizerGLES2::particles_get_attractor_strength(RID p_particles,int p_attractor) const {
  2478. Particles* particles = particles_owner.get( p_particles );
  2479. ERR_FAIL_COND_V(!particles,0);
  2480. ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,0);
  2481. return particles->data.attractors[p_attractor].force;
  2482. }
  2483. void RasterizerGLES2::particles_set_material(RID p_particles, RID p_material,bool p_owned) {
  2484. Particles* particles = particles_owner.get( p_particles );
  2485. ERR_FAIL_COND(!particles);
  2486. if (particles->material_owned && particles->material.is_valid())
  2487. free(particles->material);
  2488. particles->material_owned=p_owned;
  2489. particles->material=p_material;
  2490. }
  2491. RID RasterizerGLES2::particles_get_material(RID p_particles) const {
  2492. const Particles* particles = particles_owner.get( p_particles );
  2493. ERR_FAIL_COND_V(!particles,RID());
  2494. return particles->material;
  2495. }
  2496. void RasterizerGLES2::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
  2497. Particles* particles = particles_owner.get( p_particles );
  2498. ERR_FAIL_COND(!particles);
  2499. particles->data.local_coordinates=p_enable;
  2500. }
  2501. bool RasterizerGLES2::particles_is_using_local_coordinates(RID p_particles) const {
  2502. const Particles* particles = particles_owner.get( p_particles );
  2503. ERR_FAIL_COND_V(!particles,false);
  2504. return particles->data.local_coordinates;
  2505. }
  2506. bool RasterizerGLES2::particles_has_height_from_velocity(RID p_particles) const {
  2507. const Particles* particles = particles_owner.get( p_particles );
  2508. ERR_FAIL_COND_V(!particles,false);
  2509. return particles->data.height_from_velocity;
  2510. }
  2511. void RasterizerGLES2::particles_set_height_from_velocity(RID p_particles, bool p_enable) {
  2512. Particles* particles = particles_owner.get( p_particles );
  2513. ERR_FAIL_COND(!particles);
  2514. particles->data.height_from_velocity=p_enable;
  2515. }
  2516. AABB RasterizerGLES2::particles_get_aabb(RID p_particles) const {
  2517. const Particles* particles = particles_owner.get( p_particles );
  2518. ERR_FAIL_COND_V(!particles,AABB());
  2519. return particles->data.visibility_aabb;
  2520. }
  2521. /* SKELETON API */
  2522. RID RasterizerGLES2::skeleton_create() {
  2523. Skeleton *skeleton = memnew( Skeleton );
  2524. ERR_FAIL_COND_V(!skeleton,RID());
  2525. return skeleton_owner.make_rid( skeleton );
  2526. }
  2527. void RasterizerGLES2::skeleton_resize(RID p_skeleton,int p_bones) {
  2528. Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  2529. ERR_FAIL_COND(!skeleton);
  2530. if (p_bones == skeleton->bones.size()) {
  2531. return;
  2532. };
  2533. if (use_hw_skeleton_xform) {
  2534. if (nearest_power_of_2(p_bones)!=nearest_power_of_2(skeleton->bones.size())) {
  2535. if (skeleton->tex_id) {
  2536. glDeleteTextures(1,&skeleton->tex_id);
  2537. skeleton->tex_id=0;
  2538. }
  2539. if (p_bones) {
  2540. glGenTextures(1, &skeleton->tex_id);
  2541. glActiveTexture(GL_TEXTURE0);
  2542. glBindTexture(GL_TEXTURE_2D,skeleton->tex_id);
  2543. int ps = nearest_power_of_2(p_bones*3);
  2544. #ifdef GLEW_ENABLED
  2545. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
  2546. #else
  2547. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
  2548. #endif
  2549. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2550. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2551. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2552. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2553. skeleton->pixel_size=1.0/ps;
  2554. glBindTexture(GL_TEXTURE_2D,0);
  2555. }
  2556. }
  2557. if (!skeleton->dirty_list.in_list()) {
  2558. _skeleton_dirty_list.add(&skeleton->dirty_list);
  2559. }
  2560. }
  2561. skeleton->bones.resize(p_bones);
  2562. }
  2563. int RasterizerGLES2::skeleton_get_bone_count(RID p_skeleton) const {
  2564. Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  2565. ERR_FAIL_COND_V(!skeleton, -1);
  2566. return skeleton->bones.size();
  2567. }
  2568. void RasterizerGLES2::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) {
  2569. Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  2570. ERR_FAIL_COND(!skeleton);
  2571. ERR_FAIL_INDEX( p_bone, skeleton->bones.size() );
  2572. Skeleton::Bone &b = skeleton->bones[p_bone];
  2573. b.mtx[0][0]=p_transform.basis[0][0];
  2574. b.mtx[0][1]=p_transform.basis[1][0];
  2575. b.mtx[0][2]=p_transform.basis[2][0];
  2576. b.mtx[1][0]=p_transform.basis[0][1];
  2577. b.mtx[1][1]=p_transform.basis[1][1];
  2578. b.mtx[1][2]=p_transform.basis[2][1];
  2579. b.mtx[2][0]=p_transform.basis[0][2];
  2580. b.mtx[2][1]=p_transform.basis[1][2];
  2581. b.mtx[2][2]=p_transform.basis[2][2];
  2582. b.mtx[3][0]=p_transform.origin[0];
  2583. b.mtx[3][1]=p_transform.origin[1];
  2584. b.mtx[3][2]=p_transform.origin[2];
  2585. if (skeleton->tex_id) {
  2586. if (!skeleton->dirty_list.in_list()) {
  2587. _skeleton_dirty_list.add(&skeleton->dirty_list);
  2588. }
  2589. }
  2590. }
  2591. Transform RasterizerGLES2::skeleton_bone_get_transform(RID p_skeleton,int p_bone) {
  2592. Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  2593. ERR_FAIL_COND_V(!skeleton, Transform());
  2594. ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() );
  2595. const Skeleton::Bone &b = skeleton->bones[p_bone];
  2596. Transform t;
  2597. t.basis[0][0]=b.mtx[0][0];
  2598. t.basis[1][0]=b.mtx[0][1];
  2599. t.basis[2][0]=b.mtx[0][2];
  2600. t.basis[0][1]=b.mtx[1][0];
  2601. t.basis[1][1]=b.mtx[1][1];
  2602. t.basis[2][1]=b.mtx[1][2];
  2603. t.basis[0][2]=b.mtx[2][0];
  2604. t.basis[1][2]=b.mtx[2][1];
  2605. t.basis[2][2]=b.mtx[2][2];
  2606. t.origin[0]=b.mtx[3][0];
  2607. t.origin[1]=b.mtx[3][1];
  2608. t.origin[2]=b.mtx[3][2];
  2609. return t;
  2610. }
  2611. /* LIGHT API */
  2612. RID RasterizerGLES2::light_create(VS::LightType p_type) {
  2613. Light *light = memnew( Light );
  2614. light->type=p_type;
  2615. return light_owner.make_rid(light);
  2616. }
  2617. VS::LightType RasterizerGLES2::light_get_type(RID p_light) const {
  2618. Light *light = light_owner.get(p_light);
  2619. ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI);
  2620. return light->type;
  2621. }
  2622. void RasterizerGLES2::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) {
  2623. Light *light = light_owner.get(p_light);
  2624. ERR_FAIL_COND(!light);
  2625. ERR_FAIL_INDEX( p_type, 3 );
  2626. light->colors[p_type]=p_color;
  2627. }
  2628. Color RasterizerGLES2::light_get_color(RID p_light,VS::LightColor p_type) const {
  2629. Light *light = light_owner.get(p_light);
  2630. ERR_FAIL_COND_V(!light, Color());
  2631. ERR_FAIL_INDEX_V( p_type, 3, Color() );
  2632. return light->colors[p_type];
  2633. }
  2634. void RasterizerGLES2::light_set_shadow(RID p_light,bool p_enabled) {
  2635. Light *light = light_owner.get(p_light);
  2636. ERR_FAIL_COND(!light);
  2637. light->shadow_enabled=p_enabled;
  2638. }
  2639. bool RasterizerGLES2::light_has_shadow(RID p_light) const {
  2640. Light *light = light_owner.get(p_light);
  2641. ERR_FAIL_COND_V(!light,false);
  2642. return light->shadow_enabled;
  2643. }
  2644. void RasterizerGLES2::light_set_volumetric(RID p_light,bool p_enabled) {
  2645. Light *light = light_owner.get(p_light);
  2646. ERR_FAIL_COND(!light);
  2647. light->volumetric_enabled=p_enabled;
  2648. }
  2649. bool RasterizerGLES2::light_is_volumetric(RID p_light) const {
  2650. Light *light = light_owner.get(p_light);
  2651. ERR_FAIL_COND_V(!light,false);
  2652. return light->volumetric_enabled;
  2653. }
  2654. void RasterizerGLES2::light_set_projector(RID p_light,RID p_texture) {
  2655. Light *light = light_owner.get(p_light);
  2656. ERR_FAIL_COND(!light);
  2657. light->projector=p_texture;
  2658. }
  2659. RID RasterizerGLES2::light_get_projector(RID p_light) const {
  2660. Light *light = light_owner.get(p_light);
  2661. ERR_FAIL_COND_V(!light,RID());
  2662. return light->projector;
  2663. }
  2664. void RasterizerGLES2::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {
  2665. Light * light = light_owner.get( p_light );
  2666. ERR_FAIL_COND(!light);
  2667. ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX );
  2668. light->vars[p_var]=p_value;
  2669. }
  2670. float RasterizerGLES2::light_get_var(RID p_light, VS::LightParam p_var) const {
  2671. Light * light = light_owner.get( p_light );
  2672. ERR_FAIL_COND_V(!light,0);
  2673. ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 );
  2674. return light->vars[p_var];
  2675. }
  2676. void RasterizerGLES2::light_set_operator(RID p_light,VS::LightOp p_op) {
  2677. };
  2678. VS::LightOp RasterizerGLES2::light_get_operator(RID p_light) const {
  2679. return VS::LightOp();
  2680. };
  2681. void RasterizerGLES2::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) {
  2682. Light * light = light_owner.get( p_light );
  2683. ERR_FAIL_COND(!light);
  2684. light->omni_shadow_mode=p_mode;
  2685. }
  2686. VS::LightOmniShadowMode RasterizerGLES2::light_omni_get_shadow_mode(RID p_light) const {
  2687. const Light * light = light_owner.get( p_light );
  2688. ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_DEFAULT);
  2689. return light->omni_shadow_mode;
  2690. }
  2691. void RasterizerGLES2::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode) {
  2692. Light * light = light_owner.get( p_light );
  2693. ERR_FAIL_COND(!light);
  2694. light->directional_shadow_mode=p_mode;
  2695. }
  2696. VS::LightDirectionalShadowMode RasterizerGLES2::light_directional_get_shadow_mode(RID p_light) const {
  2697. const Light * light = light_owner.get( p_light );
  2698. ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
  2699. return light->directional_shadow_mode;
  2700. }
  2701. void RasterizerGLES2::light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value) {
  2702. Light * light = light_owner.get( p_light );
  2703. ERR_FAIL_COND(!light);
  2704. light->directional_shadow_param[p_param]=p_value;
  2705. }
  2706. float RasterizerGLES2::light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const {
  2707. const Light * light = light_owner.get( p_light );
  2708. ERR_FAIL_COND_V(!light,0);
  2709. return light->directional_shadow_param[p_param];
  2710. }
  2711. AABB RasterizerGLES2::light_get_aabb(RID p_light) const {
  2712. Light *light = light_owner.get( p_light );
  2713. ERR_FAIL_COND_V(!light,AABB());
  2714. switch( light->type ) {
  2715. case VS::LIGHT_SPOT: {
  2716. float len=light->vars[VS::LIGHT_PARAM_RADIUS];
  2717. float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len;
  2718. return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
  2719. } break;
  2720. case VS::LIGHT_OMNI: {
  2721. float r = light->vars[VS::LIGHT_PARAM_RADIUS];
  2722. return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 );
  2723. } break;
  2724. case VS::LIGHT_DIRECTIONAL: {
  2725. return AABB();
  2726. } break;
  2727. default: {}
  2728. }
  2729. ERR_FAIL_V( AABB() );
  2730. }
  2731. RID RasterizerGLES2::light_instance_create(RID p_light) {
  2732. Light *light = light_owner.get( p_light );
  2733. ERR_FAIL_COND_V(!light, RID());
  2734. LightInstance *light_instance = memnew( LightInstance );
  2735. light_instance->light=p_light;
  2736. light_instance->base=light;
  2737. light_instance->last_pass=0;
  2738. return light_instance_owner.make_rid( light_instance );
  2739. }
  2740. void RasterizerGLES2::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) {
  2741. LightInstance *lighti = light_instance_owner.get( p_light_instance );
  2742. ERR_FAIL_COND(!lighti);
  2743. lighti->transform=p_transform;
  2744. }
  2745. Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_light_instance, bool p_far) const {
  2746. LightInstance *lighti = light_instance_owner.get( p_light_instance );
  2747. ERR_FAIL_COND_V(!lighti,Rasterizer::SHADOW_NONE);
  2748. switch(lighti->base->type) {
  2749. case VS::LIGHT_DIRECTIONAL: {
  2750. switch(lighti->base->directional_shadow_mode) {
  2751. case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
  2752. return SHADOW_ORTHOGONAL;
  2753. } break;
  2754. case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE:{
  2755. return SHADOW_PSM;
  2756. } break;
  2757. case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
  2758. case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:{
  2759. return SHADOW_PSSM;
  2760. } break;
  2761. }
  2762. }break;
  2763. case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break;
  2764. case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break;
  2765. }
  2766. return Rasterizer::SHADOW_NONE;
  2767. }
  2768. int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) const {
  2769. LightInstance *lighti = light_instance_owner.get( p_light_instance );
  2770. ERR_FAIL_COND_V(!lighti,0);
  2771. if (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  2772. return 4; // dp4
  2773. } 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)) {
  2774. return 2; // dp
  2775. } else
  2776. return 1;
  2777. }
  2778. bool RasterizerGLES2::light_instance_get_pssm_shadow_overlap(RID p_light_instance) const {
  2779. return shadow_filter>=SHADOW_FILTER_ESM;
  2780. }
  2781. 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) {
  2782. LightInstance *lighti = light_instance_owner.get( p_light_instance );
  2783. ERR_FAIL_COND(!lighti);
  2784. ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL);
  2785. // ERR_FAIL_INDEX(p_index,1);
  2786. lighti->custom_projection[p_index]=p_camera;
  2787. lighti->custom_transform[p_index]=p_transform;
  2788. lighti->shadow_split[p_index]=1.0/p_split_far;
  2789. #if 0
  2790. if (p_index==0) {
  2791. lighti->custom_projection=p_camera;
  2792. lighti->custom_transform=p_transform;
  2793. //Plane p(0,0,-p_split_far,1);
  2794. //p=camera_projection.xform4(p);
  2795. //lighti->shadow_split=p.normal.z/p.d;
  2796. lighti->shadow_split=1.0/p_split_far;
  2797. //lighti->shadow_split=-p_split_far;
  2798. } else {
  2799. lighti->custom_projection2=p_camera;
  2800. lighti->custom_transform2=p_transform;
  2801. lighti->shadow_split2=p_split_far;
  2802. }
  2803. #endif
  2804. }
  2805. int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const{
  2806. LightInstance *lighti = light_instance_owner.get( p_light_instance );
  2807. ERR_FAIL_COND_V(!lighti,1);
  2808. ERR_FAIL_COND_V(!lighti->near_shadow_buffer,256);
  2809. return lighti->near_shadow_buffer->size/2;
  2810. }
  2811. void RasterizerGLES2::shadow_clear_near() {
  2812. for(int i=0;i<near_shadow_buffers.size();i++) {
  2813. if (near_shadow_buffers[i].owner)
  2814. near_shadow_buffers[i].owner->clear_near_shadow_buffers();
  2815. }
  2816. }
  2817. bool RasterizerGLES2::shadow_allocate_near(RID p_light) {
  2818. if (!use_shadow_mapping || !use_framebuffers)
  2819. return false;
  2820. LightInstance *li = light_instance_owner.get(p_light);
  2821. ERR_FAIL_COND_V(!li,false);
  2822. ERR_FAIL_COND_V( li->near_shadow_buffer, false);
  2823. int skip=0;
  2824. if (framebuffer.active) {
  2825. int sc = framebuffer.scale;
  2826. while(sc>1) {
  2827. sc/=2;
  2828. skip++;
  2829. }
  2830. }
  2831. for(int i=0;i<near_shadow_buffers.size();i++) {
  2832. if (skip>0) {
  2833. skip--;
  2834. continue;
  2835. }
  2836. if (near_shadow_buffers[i].owner!=NULL)
  2837. continue;
  2838. near_shadow_buffers[i].owner=li;
  2839. li->near_shadow_buffer=&near_shadow_buffers[i];
  2840. return true;
  2841. }
  2842. return false;
  2843. }
  2844. bool RasterizerGLES2::shadow_allocate_far(RID p_light) {
  2845. return false;
  2846. }
  2847. /* PARTICLES INSTANCE */
  2848. RID RasterizerGLES2::particles_instance_create(RID p_particles) {
  2849. ERR_FAIL_COND_V(!particles_owner.owns(p_particles),RID());
  2850. ParticlesInstance *particles_instance = memnew( ParticlesInstance );
  2851. ERR_FAIL_COND_V(!particles_instance, RID() );
  2852. particles_instance->particles=p_particles;
  2853. return particles_instance_owner.make_rid(particles_instance);
  2854. }
  2855. void RasterizerGLES2::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) {
  2856. ParticlesInstance *particles_instance=particles_instance_owner.get(p_particles_instance);
  2857. ERR_FAIL_COND(!particles_instance);
  2858. particles_instance->transform=p_transform;
  2859. }
  2860. RID RasterizerGLES2::viewport_data_create() {
  2861. ViewportData *vd = memnew( ViewportData );
  2862. glActiveTexture(GL_TEXTURE0);
  2863. glGenFramebuffers(1, &vd->lum_fbo);
  2864. glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo);
  2865. GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
  2866. GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
  2867. GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
  2868. glGenTextures(1, &vd->lum_color);
  2869. glBindTexture(GL_TEXTURE_2D, vd->lum_color);
  2870. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2871. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2872. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2873. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2874. //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
  2875. // GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  2876. glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0,
  2877. format_luminance_components, format_luminance_type, NULL);
  2878. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  2879. GL_TEXTURE_2D, vd->lum_color, 0);
  2880. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  2881. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  2882. DEBUG_TEST_ERROR("Viewport Data Init");
  2883. if (status != GL_FRAMEBUFFER_COMPLETE) {
  2884. WARN_PRINT("Can't create framebuffer for vd");
  2885. }
  2886. return viewport_data_owner.make_rid(vd);
  2887. }
  2888. RID RasterizerGLES2::render_target_create(){
  2889. RenderTarget *rt = memnew( RenderTarget );
  2890. rt->fbo=0;
  2891. rt->width=0;
  2892. rt->height=0;
  2893. rt->last_pass=0;
  2894. Texture *texture = memnew(Texture);
  2895. texture->active=false;
  2896. texture->total_data_size=0;
  2897. texture->render_target=rt;
  2898. texture->ignore_mipmaps=true;
  2899. rt->texture_ptr=texture;
  2900. rt->texture=texture_owner.make_rid( texture );
  2901. rt->texture_ptr->active=false;
  2902. return render_target_owner.make_rid(rt);
  2903. }
  2904. void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int p_height){
  2905. RenderTarget *rt = render_target_owner.get(p_render_target);
  2906. if (p_width==rt->width && p_height==rt->height)
  2907. return;
  2908. if (rt->width!=0 && rt->height!=0) {
  2909. glDeleteFramebuffers(1,&rt->fbo);
  2910. glDeleteRenderbuffers(1,&rt->depth);
  2911. glDeleteTextures(1,&rt->color);
  2912. rt->fbo=0;
  2913. rt->depth=0;
  2914. rt->color=0;
  2915. rt->width=0;
  2916. rt->height=0;
  2917. rt->texture_ptr->tex_id=0;
  2918. rt->texture_ptr->active=false;
  2919. }
  2920. if (p_width==0 || p_height==0)
  2921. return;
  2922. rt->width=p_width;
  2923. rt->height=p_height;
  2924. //fbo
  2925. glGenFramebuffers(1, &rt->fbo);
  2926. glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  2927. //depth
  2928. if (!low_memory_2d) {
  2929. glGenRenderbuffers(1, &rt->depth);
  2930. glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
  2931. glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height);
  2932. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
  2933. }
  2934. //color
  2935. glGenTextures(1, &rt->color);
  2936. glBindTexture(GL_TEXTURE_2D, rt->color);
  2937. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  2938. if (rt->texture_ptr->flags&VS::TEXTURE_FLAG_FILTER) {
  2939. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  2940. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  2941. } else {
  2942. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2943. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2944. }
  2945. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2946. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2947. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
  2948. rt->texture_ptr->tex_id=rt->color;
  2949. rt->texture_ptr->active=true;
  2950. rt->texture_ptr->width=p_width;
  2951. rt->texture_ptr->height=p_height;
  2952. #
  2953. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  2954. if (status != GL_FRAMEBUFFER_COMPLETE) {
  2955. glDeleteRenderbuffers(1,&rt->fbo);
  2956. glDeleteTextures(1,&rt->depth);
  2957. glDeleteTextures(1,&rt->color);
  2958. rt->fbo=0;
  2959. rt->width=0;
  2960. rt->height=0;
  2961. rt->color=0;
  2962. rt->depth=0;
  2963. rt->texture_ptr->tex_id=0;
  2964. rt->texture_ptr->active=false;
  2965. WARN_PRINT("Could not create framebuffer!!");
  2966. }
  2967. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  2968. }
  2969. RID RasterizerGLES2::render_target_get_texture(RID p_render_target) const{
  2970. const RenderTarget *rt = render_target_owner.get(p_render_target);
  2971. ERR_FAIL_COND_V(!rt,RID());
  2972. return rt->texture;
  2973. }
  2974. bool RasterizerGLES2::render_target_renedered_in_frame(RID p_render_target){
  2975. RenderTarget *rt = render_target_owner.get(p_render_target);
  2976. ERR_FAIL_COND_V(!rt,false);
  2977. return rt->last_pass==frame;
  2978. }
  2979. /* RENDER API */
  2980. /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
  2981. void RasterizerGLES2::begin_frame() {
  2982. _update_framebuffer();
  2983. glDepthFunc(GL_LEQUAL);
  2984. glFrontFace(GL_CW);
  2985. //fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
  2986. #ifdef TOOLS_ENABLED
  2987. canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false));
  2988. shadow_filter=ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter")));
  2989. #endif
  2990. canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF5,shadow_filter==SHADOW_FILTER_PCF5);
  2991. canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_PCF13,shadow_filter==SHADOW_FILTER_PCF13);
  2992. canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
  2993. window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );
  2994. double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec
  2995. time/=1000.0; // make secs
  2996. time_delta=time-last_time;
  2997. last_time=time;
  2998. frame++;
  2999. _rinfo.vertex_count=0;
  3000. _rinfo.object_count=0;
  3001. _rinfo.mat_change_count=0;
  3002. _rinfo.shader_change_count=0;
  3003. _rinfo.ci_draw_commands=0;
  3004. _rinfo.surface_count=0;
  3005. _rinfo.draw_calls=0;
  3006. _update_fixed_materials();
  3007. while(_shader_dirty_list.first()) {
  3008. _update_shader(_shader_dirty_list.first()->self());
  3009. }
  3010. while(_skeleton_dirty_list.first()) {
  3011. Skeleton *s=_skeleton_dirty_list.first()->self();
  3012. float *sk_float = (float*)skinned_buffer;
  3013. for(int i=0;i<s->bones.size();i++) {
  3014. float *m = &sk_float[i*12];
  3015. const Skeleton::Bone &b=s->bones[i];
  3016. m[0]=b.mtx[0][0];
  3017. m[1]=b.mtx[1][0];
  3018. m[2]=b.mtx[2][0];
  3019. m[3]=b.mtx[3][0];
  3020. m[4]=b.mtx[0][1];
  3021. m[5]=b.mtx[1][1];
  3022. m[6]=b.mtx[2][1];
  3023. m[7]=b.mtx[3][1];
  3024. m[8]=b.mtx[0][2];
  3025. m[9]=b.mtx[1][2];
  3026. m[10]=b.mtx[2][2];
  3027. m[11]=b.mtx[3][2];
  3028. }
  3029. glActiveTexture(GL_TEXTURE0);
  3030. glBindTexture(GL_TEXTURE_2D,s->tex_id);
  3031. glTexSubImage2D(GL_TEXTURE_2D,0,0,0,nearest_power_of_2(s->bones.size()*3),1,GL_RGBA,GL_FLOAT,sk_float);
  3032. _skeleton_dirty_list.remove( _skeleton_dirty_list.first() );
  3033. }
  3034. while(_multimesh_dirty_list.first()) {
  3035. MultiMesh *s=_multimesh_dirty_list.first()->self();
  3036. float *sk_float = (float*)skinned_buffer;
  3037. for(int i=0;i<s->elements.size();i++) {
  3038. float *m = &sk_float[i*16];
  3039. const float *im=s->elements[i].matrix;
  3040. for(int j=0;j<16;j++) {
  3041. m[j]=im[j];
  3042. }
  3043. }
  3044. glActiveTexture(GL_TEXTURE0);
  3045. glBindTexture(GL_TEXTURE_2D,s->tex_id);
  3046. glTexSubImage2D(GL_TEXTURE_2D,0,0,0,s->tw,s->th,GL_RGBA,GL_FLOAT,sk_float);
  3047. _multimesh_dirty_list.remove( _multimesh_dirty_list.first() );
  3048. }
  3049. draw_next_frame=false;
  3050. // material_shader.set_uniform_default(MaterialShaderGLES2::SCREENZ_SCALE, Math::fmod(time, 3600.0));
  3051. /* nehe ?*/
  3052. // glClearColor(0,0,1,1);
  3053. // glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
  3054. }
  3055. void RasterizerGLES2::capture_viewport(Image* r_capture) {
  3056. #if 0
  3057. DVector<uint8_t> pixels;
  3058. pixels.resize(viewport.width*viewport.height*3);
  3059. DVector<uint8_t>::Write w = pixels.write();
  3060. #ifdef GLEW_ENABLED
  3061. glReadBuffer(GL_COLOR_ATTACHMENT0);
  3062. #endif
  3063. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  3064. if (current_rt)
  3065. glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr() );
  3066. else
  3067. glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr());
  3068. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  3069. w=DVector<uint8_t>::Write();
  3070. r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB8,pixels);
  3071. #else
  3072. DVector<uint8_t> pixels;
  3073. pixels.resize(viewport.width*viewport.height*4);
  3074. DVector<uint8_t>::Write w = pixels.write();
  3075. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  3076. // uint64_t time = OS::get_singleton()->get_ticks_usec();
  3077. if (current_rt) {
  3078. #ifdef GLEW_ENABLED
  3079. glReadBuffer(GL_COLOR_ATTACHMENT0);
  3080. #endif
  3081. glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr() );
  3082. } else {
  3083. // back?
  3084. glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr());
  3085. }
  3086. bool flip = current_rt==NULL;
  3087. if (flip) {
  3088. uint32_t *imgptr = (uint32_t*)w.ptr();
  3089. for(int y=0;y<(viewport.height/2);y++) {
  3090. uint32_t *ptr1 = &imgptr[y*viewport.width];
  3091. uint32_t *ptr2 = &imgptr[(viewport.height-y-1)*viewport.width];
  3092. for(int x=0;x<viewport.width;x++) {
  3093. uint32_t tmp = ptr1[x];
  3094. ptr1[x]=ptr2[x];
  3095. ptr2[x]=tmp;
  3096. }
  3097. }
  3098. }
  3099. w=DVector<uint8_t>::Write();
  3100. r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGBA8,pixels);
  3101. //r_capture->flip_y();
  3102. #endif
  3103. }
  3104. void RasterizerGLES2::clear_viewport(const Color& p_color) {
  3105. if (current_rt || using_canvas_bg) {
  3106. glScissor( 0, 0, viewport.width, viewport.height );
  3107. } else {
  3108. glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  3109. }
  3110. glEnable(GL_SCISSOR_TEST);
  3111. glClearColor(p_color.r,p_color.g,p_color.b,p_color.a);
  3112. glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
  3113. glDisable(GL_SCISSOR_TEST);
  3114. };
  3115. void RasterizerGLES2::set_render_target(RID p_render_target, bool p_transparent_bg, bool p_vflip) {
  3116. if (!p_render_target.is_valid()) {
  3117. glBindFramebuffer(GL_FRAMEBUFFER,base_framebuffer);
  3118. current_rt=NULL;
  3119. current_rt_vflip=false;
  3120. } else {
  3121. RenderTarget *rt = render_target_owner.get(p_render_target);
  3122. ERR_FAIL_COND(!rt);
  3123. ERR_FAIL_COND(rt->fbo==0);
  3124. glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo);
  3125. current_rt=rt;
  3126. current_rt_transparent=p_transparent_bg;
  3127. current_rt_vflip=!p_vflip;
  3128. }
  3129. }
  3130. void RasterizerGLES2::set_viewport(const VS::ViewportRect& p_viewport) {
  3131. viewport=p_viewport;
  3132. //viewport.width/=2;
  3133. //viewport.height/=2;
  3134. //print_line("viewport: "+itos(p_viewport.x)+","+itos(p_viewport.y)+","+itos(p_viewport.width)+","+itos(p_viewport.height));
  3135. if (current_rt) {
  3136. glViewport( 0, 0,viewport.width, viewport.height );
  3137. } else {
  3138. glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  3139. }
  3140. }
  3141. void RasterizerGLES2::begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug) {
  3142. current_debug=p_debug;
  3143. opaque_render_list.clear();
  3144. alpha_render_list.clear();
  3145. light_instance_count=0;
  3146. current_env = p_env.is_valid() ? environment_owner.get(p_env) : NULL;
  3147. scene_pass++;
  3148. last_light_id=0;
  3149. directional_light_count=0;
  3150. lights_use_shadow=false;
  3151. texscreen_used=false;
  3152. current_vd=viewport_data_owner.get(p_viewport_data);
  3153. if (current_debug==VS::SCENARIO_DEBUG_WIREFRAME) {
  3154. #ifdef GLEW_ENABLED
  3155. glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  3156. #endif
  3157. }
  3158. //set state
  3159. glCullFace(GL_FRONT);
  3160. cull_front=true;
  3161. };
  3162. void RasterizerGLES2::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) {
  3163. ERR_FAIL_COND(shadow);
  3164. shadow = light_instance_owner.get(p_light_instance);
  3165. shadow_pass=p_shadow_pass;
  3166. ERR_FAIL_COND(!shadow);
  3167. opaque_render_list.clear();
  3168. alpha_render_list.clear();
  3169. // pre_zpass_render_list.clear();
  3170. light_instance_count=0;
  3171. glCullFace(GL_FRONT);
  3172. cull_front=true;
  3173. }
  3174. void RasterizerGLES2::set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint) {
  3175. camera_transform=p_world;
  3176. if (current_rt && current_rt_vflip) {
  3177. camera_transform.basis.set_axis(1,-camera_transform.basis.get_axis(1));
  3178. }
  3179. camera_transform_inverse=camera_transform.inverse();
  3180. camera_projection=p_projection;
  3181. camera_plane = Plane( camera_transform.origin, -camera_transform.basis.get_axis(2) );
  3182. camera_z_near=camera_projection.get_z_near();
  3183. camera_z_far=camera_projection.get_z_far();
  3184. camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y);
  3185. camera_ortho=p_ortho_hint;
  3186. }
  3187. void RasterizerGLES2::add_light( RID p_light_instance ) {
  3188. #define LIGHT_FADE_TRESHOLD 0.05
  3189. ERR_FAIL_COND( light_instance_count >= MAX_SCENE_LIGHTS );
  3190. LightInstance *li = light_instance_owner.get(p_light_instance);
  3191. ERR_FAIL_COND(!li);
  3192. switch(li->base->type) {
  3193. case VS::LIGHT_DIRECTIONAL: {
  3194. ERR_FAIL_COND( directional_light_count >= RenderList::MAX_LIGHTS);
  3195. directional_lights[directional_light_count++]=li;
  3196. if (li->base->shadow_enabled) {
  3197. CameraMatrix bias;
  3198. bias.set_light_bias();
  3199. int passes=light_instance_get_shadow_passes(p_light_instance);
  3200. for(int i=0;i<passes;i++) {
  3201. Transform modelview=Transform(camera_transform_inverse * li->custom_transform[i]).inverse();
  3202. li->shadow_projection[i] = bias * li->custom_projection[i] * modelview;
  3203. }
  3204. lights_use_shadow=true;
  3205. }
  3206. } break;
  3207. case VS::LIGHT_OMNI: {
  3208. if (li->base->shadow_enabled) {
  3209. li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse();
  3210. lights_use_shadow=true;
  3211. }
  3212. } break;
  3213. case VS::LIGHT_SPOT: {
  3214. if (li->base->shadow_enabled) {
  3215. CameraMatrix bias;
  3216. bias.set_light_bias();
  3217. Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
  3218. li->shadow_projection[0] = bias * li->projection * modelview;
  3219. lights_use_shadow=true;
  3220. }
  3221. } break;
  3222. }
  3223. /* make light hash */
  3224. // actually, not really a hash, but helps to sort the lights
  3225. // and avoid recompiling redudant shader versions
  3226. li->last_pass=scene_pass;
  3227. li->sort_key=light_instance_count;
  3228. light_instances[light_instance_count++]=li;
  3229. }
  3230. void RasterizerGLES2::_update_shader( Shader* p_shader) const {
  3231. _shader_dirty_list.remove( &p_shader->dirty_list );
  3232. p_shader->valid=false;
  3233. p_shader->uniforms.clear();
  3234. Vector<StringName> uniform_names;
  3235. String vertex_code;
  3236. String vertex_globals;
  3237. ShaderCompilerGLES2::Flags vertex_flags;
  3238. ShaderCompilerGLES2::Flags fragment_flags;
  3239. ShaderCompilerGLES2::Flags light_flags;
  3240. if (p_shader->mode==VS::SHADER_MATERIAL) {
  3241. Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms);
  3242. if (err) {
  3243. return; //invalid
  3244. }
  3245. } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
  3246. Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_CANVAS_ITEM_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms);
  3247. if (err) {
  3248. return; //invalid
  3249. }
  3250. }
  3251. //print_line("compiled vertex: "+vertex_code);
  3252. //print_line("compiled vertex globals: "+vertex_globals);
  3253. //print_line("UCV: "+itos(p_shader->uniforms.size()));
  3254. String fragment_code;
  3255. String fragment_globals;
  3256. if (p_shader->mode==VS::SHADER_MATERIAL) {
  3257. Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
  3258. if (err) {
  3259. return; //invalid
  3260. }
  3261. } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
  3262. Error err = shader_precompiler.compile(p_shader->fragment_code,ShaderLanguage::SHADER_CANVAS_ITEM_FRAGMENT,fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
  3263. if (err) {
  3264. return; //invalid
  3265. }
  3266. }
  3267. String light_code;
  3268. String light_globals;
  3269. if (p_shader->mode==VS::SHADER_MATERIAL) {
  3270. Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_MATERIAL_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms);
  3271. if (err) {
  3272. return; //invalid
  3273. }
  3274. } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
  3275. Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_CANVAS_ITEM_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms);
  3276. if (err) {
  3277. return; //invalid
  3278. }
  3279. }
  3280. fragment_globals+=light_globals; //both fragment anyway
  3281. //print_line("compiled fragment: "+fragment_code);
  3282. // ("compiled fragment globals: "+fragment_globals);
  3283. //print_line("UCF: "+itos(p_shader->uniforms.size()));
  3284. int first_tex_index=0xFFFFF;
  3285. p_shader->first_texture=StringName();
  3286. for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_shader->uniforms.front();E;E=E->next()) {
  3287. uniform_names.push_back("_"+String(E->key()));
  3288. if (E->get().type==ShaderLanguage::TYPE_TEXTURE && E->get().order<first_tex_index) {
  3289. p_shader->first_texture=E->key();
  3290. first_tex_index=E->get().order;
  3291. }
  3292. }
  3293. bool uses_time=false;
  3294. if (p_shader->mode==VS::SHADER_MATERIAL) {
  3295. //print_line("setting code to id.. "+itos(p_shader->custom_code_id));
  3296. Vector<const char*> enablers;
  3297. if (fragment_flags.use_color_interp || vertex_flags.use_color_interp)
  3298. enablers.push_back("#define ENABLE_COLOR_INTERP\n");
  3299. if (fragment_flags.use_uv_interp || vertex_flags.use_uv_interp)
  3300. enablers.push_back("#define ENABLE_UV_INTERP\n");
  3301. if (fragment_flags.use_uv2_interp || vertex_flags.use_uv2_interp)
  3302. enablers.push_back("#define ENABLE_UV2_INTERP\n");
  3303. if (fragment_flags.use_tangent_interp || vertex_flags.use_tangent_interp || fragment_flags.uses_normalmap)
  3304. enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
  3305. if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
  3306. enablers.push_back("#define ENABLE_VAR1_INTERP\n");
  3307. if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
  3308. enablers.push_back("#define ENABLE_VAR2_INTERP\n");
  3309. if (fragment_flags.uses_texscreen) {
  3310. enablers.push_back("#define ENABLE_TEXSCREEN\n");
  3311. }
  3312. if (fragment_flags.uses_screen_uv) {
  3313. enablers.push_back("#define ENABLE_SCREEN_UV\n");
  3314. }
  3315. if (fragment_flags.uses_discard) {
  3316. enablers.push_back("#define ENABLE_DISCARD\n");
  3317. }
  3318. if (fragment_flags.uses_normalmap) {
  3319. enablers.push_back("#define ENABLE_NORMALMAP\n");
  3320. }
  3321. if (light_flags.uses_light) {
  3322. enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
  3323. }
  3324. if (light_flags.uses_shadow_color) {
  3325. enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
  3326. }
  3327. if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
  3328. enablers.push_back("#define USE_TIME\n");
  3329. uses_time=true;
  3330. }
  3331. if (vertex_flags.vertex_code_writes_position) {
  3332. enablers.push_back("#define VERTEX_SHADER_WRITE_POSITION\n");
  3333. }
  3334. material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
  3335. } else if (p_shader->mode==VS::SHADER_CANVAS_ITEM) {
  3336. Vector<const char*> enablers;
  3337. if (light_flags.uses_time || fragment_flags.uses_time || vertex_flags.uses_time) {
  3338. enablers.push_back("#define USE_TIME\n");
  3339. uses_time=true;
  3340. }
  3341. if (fragment_flags.uses_normal) {
  3342. enablers.push_back("#define NORMAL_USED\n");
  3343. }
  3344. if (fragment_flags.uses_normalmap) {
  3345. enablers.push_back("#define USE_NORMALMAP\n");
  3346. }
  3347. if (light_flags.uses_light) {
  3348. enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
  3349. }
  3350. if (fragment_flags.use_var1_interp || vertex_flags.use_var1_interp)
  3351. enablers.push_back("#define ENABLE_VAR1_INTERP\n");
  3352. if (fragment_flags.use_var2_interp || vertex_flags.use_var2_interp)
  3353. enablers.push_back("#define ENABLE_VAR2_INTERP\n");
  3354. if (fragment_flags.uses_texscreen) {
  3355. enablers.push_back("#define ENABLE_TEXSCREEN\n");
  3356. }
  3357. if (fragment_flags.uses_screen_uv) {
  3358. enablers.push_back("#define ENABLE_SCREEN_UV\n");
  3359. }
  3360. if (fragment_flags.uses_texpixel_size) {
  3361. enablers.push_back("#define USE_TEXPIXEL_SIZE\n");
  3362. }
  3363. if (light_flags.uses_shadow_color) {
  3364. enablers.push_back("#define USE_OUTPUT_SHADOW_COLOR\n");
  3365. }
  3366. if (vertex_flags.uses_worldvec) {
  3367. enablers.push_back("#define USE_WORLD_VEC\n");
  3368. }
  3369. canvas_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
  3370. //postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
  3371. }
  3372. p_shader->valid=true;
  3373. p_shader->has_alpha=fragment_flags.uses_alpha || fragment_flags.uses_texscreen;
  3374. p_shader->writes_vertex=vertex_flags.vertex_code_writes_vertex;
  3375. p_shader->uses_discard=fragment_flags.uses_discard;
  3376. p_shader->has_texscreen=fragment_flags.uses_texscreen;
  3377. p_shader->has_screen_uv=fragment_flags.uses_screen_uv;
  3378. p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
  3379. p_shader->uses_normal=fragment_flags.uses_normal || light_flags.uses_normal;
  3380. p_shader->uses_time=uses_time;
  3381. p_shader->uses_texpixel_size=fragment_flags.uses_texpixel_size;
  3382. p_shader->version++;
  3383. }
  3384. void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner,int p_material) {
  3385. Material *m=NULL;
  3386. RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material);
  3387. #ifdef DEBUG_ENABLED
  3388. if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
  3389. m_src=overdraw_material;
  3390. }
  3391. #endif
  3392. if (m_src)
  3393. m=material_owner.get( m_src );
  3394. if (!m) {
  3395. m=material_owner.get( default_material );
  3396. }
  3397. ERR_FAIL_COND(!m);
  3398. if (m->last_pass!=frame) {
  3399. if (m->shader.is_valid()) {
  3400. m->shader_cache=shader_owner.get(m->shader);
  3401. if (m->shader_cache) {
  3402. if (!m->shader_cache->valid) {
  3403. m->shader_cache=NULL;
  3404. } else {
  3405. if (m->shader_cache->has_texscreen)
  3406. texscreen_used=true;
  3407. }
  3408. } else {
  3409. m->shader=RID();
  3410. }
  3411. } else {
  3412. m->shader_cache=NULL;
  3413. }
  3414. m->last_pass=frame;
  3415. }
  3416. RenderList *render_list=NULL;
  3417. bool has_base_alpha=(m->shader_cache && m->shader_cache->has_alpha);
  3418. bool has_blend_alpha=m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP];
  3419. bool has_alpha = has_base_alpha || has_blend_alpha;
  3420. if (shadow) {
  3421. if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
  3422. return; //bye
  3423. 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)) {
  3424. //shader does not use discard and does not write a vertex position, use generic material
  3425. if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
  3426. m = shadow_mat_double_sided_ptr;
  3427. else
  3428. m = shadow_mat_ptr;
  3429. if (m->last_pass!=frame) {
  3430. if (m->shader.is_valid()) {
  3431. m->shader_cache=shader_owner.get(m->shader);
  3432. if (m->shader_cache) {
  3433. if (!m->shader_cache->valid)
  3434. m->shader_cache=NULL;
  3435. } else {
  3436. m->shader=RID();
  3437. }
  3438. } else {
  3439. m->shader_cache=NULL;
  3440. }
  3441. m->last_pass=frame;
  3442. }
  3443. }
  3444. render_list = &opaque_render_list;
  3445. /* notyet
  3446. if (!m->shader_cache || m->shader_cache->can_zpass)
  3447. render_list = &alpha_render_list;
  3448. } else {
  3449. render_list = &opaque_render_list;
  3450. }*/
  3451. } else {
  3452. if (has_alpha) {
  3453. render_list = &alpha_render_list;
  3454. } else {
  3455. render_list = &opaque_render_list;
  3456. }
  3457. }
  3458. RenderList::Element *e = render_list->add_element();
  3459. if (!e)
  3460. return;
  3461. e->geometry=p_geometry;
  3462. e->geometry_cmp=p_geometry_cmp;
  3463. e->material=m;
  3464. e->instance=p_instance;
  3465. if (camera_ortho) {
  3466. e->depth=camera_plane.distance_to(p_instance->transform.origin);
  3467. } else {
  3468. e->depth=camera_transform.origin.distance_to(p_instance->transform.origin);
  3469. }
  3470. e->owner=p_owner;
  3471. e->light_type=0;
  3472. e->additive=false;
  3473. e->additive_ptr=&e->additive;
  3474. e->sort_flags=0;
  3475. if (p_instance->skeleton.is_valid()) {
  3476. e->skeleton=skeleton_owner.get(p_instance->skeleton);
  3477. if (!e->skeleton)
  3478. const_cast<InstanceData*>(p_instance)->skeleton=RID();
  3479. else
  3480. e->sort_flags|=RenderList::SORT_FLAG_SKELETON;
  3481. } else {
  3482. e->skeleton=NULL;
  3483. }
  3484. if (e->geometry->type==Geometry::GEOMETRY_MULTISURFACE)
  3485. e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;
  3486. e->mirror=p_instance->mirror;
  3487. if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
  3488. e->mirror=!e->mirror;
  3489. //e->light_type=0xFF; // no lights!
  3490. e->light_type=3; //light type 3 is no light?
  3491. e->light=0xFFFF;
  3492. if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
  3493. //if nothing exists, add this element as opaque too
  3494. RenderList::Element *oe = opaque_render_list.add_element();
  3495. if (!oe)
  3496. return;
  3497. memcpy(oe,e,sizeof(RenderList::Element));
  3498. oe->additive_ptr=&oe->additive;
  3499. }
  3500. if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {
  3501. e->light_type=0x7F; //unshaded is zero
  3502. } else {
  3503. bool duplicate=false;
  3504. for(int i=0;i<directional_light_count;i++) {
  3505. uint16_t sort_key = directional_lights[i]->sort_key;
  3506. uint8_t light_type = VS::LIGHT_DIRECTIONAL;
  3507. if (directional_lights[i]->base->shadow_enabled) {
  3508. light_type|=0x8;
  3509. if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)
  3510. light_type|=0x10;
  3511. else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS)
  3512. light_type|=0x30;
  3513. }
  3514. RenderList::Element *ec;
  3515. if (duplicate) {
  3516. ec = render_list->add_element();
  3517. memcpy(ec,e,sizeof(RenderList::Element));
  3518. } else {
  3519. ec=e;
  3520. duplicate=true;
  3521. }
  3522. ec->light_type=light_type;
  3523. ec->light=sort_key;
  3524. ec->additive_ptr=&e->additive;
  3525. }
  3526. const RID *liptr = p_instance->light_instances.ptr();
  3527. int ilc=p_instance->light_instances.size();
  3528. for(int i=0;i<ilc;i++) {
  3529. LightInstance *li=light_instance_owner.get( liptr[i] );
  3530. if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene
  3531. continue;
  3532. uint8_t light_type=li->base->type|0x40; //penalty to ensure directionals always go first
  3533. if (li->base->shadow_enabled) {
  3534. light_type|=0x8;
  3535. }
  3536. uint16_t sort_key =li->sort_key;
  3537. RenderList::Element *ec;
  3538. if (duplicate) {
  3539. ec = render_list->add_element();
  3540. memcpy(ec,e,sizeof(RenderList::Element));
  3541. } else {
  3542. duplicate=true;
  3543. ec=e;
  3544. }
  3545. ec->light_type=light_type;
  3546. ec->light=sort_key;
  3547. ec->additive_ptr=&e->additive;
  3548. }
  3549. }
  3550. DEBUG_TEST_ERROR("Add Geometry");
  3551. }
  3552. void RasterizerGLES2::add_mesh( const RID& p_mesh, const InstanceData *p_data) {
  3553. Mesh *mesh = mesh_owner.get(p_mesh);
  3554. ERR_FAIL_COND(!mesh);
  3555. int ssize = mesh->surfaces.size();
  3556. for (int i=0;i<ssize;i++) {
  3557. int mat_idx = p_data->materials[i].is_valid() ? i : -1;
  3558. Surface *s = mesh->surfaces[i];
  3559. _add_geometry(s,p_data,s,NULL,mat_idx);
  3560. }
  3561. mesh->last_pass=frame;
  3562. }
  3563. void RasterizerGLES2::add_multimesh( const RID& p_multimesh, const InstanceData *p_data){
  3564. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  3565. ERR_FAIL_COND(!multimesh);
  3566. if (!multimesh->mesh.is_valid())
  3567. return;
  3568. if (multimesh->elements.empty())
  3569. return;
  3570. Mesh *mesh = mesh_owner.get(multimesh->mesh);
  3571. ERR_FAIL_COND(!mesh);
  3572. int surf_count = mesh->surfaces.size();
  3573. if (multimesh->last_pass!=scene_pass) {
  3574. multimesh->cache_surfaces.resize(surf_count);
  3575. for(int i=0;i<surf_count;i++) {
  3576. multimesh->cache_surfaces[i].material=mesh->surfaces[i]->material;
  3577. multimesh->cache_surfaces[i].has_alpha=mesh->surfaces[i]->has_alpha;
  3578. multimesh->cache_surfaces[i].surface=mesh->surfaces[i];
  3579. }
  3580. multimesh->last_pass=scene_pass;
  3581. }
  3582. for(int i=0;i<surf_count;i++) {
  3583. _add_geometry(&multimesh->cache_surfaces[i],p_data,multimesh->cache_surfaces[i].surface,multimesh);
  3584. }
  3585. }
  3586. void RasterizerGLES2::add_immediate( const RID& p_immediate, const InstanceData *p_data) {
  3587. Immediate *immediate = immediate_owner.get(p_immediate);
  3588. ERR_FAIL_COND(!immediate);
  3589. _add_geometry(immediate,p_data,immediate,NULL);
  3590. }
  3591. void RasterizerGLES2::add_particles( const RID& p_particle_instance, const InstanceData *p_data){
  3592. //print_line("adding particles");
  3593. ParticlesInstance *particles_instance = particles_instance_owner.get(p_particle_instance);
  3594. ERR_FAIL_COND(!particles_instance);
  3595. Particles *p=particles_owner.get( particles_instance->particles );
  3596. ERR_FAIL_COND(!p);
  3597. _add_geometry(p,p_data,p,particles_instance);
  3598. draw_next_frame=true;
  3599. }
  3600. Color RasterizerGLES2::_convert_color(const Color& p_color) {
  3601. if (current_env && current_env->fx_enabled[VS::ENV_FX_SRGB])
  3602. return p_color.to_linear();
  3603. else
  3604. return p_color;
  3605. }
  3606. void RasterizerGLES2::_set_cull(bool p_front,bool p_reverse_cull) {
  3607. bool front = p_front;
  3608. if (p_reverse_cull)
  3609. front=!front;
  3610. if (front!=cull_front) {
  3611. glCullFace(front?GL_FRONT:GL_BACK);
  3612. cull_front=front;
  3613. }
  3614. }
  3615. _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_material) const {
  3616. Map<StringName,Material::UniformData> old_mparams=p_material->shader_params;
  3617. Map<StringName,Material::UniformData> &mparams=p_material->shader_params;
  3618. mparams.clear();
  3619. int idx=0;
  3620. for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_material->shader_cache->uniforms.front();E;E=E->next()) {
  3621. Material::UniformData ud;
  3622. bool keep=true; //keep material value
  3623. Map<StringName,Material::UniformData>::Element *OLD=old_mparams.find(E->key());
  3624. bool has_old = OLD;
  3625. bool old_inuse=has_old && old_mparams[E->key()].inuse;
  3626. ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
  3627. if (!has_old || !old_inuse) {
  3628. keep=false;
  3629. }
  3630. else if (OLD->get().value.get_type()!=E->value().default_value.get_type()) {
  3631. if (OLD->get().value.get_type()==Variant::INT && E->get().type==ShaderLanguage::TYPE_FLOAT) {
  3632. //handle common mistake using shaders (feeding ints instead of float)
  3633. OLD->get().value=float(OLD->get().value);
  3634. keep=true;
  3635. } else if (!ud.istexture && E->value().default_value.get_type()!=Variant::NIL) {
  3636. keep=false;
  3637. }
  3638. //type changed between old and new
  3639. /* if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
  3640. if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures
  3641. keep=false;
  3642. } else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type())
  3643. keep=false;*/
  3644. //value is invalid because type differs and default is not null
  3645. ;
  3646. }
  3647. if (keep) {
  3648. ud.value=old_mparams[E->key()].value;
  3649. //print_line("KEEP: "+String(E->key()));
  3650. } else {
  3651. if (ud.istexture && p_material->shader_cache->default_textures.has(E->key()))
  3652. ud.value=p_material->shader_cache->default_textures[E->key()];
  3653. else
  3654. ud.value=E->value().default_value;
  3655. old_inuse=false; //if reverted to default, obviously did not work
  3656. //print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
  3657. //if (old_mparams.has(E->key()))
  3658. // 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()));
  3659. }
  3660. ud.index=idx++;
  3661. ud.inuse=old_inuse;
  3662. mparams[E->key()]=ud;
  3663. }
  3664. p_material->shader_version=p_material->shader_cache->version;
  3665. }
  3666. bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light,bool p_opaque_pass) {
  3667. if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) {
  3668. glDisable(GL_CULL_FACE);
  3669. } else {
  3670. glEnable(GL_CULL_FACE);
  3671. }
  3672. //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  3673. /*
  3674. if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
  3675. glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  3676. else
  3677. glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  3678. */
  3679. if (p_material->line_width)
  3680. glLineWidth(p_material->line_width);
  3681. //all goes to false by default
  3682. material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL);
  3683. material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter==SHADOW_FILTER_PCF5 || shadow_filter==SHADOW_FILTER_PCF13);
  3684. material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13);
  3685. material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
  3686. material_shader.set_conditional(MaterialShaderGLES2::USE_LIGHTMAP_ON_UV2,p_material->flags[VS::MATERIAL_FLAG_LIGHTMAP_ON_UV2]);
  3687. 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]);
  3688. 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) {
  3689. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,true);
  3690. } else {
  3691. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,false);
  3692. }
  3693. if (!shadow) {
  3694. bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
  3695. 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);
  3696. //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]);
  3697. if (current_depth_mask!=depth_write) {
  3698. current_depth_mask=depth_write;
  3699. glDepthMask( depth_write );
  3700. }
  3701. if (current_depth_test!=depth_test) {
  3702. current_depth_test=depth_test;
  3703. if(depth_test)
  3704. glEnable(GL_DEPTH_TEST);
  3705. else
  3706. glDisable(GL_DEPTH_TEST);
  3707. }
  3708. material_shader.set_conditional(MaterialShaderGLES2::USE_FOG,current_env && current_env->fx_enabled[VS::ENV_FX_FOG]);
  3709. //glDepthMask( true );
  3710. }
  3711. DEBUG_TEST_ERROR("Pre Shader Bind");
  3712. bool rebind=false;
  3713. if (p_material->shader_cache && p_material->shader_cache->valid) {
  3714. // // reduce amount of conditional compilations
  3715. // for(int i=0;i<_tex_version_count;i++)
  3716. // material_shader.set_conditional((MaterialShaderGLES2::Conditionals)_tex_version[i],false);
  3717. // material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
  3718. if (p_material->shader_version!=p_material->shader_cache->version) {
  3719. //shader changed somehow, must update uniforms
  3720. _update_material_shader_params((Material*)p_material);
  3721. }
  3722. material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
  3723. rebind = material_shader.bind();
  3724. DEBUG_TEST_ERROR("Shader Bind");
  3725. //set uniforms!
  3726. int texcoord=0;
  3727. for (Map<StringName,Material::UniformData>::Element *E=p_material->shader_params.front();E;E=E->next()) {
  3728. if (E->get().index<0)
  3729. continue;
  3730. // print_line(String(E->key())+": "+E->get().value);
  3731. if (E->get().istexture) {
  3732. //clearly a texture..
  3733. RID rid = E->get().value;
  3734. int loc = material_shader.get_custom_uniform_location(E->get().index); //should be automatic..
  3735. Texture *t=NULL;
  3736. if (rid.is_valid()) {
  3737. t=texture_owner.get(rid);
  3738. if (!t) {
  3739. E->get().value=RID(); //nullify, invalid texture
  3740. rid=RID();
  3741. }
  3742. }
  3743. glActiveTexture(GL_TEXTURE0+texcoord);
  3744. glUniform1i(loc,texcoord); //TODO - this could happen automatically on compile...
  3745. if (t) {
  3746. if (t->render_target)
  3747. t->render_target->last_pass=frame;
  3748. if (E->key()==p_material->shader_cache->first_texture) {
  3749. tc0_idx=texcoord;
  3750. tc0_id_cache=t->tex_id;
  3751. }
  3752. glBindTexture(t->target,t->tex_id);
  3753. } else
  3754. glBindTexture(GL_TEXTURE_2D,white_tex); //no texture
  3755. texcoord++;
  3756. } else if (E->get().value.get_type()==Variant::COLOR){
  3757. Color c = E->get().value;
  3758. material_shader.set_custom_uniform(E->get().index,_convert_color(c));
  3759. } else {
  3760. material_shader.set_custom_uniform(E->get().index,E->get().value);
  3761. }
  3762. }
  3763. if (p_material->shader_cache->has_texscreen && framebuffer.active) {
  3764. material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
  3765. material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(0,0,float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
  3766. material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX,texcoord);
  3767. glActiveTexture(GL_TEXTURE0+texcoord);
  3768. glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
  3769. }
  3770. if (p_material->shader_cache->has_screen_uv) {
  3771. material_shader.set_uniform(MaterialShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
  3772. }
  3773. DEBUG_TEST_ERROR("Material arameters");
  3774. if (p_material->shader_cache->uses_time) {
  3775. material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback));
  3776. draw_next_frame=true;
  3777. }
  3778. //if uses TIME - draw_next_frame=true
  3779. } else {
  3780. material_shader.set_custom_shader(0);
  3781. rebind = material_shader.bind();
  3782. DEBUG_TEST_ERROR("Shader bind2");
  3783. }
  3784. if (shadow) {
  3785. float zofs = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET];
  3786. float zslope = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE];
  3787. if (shadow_pass>=1 && shadow->base->type==VS::LIGHT_DIRECTIONAL) {
  3788. float m = Math::pow(shadow->base->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE],shadow_pass);
  3789. zofs*=m;
  3790. zslope*=m;
  3791. }
  3792. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_OFFSET,zofs);
  3793. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_SLOPE_SCALE,zslope);
  3794. if (shadow->base->type==VS::LIGHT_OMNI)
  3795. material_shader.set_uniform(MaterialShaderGLES2::DUAL_PARABOLOID,shadow->dp);
  3796. DEBUG_TEST_ERROR("Shadow uniforms");
  3797. }
  3798. if (current_env && current_env->fx_enabled[VS::ENV_FX_FOG]) {
  3799. Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR];
  3800. Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR];
  3801. col_begin=_convert_color(col_begin);
  3802. col_end=_convert_color(col_end);
  3803. float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN];
  3804. float zf = camera_z_far;
  3805. float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION];
  3806. material_shader.set_uniform(MaterialShaderGLES2::FOG_PARAMS,Vector3(from,zf,curve));
  3807. material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_BEGIN,Vector3(col_begin.r,col_begin.g,col_begin.b));
  3808. material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END,Vector3(col_end.r,col_end.g,col_end.b));
  3809. }
  3810. //material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0));
  3811. //if uses TIME - draw_next_frame=true
  3812. return rebind;
  3813. }
  3814. void RasterizerGLES2::_setup_light(uint16_t p_light) {
  3815. if (shadow)
  3816. return;
  3817. if (p_light==0xFFFF)
  3818. return;
  3819. enum {
  3820. VL_LIGHT_POS,
  3821. VL_LIGHT_DIR,
  3822. VL_LIGHT_ATTENUATION,
  3823. VL_LIGHT_SPOT_ATTENUATION,
  3824. VL_LIGHT_DIFFUSE,
  3825. VL_LIGHT_SPECULAR,
  3826. VL_LIGHT_MAX
  3827. };
  3828. static const MaterialShaderGLES2::Uniforms light_uniforms[VL_LIGHT_MAX]={
  3829. MaterialShaderGLES2::LIGHT_POS,
  3830. MaterialShaderGLES2::LIGHT_DIRECTION,
  3831. MaterialShaderGLES2::LIGHT_ATTENUATION,
  3832. MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
  3833. MaterialShaderGLES2::LIGHT_DIFFUSE,
  3834. MaterialShaderGLES2::LIGHT_SPECULAR,
  3835. };
  3836. GLfloat light_data[VL_LIGHT_MAX][3];
  3837. memset(light_data,0,(VL_LIGHT_MAX)*3*sizeof(GLfloat));
  3838. LightInstance *li=light_instances[p_light];
  3839. Light *l=li->base;
  3840. Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]);
  3841. Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]);
  3842. for(int j=0;j<3;j++) {
  3843. light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j];
  3844. light_data[VL_LIGHT_SPECULAR][j]=col_specular[j];
  3845. }
  3846. if (l->type!=VS::LIGHT_OMNI) {
  3847. Vector3 dir = -li->transform.get_basis().get_axis(2);
  3848. dir = camera_transform_inverse.basis.xform(dir).normalized();
  3849. for(int j=0;j<3;j++)
  3850. light_data[VL_LIGHT_DIR][j]=dir[j];
  3851. }
  3852. if (l->type!=VS::LIGHT_DIRECTIONAL) {
  3853. Vector3 pos = li->transform.get_origin();
  3854. pos = camera_transform_inverse.xform(pos);
  3855. for(int j=0;j<3;j++)
  3856. light_data[VL_LIGHT_POS][j]=pos[j];
  3857. }
  3858. if (li->near_shadow_buffer) {
  3859. glActiveTexture(GL_TEXTURE0+max_texture_units-1);
  3860. //if (read_depth_supported) {
  3861. glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth);
  3862. //} else {
  3863. //}
  3864. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]);
  3865. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size);
  3866. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,max_texture_units-1);
  3867. if (shadow_filter==SHADOW_FILTER_ESM)
  3868. material_shader.set_uniform(MaterialShaderGLES2::ESM_MULTIPLIER,float(li->base->vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]));
  3869. if (li->base->type==VS::LIGHT_DIRECTIONAL) {
  3870. if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  3871. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]);
  3872. material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2]));
  3873. } else if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  3874. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]);
  3875. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX3,li->shadow_projection[2]);
  3876. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX4,li->shadow_projection[3]);
  3877. material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2]));
  3878. }
  3879. //print_line("shadow split: "+rtos(li->shadow_split));
  3880. }
  3881. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]);
  3882. //matrix
  3883. }
  3884. light_data[VL_LIGHT_ATTENUATION][0] = l->vars[VS::LIGHT_PARAM_ENERGY];
  3885. if (l->type == VS::LIGHT_DIRECTIONAL) {
  3886. light_data[VL_LIGHT_ATTENUATION][1] = l->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE];
  3887. }
  3888. else{
  3889. light_data[VL_LIGHT_ATTENUATION][1] = l->vars[VS::LIGHT_PARAM_RADIUS];
  3890. }
  3891. light_data[VL_LIGHT_ATTENUATION][2] = l->vars[VS::LIGHT_PARAM_ATTENUATION];
  3892. light_data[VL_LIGHT_SPOT_ATTENUATION][0]=Math::cos(Math::deg2rad(l->vars[VS::LIGHT_PARAM_SPOT_ANGLE]));
  3893. light_data[VL_LIGHT_SPOT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION];
  3894. //int uf = material_shader.get_uniform(MaterialShaderGLES2::LIGHT_PARAMS);
  3895. for(int i=0;i<VL_LIGHT_MAX;i++) {
  3896. glUniform3f( material_shader.get_uniform(light_uniforms[i]),light_data[i][0],light_data[i][1],light_data[i][2]);
  3897. }
  3898. }
  3899. template<bool USE_NORMAL, bool USE_TANGENT,bool INPLACE>
  3900. 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) {
  3901. uint32_t basesize = 3;
  3902. if (USE_NORMAL)
  3903. basesize+=3;
  3904. if (USE_TANGENT)
  3905. basesize+=4;
  3906. uint32_t extra=(p_dst_stride-basesize*4);
  3907. const int dstvec_size=3+(USE_NORMAL?3:0)+(USE_TANGENT?4:0);
  3908. float dstcopy[dstvec_size];
  3909. for(int i=0;i<p_elements;i++) {
  3910. uint32_t ss = p_src_stride*i;
  3911. uint32_t ds = p_dst_stride*i;
  3912. const uint16_t *bi = (const uint16_t*)&p_src_bones[ss];
  3913. const float *bw = (const float *)&p_src_weights[ss];
  3914. const float *src_vec=(const float *)&p_src_array[ss];
  3915. float *dst_vec;
  3916. if (INPLACE)
  3917. dst_vec=dstcopy;
  3918. else
  3919. dst_vec=(float*)&p_dst_array[ds];
  3920. dst_vec[0]=0.0;
  3921. dst_vec[1]=0.0;
  3922. dst_vec[2]=0.0;
  3923. //conditionals simply removed by optimizer
  3924. if (USE_NORMAL) {
  3925. dst_vec[3]=0.0;
  3926. dst_vec[4]=0.0;
  3927. dst_vec[5]=0.0;
  3928. if (USE_TANGENT) {
  3929. dst_vec[6]=0.0;
  3930. dst_vec[7]=0.0;
  3931. dst_vec[8]=0.0;
  3932. dst_vec[9]=src_vec[9];
  3933. }
  3934. } else {
  3935. if (USE_TANGENT) {
  3936. dst_vec[3]=0.0;
  3937. dst_vec[4]=0.0;
  3938. dst_vec[5]=0.0;
  3939. dst_vec[6]=src_vec[6];
  3940. }
  3941. }
  3942. #define _XFORM_BONE(m_idx)\
  3943. if (bw[m_idx]==0)\
  3944. goto end;\
  3945. p_bone_xforms[bi[m_idx]].transform_add_mul3(&src_vec[0],&dst_vec[0],bw[m_idx]);\
  3946. if (USE_NORMAL) {\
  3947. p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
  3948. if (USE_TANGENT) {\
  3949. p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[6],&dst_vec[6],bw[m_idx]);\
  3950. }\
  3951. } else {\
  3952. if (USE_TANGENT) {\
  3953. p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
  3954. }\
  3955. }
  3956. _XFORM_BONE(0);
  3957. _XFORM_BONE(1);
  3958. _XFORM_BONE(2);
  3959. _XFORM_BONE(3);
  3960. end:
  3961. if (INPLACE) {
  3962. const uint8_t *esp =(const uint8_t*) dstcopy;
  3963. uint8_t *edp =(uint8_t*)&p_dst_array[ds];
  3964. for(uint32_t j=0;j<dstvec_size*4;j++) {
  3965. edp[j]=esp[j];
  3966. }
  3967. } else {
  3968. //copy extra stuff
  3969. const uint8_t *esp =(const uint8_t*) &src_vec[basesize];
  3970. uint8_t *edp =(uint8_t*) &dst_vec[basesize];
  3971. for(uint32_t j=0;j<extra;j++) {
  3972. edp[j]=esp[j];
  3973. }
  3974. }
  3975. }
  3976. }
  3977. Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Material* p_material, const Skeleton *p_skeleton,const float *p_morphs) {
  3978. switch(p_geometry->type) {
  3979. case Geometry::GEOMETRY_MULTISURFACE:
  3980. case Geometry::GEOMETRY_SURFACE: {
  3981. const Surface *surf=NULL;
  3982. if (p_geometry->type==Geometry::GEOMETRY_SURFACE)
  3983. surf=static_cast<const Surface*>(p_geometry);
  3984. else if (p_geometry->type==Geometry::GEOMETRY_MULTISURFACE)
  3985. surf=static_cast<const MultiMeshSurface*>(p_geometry)->surface;
  3986. if (surf->format != surf->configured_format) {
  3987. if (OS::get_singleton()->is_stdout_verbose()) {
  3988. print_line("has format: "+itos(surf->format));
  3989. print_line("configured format: "+itos(surf->configured_format));
  3990. }
  3991. ERR_EXPLAIN("Missing arrays (not set) in surface");
  3992. }
  3993. ERR_FAIL_COND_V( surf->format != surf->configured_format, ERR_UNCONFIGURED );
  3994. uint8_t *base=0;
  3995. int stride=surf->stride;
  3996. bool use_VBO = (surf->array_local==0);
  3997. _setup_geometry_vinfo=surf->array_len;
  3998. 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;
  3999. /*
  4000. if (surf->packed) {
  4001. float scales[4]={surf->vertex_scale,surf->uv_scale,surf->uv2_scale,0.0};
  4002. glVertexAttrib4fv( 7, scales );
  4003. } else {
  4004. glVertexAttrib4f( 7, 1,1,1,1 );
  4005. }*/
  4006. if (!use_VBO) {
  4007. DEBUG_TEST_ERROR("Draw NO VBO");
  4008. base = surf->array_local;
  4009. glBindBuffer(GL_ARRAY_BUFFER, 0);
  4010. bool can_copy_to_local=surf->local_stride * surf->array_len <= skinned_buffer_size;
  4011. if (p_morphs && surf->stride * surf->array_len > skinned_buffer_size)
  4012. can_copy_to_local=false;
  4013. if (!can_copy_to_local)
  4014. skeleton_valid=false;
  4015. /* compute morphs */
  4016. if (p_morphs && surf->morph_target_count && can_copy_to_local) {
  4017. base = skinned_buffer;
  4018. stride=surf->local_stride;
  4019. //copy all first
  4020. float coef=1.0;
  4021. for(int i=0;i<surf->morph_target_count;i++) {
  4022. if (surf->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED)
  4023. coef-=p_morphs[i];
  4024. ERR_FAIL_COND_V( surf->morph_format != surf->morph_targets_local[i].configured_format, ERR_INVALID_DATA );
  4025. }
  4026. int16_t coeffp = CLAMP(coef*255,0,255);
  4027. for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  4028. const Surface::ArrayData& ad=surf->array[i];
  4029. if (ad.size==0)
  4030. continue;
  4031. int ofs = ad.ofs;
  4032. int src_stride=surf->stride;
  4033. int dst_stride=skeleton_valid?surf->stride:surf->local_stride;
  4034. int count = surf->array_len;
  4035. if (!skeleton_valid && i>=VS::ARRAY_MAX-3)
  4036. break;
  4037. switch(i) {
  4038. case VS::ARRAY_VERTEX:
  4039. case VS::ARRAY_NORMAL:
  4040. case VS::ARRAY_TANGENT:
  4041. {
  4042. for(int k=0;k<count;k++) {
  4043. const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
  4044. float *dst = (float*)&base[ofs+k*dst_stride];
  4045. dst[0]= src[0]*coef;
  4046. dst[1]= src[1]*coef;
  4047. dst[2]= src[2]*coef;
  4048. };
  4049. } break;
  4050. case VS::ARRAY_COLOR: {
  4051. for(int k=0;k<count;k++) {
  4052. const uint8_t *src = (const uint8_t*)&surf->array_local[ofs+k*src_stride];
  4053. uint8_t *dst = (uint8_t*)&base[ofs+k*dst_stride];
  4054. dst[0]= (src[0]*coeffp)>>8;
  4055. dst[1]= (src[1]*coeffp)>>8;
  4056. dst[2]= (src[2]*coeffp)>>8;
  4057. dst[3]= (src[3]*coeffp)>>8;
  4058. }
  4059. } break;
  4060. case VS::ARRAY_TEX_UV:
  4061. case VS::ARRAY_TEX_UV2: {
  4062. for(int k=0;k<count;k++) {
  4063. const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
  4064. float *dst = (float*)&base[ofs+k*dst_stride];
  4065. dst[0]= src[0]*coef;
  4066. dst[1]= src[1]*coef;
  4067. }
  4068. } break;
  4069. case VS::ARRAY_BONES:
  4070. case VS::ARRAY_WEIGHTS: {
  4071. for(int k=0;k<count;k++) {
  4072. const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
  4073. float *dst = (float*)&base[ofs+k*dst_stride];
  4074. dst[0]= src[0];
  4075. dst[1]= src[1];
  4076. dst[2]= src[2];
  4077. dst[3]= src[3];
  4078. }
  4079. } break;
  4080. }
  4081. }
  4082. for(int j=0;j<surf->morph_target_count;j++) {
  4083. for(int i=0;i<VS::ARRAY_MAX-3;i++) {
  4084. const Surface::ArrayData& ad=surf->array[i];
  4085. if (ad.size==0)
  4086. continue;
  4087. int ofs = ad.ofs;
  4088. int src_stride=surf->local_stride;
  4089. int dst_stride=skeleton_valid?surf->stride:surf->local_stride;
  4090. int count = surf->array_len;
  4091. const uint8_t *morph=surf->morph_targets_local[j].array;
  4092. float w = p_morphs[j];
  4093. int16_t wfp = CLAMP(w*255,0,255);
  4094. switch(i) {
  4095. case VS::ARRAY_VERTEX:
  4096. case VS::ARRAY_NORMAL:
  4097. case VS::ARRAY_TANGENT:
  4098. {
  4099. for(int k=0;k<count;k++) {
  4100. const float *src_morph = (const float*)&morph[ofs+k*src_stride];
  4101. float *dst = (float*)&base[ofs+k*dst_stride];
  4102. dst[0]+= src_morph[0]*w;
  4103. dst[1]+= src_morph[1]*w;
  4104. dst[2]+= src_morph[2]*w;
  4105. }
  4106. } break;
  4107. case VS::ARRAY_COLOR: {
  4108. for(int k=0;k<count;k++) {
  4109. const uint8_t *src = (const uint8_t*)&morph[ofs+k*src_stride];
  4110. uint8_t *dst = (uint8_t*)&base[ofs+k*dst_stride];
  4111. dst[0]= (src[0]*wfp)>>8;
  4112. dst[1]= (src[1]*wfp)>>8;
  4113. dst[2]= (src[2]*wfp)>>8;
  4114. dst[3]= (src[3]*wfp)>>8;
  4115. }
  4116. } break;
  4117. case VS::ARRAY_TEX_UV:
  4118. case VS::ARRAY_TEX_UV2: {
  4119. for(int k=0;k<count;k++) {
  4120. const float *src_morph = (const float*)&morph[ofs+k*src_stride];
  4121. float *dst = (float*)&base[ofs+k*dst_stride];
  4122. dst[0]+= src_morph[0]*w;
  4123. dst[1]+= src_morph[1]*w;
  4124. }
  4125. } break;
  4126. }
  4127. }
  4128. }
  4129. if (skeleton_valid) {
  4130. const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
  4131. const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
  4132. const Skeleton::Bone *skeleton = &p_skeleton->bones[0];
  4133. if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT)
  4134. _skeleton_xform<true,true,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);
  4135. else if (surf->format&(VS::ARRAY_FORMAT_NORMAL))
  4136. _skeleton_xform<true,false,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);
  4137. else if (surf->format&(VS::ARRAY_FORMAT_TANGENT))
  4138. _skeleton_xform<false,true,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);
  4139. else
  4140. _skeleton_xform<false,false,true>(base,surf->stride,base,surf->stride,surf->array_len,src_bones,src_weights,skeleton);
  4141. }
  4142. stride=skeleton_valid?surf->stride:surf->local_stride;
  4143. #if 0
  4144. {
  4145. //in-place skeleton tansformation, only used for morphs, slow.
  4146. //should uptimize some day....
  4147. const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
  4148. const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
  4149. int src_stride = surf->stride;
  4150. int count = surf->array_len;
  4151. const Transform *skeleton = &p_skeleton->bones[0];
  4152. for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  4153. const Surface::ArrayData& ad=surf->array[i];
  4154. if (ad.size==0)
  4155. continue;
  4156. int ofs = ad.ofs;
  4157. switch(i) {
  4158. case VS::ARRAY_VERTEX: {
  4159. for(int k=0;k<count;k++) {
  4160. float *ptr= (float*)&base[ofs+k*stride];
  4161. const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
  4162. const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
  4163. Vector3 src( ptr[0], ptr[1], ptr[2] );
  4164. Vector3 dst;
  4165. for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  4166. float w = weights[j];
  4167. if (w==0)
  4168. break;
  4169. //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
  4170. int bidx = Math::fast_ftoi(bones[j]);
  4171. dst+=skeleton[ bidx ].xform(src) * w;
  4172. }
  4173. ptr[0]=dst.x;
  4174. ptr[1]=dst.y;
  4175. ptr[2]=dst.z;
  4176. } break;
  4177. } break;
  4178. case VS::ARRAY_NORMAL:
  4179. case VS::ARRAY_TANGENT: {
  4180. for(int k=0;k<count;k++) {
  4181. float *ptr= (float*)&base[ofs+k*stride];
  4182. const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
  4183. const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
  4184. Vector3 src( ptr[0], ptr[1], ptr[2] );
  4185. Vector3 dst;
  4186. for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  4187. float w = weights[j];
  4188. if (w==0)
  4189. break;
  4190. //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
  4191. int bidx=Math::fast_ftoi(bones[j]);
  4192. dst+=skeleton[ bidx ].basis.xform(src) * w;
  4193. }
  4194. ptr[0]=dst.x;
  4195. ptr[1]=dst.y;
  4196. ptr[2]=dst.z;
  4197. } break;
  4198. } break;
  4199. }
  4200. }
  4201. }
  4202. #endif
  4203. } else if (skeleton_valid) {
  4204. base = skinned_buffer;
  4205. //copy stuff and get it ready for the skeleton
  4206. int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size );
  4207. const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
  4208. const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
  4209. const Skeleton::Bone *skeleton = &p_skeleton->bones[0];
  4210. if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT)
  4211. _skeleton_xform<true,true,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  4212. else if (surf->format&(VS::ARRAY_FORMAT_NORMAL))
  4213. _skeleton_xform<true,false,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  4214. else if (surf->format&(VS::ARRAY_FORMAT_TANGENT))
  4215. _skeleton_xform<false,true,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  4216. else
  4217. _skeleton_xform<false,false,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  4218. stride=dst_stride;
  4219. }
  4220. } else {
  4221. glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
  4222. };
  4223. for (int i=0;i<(VS::ARRAY_MAX-1);i++) {
  4224. const Surface::ArrayData& ad=surf->array[i];
  4225. // if (!gl_texcoord_shader[i])
  4226. // continue;
  4227. if (ad.size==0 || ! ad.bind) {
  4228. glDisableVertexAttribArray(i);
  4229. if (i == VS::ARRAY_COLOR) {
  4230. _set_color_attrib(Color(1, 1, 1,1));
  4231. };
  4232. //print_line("disable: "+itos(i));
  4233. continue; // this one is disabled.
  4234. }
  4235. glEnableVertexAttribArray(i);
  4236. // 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));
  4237. glVertexAttribPointer(i, ad.count, ad.datatype, ad.normalize, stride, &base[ad.ofs]);
  4238. }
  4239. #ifdef GLEW_ENABLED
  4240. //"desktop" opengl needs this.
  4241. if (surf->primitive==VS::PRIMITIVE_POINTS) {
  4242. glEnable(GL_POINT_SPRITE);
  4243. glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
  4244. } else {
  4245. glDisable(GL_POINT_SPRITE);
  4246. glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  4247. }
  4248. #endif
  4249. } break;
  4250. default: break;
  4251. };
  4252. return OK;
  4253. };
  4254. static const GLenum gl_primitive[]={
  4255. GL_POINTS,
  4256. GL_LINES,
  4257. GL_LINE_STRIP,
  4258. GL_LINE_LOOP,
  4259. GL_TRIANGLES,
  4260. GL_TRIANGLE_STRIP,
  4261. GL_TRIANGLE_FAN
  4262. };
  4263. void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform) {
  4264. _rinfo.object_count++;
  4265. switch(p_geometry->type) {
  4266. case Geometry::GEOMETRY_SURFACE: {
  4267. Surface *s = (Surface*)p_geometry;
  4268. _rinfo.vertex_count+=s->array_len;
  4269. if (s->index_array_len>0) {
  4270. if (s->index_array_local) {
  4271. //print_line("LOCAL F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
  4272. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  4273. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, s->index_array_local);
  4274. } else {
  4275. // print_line("indices: "+itos(s->index_array_local) );
  4276. //print_line("VBO F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
  4277. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  4278. glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  4279. }
  4280. } else {
  4281. glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  4282. };
  4283. _rinfo.draw_calls++;
  4284. } break;
  4285. case Geometry::GEOMETRY_MULTISURFACE: {
  4286. material_shader.bind_uniforms();
  4287. Surface *s = static_cast<const MultiMeshSurface*>(p_geometry)->surface;
  4288. const MultiMesh *mm = static_cast<const MultiMesh*>(p_owner);
  4289. int element_count=mm->elements.size();
  4290. if (element_count==0)
  4291. return;
  4292. if (mm->visible>=0) {
  4293. element_count=MIN(element_count,mm->visible);
  4294. }
  4295. const MultiMesh::Element *elements=&mm->elements[0];
  4296. _rinfo.vertex_count+=s->array_len*element_count;
  4297. _rinfo.draw_calls+=element_count;
  4298. if (use_texture_instancing) {
  4299. //this is probably the fastest all around way if vertex texture fetch is supported
  4300. float twd=(1.0/mm->tw)*4.0;
  4301. float thd=1.0/mm->th;
  4302. float parm[3]={0.0,01.0,(1.0f/mm->tw)};
  4303. glActiveTexture(GL_TEXTURE0+max_texture_units-2);
  4304. glDisableVertexAttribArray(6);
  4305. glBindTexture(GL_TEXTURE_2D,mm->tex_id);
  4306. material_shader.set_uniform(MaterialShaderGLES2::INSTANCE_MATRICES,GL_TEXTURE0+max_texture_units-2);
  4307. if (s->index_array_len>0) {
  4308. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  4309. for(int i=0;i<element_count;i++) {
  4310. parm[0]=(i%(mm->tw>>2))*twd;
  4311. parm[1]=(i/(mm->tw>>2))*thd;
  4312. glVertexAttrib3fv(6,parm);
  4313. glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  4314. }
  4315. } else {
  4316. for(int i=0;i<element_count;i++) {
  4317. //parm[0]=(i%(mm->tw>>2))*twd;
  4318. //parm[1]=(i/(mm->tw>>2))*thd;
  4319. glVertexAttrib3fv(6,parm);
  4320. glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  4321. }
  4322. };
  4323. } else if (use_attribute_instancing) {
  4324. //if not, using atributes instead of uniforms can be really fast in forward rendering architectures
  4325. if (s->index_array_len>0) {
  4326. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  4327. for(int i=0;i<element_count;i++) {
  4328. glVertexAttrib4fv(8,&elements[i].matrix[0]);
  4329. glVertexAttrib4fv(9,&elements[i].matrix[4]);
  4330. glVertexAttrib4fv(10,&elements[i].matrix[8]);
  4331. glVertexAttrib4fv(11,&elements[i].matrix[12]);
  4332. glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  4333. }
  4334. } else {
  4335. for(int i=0;i<element_count;i++) {
  4336. glVertexAttrib4fv(8,&elements[i].matrix[0]);
  4337. glVertexAttrib4fv(9,&elements[i].matrix[4]);
  4338. glVertexAttrib4fv(10,&elements[i].matrix[8]);
  4339. glVertexAttrib4fv(11,&elements[i].matrix[12]);
  4340. glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  4341. }
  4342. };
  4343. } else {
  4344. //nothing to do, slow path (hope no hardware has to use it... but you never know)
  4345. if (s->index_array_len>0) {
  4346. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  4347. for(int i=0;i<element_count;i++) {
  4348. glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
  4349. glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  4350. }
  4351. } else {
  4352. for(int i=0;i<element_count;i++) {
  4353. glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
  4354. glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  4355. }
  4356. };
  4357. }
  4358. } break;
  4359. case Geometry::GEOMETRY_IMMEDIATE: {
  4360. bool restore_tex=false;
  4361. const Immediate *im = static_cast<const Immediate*>( p_geometry );
  4362. if (im->building) {
  4363. return;
  4364. }
  4365. glBindBuffer(GL_ARRAY_BUFFER, 0);
  4366. for(const List<Immediate::Chunk>::Element *E=im->chunks.front();E;E=E->next()) {
  4367. const Immediate::Chunk &c=E->get();
  4368. if (c.vertices.empty()) {
  4369. continue;
  4370. }
  4371. for(int i=0;i<c.vertices.size();i++)
  4372. if (c.texture.is_valid() && texture_owner.owns(c.texture)) {
  4373. const Texture *t = texture_owner.get(c.texture);
  4374. glActiveTexture(GL_TEXTURE0+tc0_idx);
  4375. glBindTexture(t->target,t->tex_id);
  4376. restore_tex=true;
  4377. } else if (restore_tex) {
  4378. glActiveTexture(GL_TEXTURE0+tc0_idx);
  4379. glBindTexture(GL_TEXTURE_2D,tc0_id_cache);
  4380. restore_tex=false;
  4381. }
  4382. if (!c.normals.empty()) {
  4383. glEnableVertexAttribArray(VS::ARRAY_NORMAL);
  4384. glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3),c.normals.ptr());
  4385. } else {
  4386. glDisableVertexAttribArray(VS::ARRAY_NORMAL);
  4387. }
  4388. if (!c.tangents.empty()) {
  4389. glEnableVertexAttribArray(VS::ARRAY_TANGENT);
  4390. glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane),c.tangents.ptr());
  4391. } else {
  4392. glDisableVertexAttribArray(VS::ARRAY_TANGENT);
  4393. }
  4394. if (!c.colors.empty()) {
  4395. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  4396. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),c.colors.ptr());
  4397. } else {
  4398. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  4399. _set_color_attrib(Color(1, 1, 1,1));
  4400. }
  4401. if (!c.uvs.empty()) {
  4402. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  4403. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs.ptr());
  4404. } else {
  4405. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  4406. }
  4407. if (!c.uvs2.empty()) {
  4408. glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
  4409. glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs2.ptr());
  4410. } else {
  4411. glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
  4412. }
  4413. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  4414. glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),c.vertices.ptr());
  4415. glDrawArrays(gl_primitive[c.primitive],0,c.vertices.size());
  4416. }
  4417. if (restore_tex) {
  4418. glActiveTexture(GL_TEXTURE0+tc0_idx);
  4419. glBindTexture(GL_TEXTURE_2D,tc0_id_cache);
  4420. restore_tex=false;
  4421. }
  4422. } break;
  4423. case Geometry::GEOMETRY_PARTICLES: {
  4424. //print_line("particulinas");
  4425. const Particles *particles = static_cast<const Particles*>( p_geometry );
  4426. ERR_FAIL_COND(!p_owner);
  4427. ParticlesInstance *particles_instance = (ParticlesInstance*)p_owner;
  4428. ParticleSystemProcessSW &pp = particles_instance->particles_process;
  4429. float td = time_delta; //MIN(time_delta,1.0/10.0);
  4430. pp.process(&particles->data,particles_instance->transform,td);
  4431. ERR_EXPLAIN("A parameter in the particle system is not correct.");
  4432. ERR_FAIL_COND(!pp.valid);
  4433. Transform camera;
  4434. if (shadow)
  4435. camera=shadow->transform;
  4436. else
  4437. camera=camera_transform;
  4438. particle_draw_info.prepare(&particles->data,&pp,particles_instance->transform,camera);
  4439. _rinfo.draw_calls+=particles->data.amount;
  4440. _rinfo.vertex_count+=4*particles->data.amount;
  4441. {
  4442. static const Vector3 points[4]={
  4443. Vector3(-1.0,1.0,0),
  4444. Vector3(1.0,1.0,0),
  4445. Vector3(1.0,-1.0,0),
  4446. Vector3(-1.0,-1.0,0)
  4447. };
  4448. static const Vector3 uvs[4]={
  4449. Vector3(0.0,0.0,0.0),
  4450. Vector3(1.0,0.0,0.0),
  4451. Vector3(1.0,1.0,0.0),
  4452. Vector3(0,1.0,0.0)
  4453. };
  4454. static const Vector3 normals[4]={
  4455. Vector3(0,0,1),
  4456. Vector3(0,0,1),
  4457. Vector3(0,0,1),
  4458. Vector3(0,0,1)
  4459. };
  4460. static const Plane tangents[4]={
  4461. Plane(Vector3(1,0,0),0),
  4462. Plane(Vector3(1,0,0),0),
  4463. Plane(Vector3(1,0,0),0),
  4464. Plane(Vector3(1,0,0),0)
  4465. };
  4466. for(int i=0;i<particles->data.amount;i++) {
  4467. ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo=*particle_draw_info.draw_info_order[i];
  4468. if (!pinfo.data->active)
  4469. continue;
  4470. material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, pinfo.transform);
  4471. _set_color_attrib(pinfo.color);
  4472. _draw_primitive(4,points,normals,NULL,uvs,tangents);
  4473. }
  4474. }
  4475. } break;
  4476. default: break;
  4477. };
  4478. };
  4479. void RasterizerGLES2::_setup_shader_params(const Material *p_material) {
  4480. #if 0
  4481. int idx=0;
  4482. int tex_idx=0;
  4483. for(Map<StringName,Variant>::Element *E=p_material->shader_cache->params.front();E;E=E->next(),idx++) {
  4484. Variant v; //
  4485. v = E->get();
  4486. const Map<StringName,Variant>::Element *F=p_material->shader_params.find(E->key());
  4487. if (F)
  4488. v=F->get();
  4489. switch(v.get_type() ) {
  4490. case Variant::OBJECT:
  4491. case Variant::_RID: {
  4492. RID tex=v;
  4493. if (!tex.is_valid())
  4494. break;
  4495. Texture *texture = texture_owner.get(tex);
  4496. if (!texture)
  4497. break;
  4498. glUniform1i( material_shader.get_custom_uniform_location(idx), tex_idx);
  4499. glActiveTexture(tex_idx);
  4500. glBindTexture(texture->target,texture->tex_id);
  4501. } break;
  4502. case Variant::COLOR: {
  4503. Color c=v;
  4504. material_shader.set_custom_uniform(idx,Vector3(c.r,c.g,c.b));
  4505. } break;
  4506. default: {
  4507. material_shader.set_custom_uniform(idx,v);
  4508. } break;
  4509. }
  4510. }
  4511. #endif
  4512. }
  4513. void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) {
  4514. material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,p_skeleton!=NULL);
  4515. if (p_skeleton && p_skeleton->tex_id) {
  4516. glActiveTexture(GL_TEXTURE0+max_texture_units-2);
  4517. glBindTexture(GL_TEXTURE_2D,p_skeleton->tex_id);
  4518. }
  4519. }
  4520. 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) {
  4521. if (current_rt && current_rt_vflip) {
  4522. //p_reverse_cull=!p_reverse_cull;
  4523. glFrontFace(GL_CCW);
  4524. }
  4525. const Material *prev_material=NULL;
  4526. uint16_t prev_light=0x777E;
  4527. const Geometry *prev_geometry_cmp=NULL;
  4528. uint8_t prev_light_type=0xEF;
  4529. const Skeleton *prev_skeleton =NULL;
  4530. uint8_t prev_sort_flags=0xFF;
  4531. const BakedLightData *prev_baked_light=NULL;
  4532. RID prev_baked_light_texture;
  4533. const float *prev_morph_values=NULL;
  4534. int prev_receive_shadows_state=-1;
  4535. material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING,!shadow && !p_fragment_light);
  4536. material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING,!shadow && p_fragment_light);
  4537. material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,false);
  4538. if (shadow) {
  4539. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
  4540. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
  4541. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
  4542. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
  4543. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
  4544. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
  4545. material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
  4546. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
  4547. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
  4548. // material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false);
  4549. }
  4550. bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass;
  4551. float sampled_light_dp_multiplier=1.0;
  4552. bool prev_blend=false;
  4553. glDisable(GL_BLEND);
  4554. for (int i=0;i<p_render_list->element_count;i++) {
  4555. RenderList::Element *e = p_render_list->elements[i];
  4556. const Material *material = e->material;
  4557. uint16_t light = e->light;
  4558. uint8_t light_type = e->light_type;
  4559. uint8_t sort_flags= e->sort_flags;
  4560. const Skeleton *skeleton = e->skeleton;
  4561. const Geometry *geometry_cmp = e->geometry_cmp;
  4562. const BakedLightData *baked_light = e->instance->baked_light;
  4563. const float *morph_values = e->instance->morph_values.ptr();
  4564. int receive_shadows_state = e->instance->receive_shadows == true ? 1 : 0;
  4565. bool rebind=false;
  4566. bool bind_baked_light_octree=false;
  4567. bool bind_baked_lightmap=false;
  4568. bool additive=false;
  4569. bool bind_dp_sampler=false;
  4570. if (!shadow) {
  4571. if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) {
  4572. texscreen_copied=true;
  4573. _copy_to_texscreen();
  4574. //force reset state
  4575. prev_material=NULL;
  4576. prev_light=0x777E;
  4577. prev_geometry_cmp=NULL;
  4578. prev_light_type=0xEF;
  4579. prev_skeleton =NULL;
  4580. prev_sort_flags=0xFF;
  4581. prev_morph_values=NULL;
  4582. prev_receive_shadows_state=-1;
  4583. glEnable(GL_BLEND);
  4584. glDepthMask(GL_TRUE);
  4585. glEnable(GL_DEPTH_TEST);
  4586. glDisable(GL_SCISSOR_TEST);
  4587. }
  4588. if (light_type!=prev_light_type || receive_shadows_state!=prev_receive_shadows_state) {
  4589. if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {
  4590. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
  4591. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
  4592. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
  4593. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
  4594. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
  4595. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
  4596. material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,true);
  4597. } else {
  4598. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL);
  4599. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI);
  4600. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT);
  4601. if (receive_shadows_state==1) {
  4602. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8));
  4603. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10));
  4604. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20));
  4605. }
  4606. else {
  4607. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
  4608. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
  4609. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
  4610. }
  4611. material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
  4612. }
  4613. rebind=true;
  4614. }
  4615. if (!*e->additive_ptr) {
  4616. additive=false;
  4617. *e->additive_ptr=true;
  4618. } else {
  4619. additive=true;
  4620. }
  4621. if (stores_glow)
  4622. material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,!additive);
  4623. bool desired_blend=false;
  4624. VS::MaterialBlendMode desired_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  4625. if (additive) {
  4626. desired_blend=true;
  4627. desired_blend_mode=VS::MATERIAL_BLEND_MODE_ADD;
  4628. } else {
  4629. desired_blend=p_alpha_pass;
  4630. desired_blend_mode=material->blend_mode;
  4631. }
  4632. if (prev_blend!=desired_blend) {
  4633. if (desired_blend) {
  4634. glEnable(GL_BLEND);
  4635. if (!current_rt || !current_rt_transparent)
  4636. glColorMask(1,1,1,0);
  4637. } else {
  4638. glDisable(GL_BLEND);
  4639. glColorMask(1,1,1,1);
  4640. }
  4641. prev_blend=desired_blend;
  4642. }
  4643. if (desired_blend && desired_blend_mode!=current_blend_mode) {
  4644. switch(desired_blend_mode) {
  4645. case VS::MATERIAL_BLEND_MODE_MIX: {
  4646. glBlendEquation(GL_FUNC_ADD);
  4647. if (current_rt && current_rt_transparent) {
  4648. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  4649. }
  4650. else {
  4651. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  4652. }
  4653. } break;
  4654. case VS::MATERIAL_BLEND_MODE_ADD: {
  4655. glBlendEquation(GL_FUNC_ADD);
  4656. glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
  4657. } break;
  4658. case VS::MATERIAL_BLEND_MODE_SUB: {
  4659. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  4660. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  4661. } break;
  4662. case VS::MATERIAL_BLEND_MODE_MUL: {
  4663. glBlendEquation(GL_FUNC_ADD);
  4664. if (current_rt && current_rt_transparent) {
  4665. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  4666. }
  4667. else {
  4668. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  4669. }
  4670. } break;
  4671. }
  4672. current_blend_mode=desired_blend_mode;
  4673. }
  4674. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
  4675. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
  4676. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,false);
  4677. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, false);
  4678. if (material->flags[VS::MATERIAL_FLAG_UNSHADED] == false && current_debug != VS::SCENARIO_DEBUG_SHADELESS) {
  4679. if (baked_light != NULL) {
  4680. if (baked_light->realtime_color_enabled) {
  4681. float realtime_energy = baked_light->realtime_energy;
  4682. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, true);
  4683. 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));
  4684. }
  4685. }
  4686. if (e->instance->sampled_light.is_valid()) {
  4687. SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light);
  4688. if (sl) {
  4689. baked_light = NULL; //can't mix
  4690. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER, true);
  4691. glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
  4692. glBindTexture(GL_TEXTURE_2D, sl->texture); //bind the texture
  4693. sampled_light_dp_multiplier = sl->multiplier;
  4694. bind_dp_sampler = true;
  4695. }
  4696. }
  4697. if (!additive && baked_light) {
  4698. if (baked_light->mode == VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) {
  4699. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE, true);
  4700. bind_baked_light_octree = true;
  4701. if (prev_baked_light != baked_light) {
  4702. Texture *tex = texture_owner.get(baked_light->octree_texture);
  4703. if (tex) {
  4704. glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
  4705. glBindTexture(tex->target, tex->tex_id); //bind the texture
  4706. }
  4707. if (baked_light->light_texture.is_valid()) {
  4708. Texture *texl = texture_owner.get(baked_light->light_texture);
  4709. if (texl) {
  4710. glActiveTexture(GL_TEXTURE0 + max_texture_units - 4);
  4711. glBindTexture(texl->target, texl->tex_id); //bind the light texture
  4712. }
  4713. }
  4714. }
  4715. }
  4716. else if (baked_light->mode == VS::BAKED_LIGHT_LIGHTMAPS) {
  4717. int lightmap_idx = e->instance->baked_lightmap_id;
  4718. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, false);
  4719. bind_baked_lightmap = false;
  4720. if (baked_light->lightmaps.has(lightmap_idx)) {
  4721. RID texid = baked_light->lightmaps[lightmap_idx];
  4722. if (prev_baked_light != baked_light || texid != prev_baked_light_texture) {
  4723. Texture *tex = texture_owner.get(texid);
  4724. if (tex) {
  4725. glActiveTexture(GL_TEXTURE0 + max_texture_units - 3);
  4726. glBindTexture(tex->target, tex->tex_id); //bind the texture
  4727. }
  4728. prev_baked_light_texture = texid;
  4729. }
  4730. if (texid.is_valid()) {
  4731. material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP, true);
  4732. bind_baked_lightmap = true;
  4733. }
  4734. }
  4735. }
  4736. }
  4737. if (int(prev_baked_light != NULL) ^ int(baked_light != NULL)) {
  4738. rebind = true;
  4739. }
  4740. }
  4741. }
  4742. if (sort_flags!=prev_sort_flags) {
  4743. if (sort_flags&RenderList::SORT_FLAG_INSTANCING) {
  4744. material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,!use_texture_instancing && !use_attribute_instancing);
  4745. material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,use_attribute_instancing);
  4746. material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,use_texture_instancing);
  4747. } else {
  4748. material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,false);
  4749. material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,false);
  4750. material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,false);
  4751. }
  4752. rebind=true;
  4753. }
  4754. if (use_hw_skeleton_xform && (skeleton!=prev_skeleton||morph_values!=prev_morph_values)) {
  4755. if (!prev_skeleton || !skeleton)
  4756. rebind=true; //went from skeleton <-> no skeleton, needs rebind
  4757. if (morph_values==NULL)
  4758. _setup_skeleton(skeleton);
  4759. else
  4760. _setup_skeleton(NULL);
  4761. }
  4762. if (material!=prev_material || rebind) {
  4763. rebind = _setup_material(e->geometry,material,additive,!p_alpha_pass);
  4764. DEBUG_TEST_ERROR("Setup material");
  4765. _rinfo.mat_change_count++;
  4766. //_setup_material_overrides(e->material,NULL,material_overrides);
  4767. //_setup_material_skeleton(material,skeleton);
  4768. } else {
  4769. if (prev_skeleton!=skeleton) {
  4770. //_setup_material_skeleton(material,skeleton);
  4771. };
  4772. }
  4773. if (geometry_cmp!=prev_geometry_cmp || prev_skeleton!=skeleton) {
  4774. _setup_geometry(e->geometry, material,e->skeleton,e->instance->morph_values.ptr());
  4775. _rinfo.surface_count++;
  4776. DEBUG_TEST_ERROR("Setup geometry");
  4777. };
  4778. if (i==0 || light!=prev_light || rebind) {
  4779. if (e->light!=0xFFFF) {
  4780. _setup_light(e->light);
  4781. }
  4782. }
  4783. if (bind_baked_light_octree && (baked_light!=prev_baked_light || rebind)) {
  4784. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_INVERSE_TRANSFORM, *e->instance->baked_light_octree_xform);
  4785. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_SIZE, baked_light->octree_lattice_size);
  4786. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide);
  4787. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps);
  4788. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,max_texture_units-3);
  4789. if (baked_light->light_texture.is_valid()) {
  4790. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-4);
  4791. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->light_tex_pixel_size);
  4792. } else {
  4793. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_TEX,max_texture_units-3);
  4794. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LIGHT_PIX_SIZE,baked_light->octree_tex_pixel_size);
  4795. }
  4796. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_MULTIPLIER,baked_light->texture_multiplier);
  4797. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE,baked_light->octree_tex_pixel_size);
  4798. }
  4799. if (bind_baked_lightmap && (baked_light!=prev_baked_light || rebind)) {
  4800. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP, max_texture_units-3);
  4801. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHTMAP_MULTIPLIER, baked_light->lightmap_multiplier);
  4802. }
  4803. if (bind_dp_sampler) {
  4804. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER_MULTIPLIER,sampled_light_dp_multiplier);
  4805. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_DP_SAMPLER,max_texture_units-3);
  4806. }
  4807. _set_cull(e->mirror,p_reverse_cull);
  4808. if (i==0 || rebind) {
  4809. material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse);
  4810. material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection);
  4811. if (!shadow) {
  4812. if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) {
  4813. Color ambcolor = _convert_color(current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR]);
  4814. float ambnrg = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY];
  4815. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3(ambcolor.r*ambnrg,ambcolor.g*ambnrg,ambcolor.b*ambnrg));
  4816. } else {
  4817. material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3());
  4818. }
  4819. }
  4820. _rinfo.shader_change_count++;
  4821. }
  4822. if (skeleton != prev_skeleton || rebind) {
  4823. if (skeleton && morph_values == NULL) {
  4824. material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES, max_texture_units - 2);
  4825. material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE, skeleton->pixel_size);
  4826. }
  4827. }
  4828. if (e->instance->billboard || e->instance->billboard_y || e->instance->depth_scale) {
  4829. Transform xf=e->instance->transform;
  4830. if (e->instance->depth_scale) {
  4831. if (p_projection.matrix[3][3]) {
  4832. //orthogonal matrix, try to do about the same
  4833. //with viewport size
  4834. //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
  4835. real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) );
  4836. float sc = (h*2.0); //consistent with Y-fov
  4837. xf.basis.scale( Vector3(sc,sc,sc));
  4838. } else {
  4839. //just scale by depth
  4840. real_t sc = -camera_plane.distance_to(xf.origin);
  4841. xf.basis.scale( Vector3(sc,sc,sc));
  4842. }
  4843. }
  4844. if (e->instance->billboard) {
  4845. Vector3 scale = xf.basis.get_scale();
  4846. if (current_rt && current_rt_vflip) {
  4847. xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1));
  4848. } else {
  4849. xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1));
  4850. }
  4851. xf.basis.scale(scale);
  4852. }
  4853. if (e->instance->billboard_y) {
  4854. Vector3 scale = xf.basis.get_scale();
  4855. Vector3 look_at = p_view_transform.get_origin();
  4856. look_at.y = 0.0;
  4857. Vector3 look_at_norm = look_at.normalized();
  4858. if (current_rt && current_rt_vflip) {
  4859. xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0));
  4860. } else {
  4861. xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0));
  4862. }
  4863. xf.basis.scale(scale);
  4864. }
  4865. material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, xf);
  4866. } else {
  4867. material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
  4868. }
  4869. material_shader.set_uniform(MaterialShaderGLES2::NORMAL_MULT, e->mirror?-1.0:1.0);
  4870. material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,additive?0.0:1.0);
  4871. _render(e->geometry, material, skeleton,e->owner,e->instance->transform);
  4872. DEBUG_TEST_ERROR("Rendering");
  4873. prev_material=material;
  4874. prev_skeleton=skeleton;
  4875. prev_geometry_cmp=geometry_cmp;
  4876. prev_light=e->light;
  4877. prev_light_type=e->light_type;
  4878. prev_sort_flags=sort_flags;
  4879. prev_baked_light=baked_light;
  4880. prev_morph_values=morph_values;
  4881. prev_receive_shadows_state=receive_shadows_state;
  4882. }
  4883. //print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
  4884. if (current_rt && current_rt_vflip) {
  4885. glFrontFace(GL_CW);
  4886. }
  4887. };
  4888. void RasterizerGLES2::_copy_to_texscreen() {
  4889. //what am i missing?
  4890. glDisable(GL_CULL_FACE);
  4891. glDisable(GL_DEPTH_TEST);
  4892. glDisable(GL_SCISSOR_TEST);
  4893. #ifdef GLEW_ENABLED
  4894. glDisable(GL_POINT_SPRITE);
  4895. glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  4896. #endif
  4897. glDisable(GL_BLEND);
  4898. glBlendEquation(GL_FUNC_ADD);
  4899. if (current_rt && current_rt_transparent) {
  4900. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  4901. }
  4902. else {
  4903. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  4904. }
  4905. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  4906. glBindBuffer(GL_ARRAY_BUFFER,0);
  4907. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  4908. for(int i=0;i<VS::ARRAY_MAX;i++) {
  4909. glDisableVertexAttribArray(i);
  4910. }
  4911. glActiveTexture(GL_TEXTURE0);
  4912. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
  4913. glActiveTexture(GL_TEXTURE0);
  4914. glBindTexture( GL_TEXTURE_2D, framebuffer.color );
  4915. copy_shader.bind();
  4916. _copy_screen_quad();
  4917. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  4918. }
  4919. void RasterizerGLES2::_copy_screen_quad() {
  4920. Vector2 dst_pos[4]={
  4921. Vector2(-1, 1),
  4922. Vector2( 1, 1),
  4923. Vector2( 1,-1),
  4924. Vector2(-1,-1)
  4925. };
  4926. Size2 uvscale(
  4927. (viewport.width / float(framebuffer.scale)) / framebuffer.width,
  4928. (viewport.height / float(framebuffer.scale)) / framebuffer.height
  4929. );
  4930. Vector2 src_uv[4]={
  4931. Vector2( 0, 1)*uvscale,
  4932. Vector2( 1, 1)*uvscale,
  4933. Vector2( 1, 0)*uvscale,
  4934. Vector2( 0, 0)*uvscale
  4935. };
  4936. Vector2 full_uv[4]={
  4937. Vector2( 0, 1),
  4938. Vector2( 1, 1),
  4939. Vector2( 1, 0),
  4940. Vector2( 0, 0)
  4941. };
  4942. _draw_gui_primitive2(4,dst_pos,NULL,src_uv,full_uv);
  4943. }
  4944. void RasterizerGLES2::_process_glow_bloom() {
  4945. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
  4946. glActiveTexture(GL_TEXTURE0);
  4947. glBindTexture(GL_TEXTURE_2D, framebuffer.color );
  4948. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,true);
  4949. if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  4950. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,true);
  4951. }
  4952. copy_shader.bind();
  4953. copy_shader.set_uniform(CopyShaderGLES2::BLOOM,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]));
  4954. copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]));
  4955. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  4956. if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  4957. glActiveTexture(GL_TEXTURE2);
  4958. glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
  4959. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
  4960. copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
  4961. copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
  4962. // copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
  4963. copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
  4964. copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
  4965. glActiveTexture(GL_TEXTURE0);
  4966. }
  4967. glViewport( 0, 0, framebuffer.blur_size, framebuffer.blur_size );
  4968. _copy_screen_quad();
  4969. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,false);
  4970. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
  4971. int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
  4972. Vector2 psize(1.0/framebuffer.blur_size,1.0/framebuffer.blur_size);
  4973. float pscale = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE];
  4974. float pmag = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH];
  4975. for(int i=0;i<passes;i++) {
  4976. static const Vector2 src_uv[4]={
  4977. Vector2( 0, 1),
  4978. Vector2( 1, 1),
  4979. Vector2( 1, 0),
  4980. Vector2( 0, 0)
  4981. };
  4982. static const Vector2 dst_pos[4]={
  4983. Vector2(-1, 1),
  4984. Vector2( 1, 1),
  4985. Vector2( 1,-1),
  4986. Vector2(-1,-1)
  4987. };
  4988. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[1].fbo);
  4989. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
  4990. copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,true);
  4991. copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
  4992. copy_shader.bind();
  4993. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
  4994. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
  4995. copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag);
  4996. _draw_gui_primitive(4,dst_pos,NULL,src_uv);
  4997. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
  4998. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[1].color );
  4999. copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
  5000. copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,true);
  5001. copy_shader.bind();
  5002. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
  5003. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
  5004. copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag);
  5005. _draw_gui_primitive(4,dst_pos,NULL,src_uv);
  5006. }
  5007. copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
  5008. copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
  5009. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
  5010. //blur it
  5011. }
  5012. void RasterizerGLES2::_process_hdr() {
  5013. if (framebuffer.luminance.empty()) {
  5014. return;
  5015. }
  5016. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[0].fbo);
  5017. glActiveTexture(GL_TEXTURE0);
  5018. glBindTexture(GL_TEXTURE_2D, framebuffer.color );
  5019. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,true);
  5020. copy_shader.bind();
  5021. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  5022. glViewport( 0, 0, framebuffer.luminance[0].size, framebuffer.luminance[0].size );
  5023. _copy_screen_quad();
  5024. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false);
  5025. // int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
  5026. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true);
  5027. copy_shader.bind();
  5028. for(int i=1;i<framebuffer.luminance.size();i++) {
  5029. static const Vector2 src_uv[4]={
  5030. Vector2( 0, 1),
  5031. Vector2( 1, 1),
  5032. Vector2( 1, 0),
  5033. Vector2( 0, 0)
  5034. };
  5035. static const Vector2 dst_pos[4]={
  5036. Vector2(-1, 1),
  5037. Vector2( 1, 1),
  5038. Vector2( 1,-1),
  5039. Vector2(-1,-1)
  5040. };
  5041. Vector2 psize(1.0/framebuffer.luminance[i-1].size,1.0/framebuffer.luminance[i-1].size);
  5042. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[i].fbo);
  5043. glBindTexture(GL_TEXTURE_2D, framebuffer.luminance[i-1].color );
  5044. glViewport( 0, 0, framebuffer.luminance[i].size, framebuffer.luminance[i].size );
  5045. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  5046. if (framebuffer.luminance[i].size==1) {
  5047. //last step
  5048. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,true);
  5049. copy_shader.bind();
  5050. glActiveTexture(GL_TEXTURE1);
  5051. glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
  5052. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_VD_LUM),1);
  5053. copy_shader.set_uniform(CopyShaderGLES2::HDR_TIME_DELTA,time_delta);
  5054. copy_shader.set_uniform(CopyShaderGLES2::HDR_EXP_ADJ_SPEED,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]));
  5055. copy_shader.set_uniform(CopyShaderGLES2::MIN_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]));
  5056. copy_shader.set_uniform(CopyShaderGLES2::MAX_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]));
  5057. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  5058. //swap them
  5059. SWAP( current_vd->lum_color, framebuffer.luminance[i].color);
  5060. SWAP( current_vd->lum_fbo, framebuffer.luminance[i].fbo);
  5061. }
  5062. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
  5063. _draw_gui_primitive(4,dst_pos,NULL,src_uv);
  5064. }
  5065. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,false);
  5066. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,false);
  5067. draw_next_frame=true;
  5068. }
  5069. void RasterizerGLES2::_draw_tex_bg() {
  5070. glDepthMask(GL_TRUE);
  5071. glEnable(GL_DEPTH_TEST);
  5072. glDisable(GL_CULL_FACE);
  5073. glDisable(GL_BLEND);
  5074. glColorMask(1,1,1,1);
  5075. RID texture;
  5076. if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
  5077. texture=current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE];
  5078. } else {
  5079. texture=current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP];
  5080. }
  5081. if (!texture_owner.owns(texture)) {
  5082. return;
  5083. }
  5084. Texture *t = texture_owner.get(texture);
  5085. glActiveTexture(GL_TEXTURE0);
  5086. glBindTexture(t->target, t->tex_id);
  5087. copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,true);
  5088. if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
  5089. copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
  5090. } else {
  5091. copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,true);
  5092. }
  5093. copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,true);
  5094. copy_shader.bind();
  5095. if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
  5096. glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  5097. } else {
  5098. glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE),0);
  5099. }
  5100. float nrg =float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]);
  5101. if (current_env->fx_enabled[VS::ENV_FX_HDR] && !use_fp16_fb)
  5102. nrg*=0.25; //go down a quarter for hdr
  5103. copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg);
  5104. copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA,float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]));
  5105. float flip_sign = (current_env->bg_mode==VS::ENV_BG_TEXTURE && current_rt && current_rt_vflip)?-1:1;
  5106. Vector3 vertices[4]={
  5107. Vector3(-1,-1*flip_sign,1),
  5108. Vector3( 1,-1*flip_sign,1),
  5109. Vector3( 1, 1*flip_sign,1),
  5110. Vector3(-1, 1*flip_sign,1)
  5111. };
  5112. Vector3 src_uv[4]={
  5113. Vector3( 0, 1, 0),
  5114. Vector3( 1, 1, 0),
  5115. Vector3( 1, 0, 0),
  5116. Vector3( 0, 0, 0)
  5117. };
  5118. if (current_env->bg_mode==VS::ENV_BG_TEXTURE) {
  5119. //regular texture
  5120. //adjust aspect
  5121. float aspect_t = t->width / float(t->height);
  5122. float aspect_v = viewport.width / float(viewport.height);
  5123. if (aspect_v > aspect_t) {
  5124. //wider than texture
  5125. for(int i=0;i<4;i++) {
  5126. src_uv[i].y=(src_uv[i].y-0.5)*(aspect_t/aspect_v)+0.5;
  5127. }
  5128. } else {
  5129. //narrower than texture
  5130. for(int i=0;i<4;i++) {
  5131. src_uv[i].x=(src_uv[i].x-0.5)*(aspect_v/aspect_t)+0.5;
  5132. }
  5133. }
  5134. float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
  5135. for(int i=0;i<4;i++) {
  5136. src_uv[i].x*=scale;
  5137. src_uv[i].y*=scale;
  5138. }
  5139. } else {
  5140. //skybox uv vectors
  5141. float vw,vh,zn;
  5142. camera_projection.get_viewport_size(vw,vh);
  5143. zn=camera_projection.get_z_near();
  5144. float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
  5145. for(int i=0;i<4;i++) {
  5146. Vector3 uv=src_uv[i];
  5147. uv.x=(uv.x*2.0-1.0)*vw*scale;
  5148. uv.y=-(uv.y*2.0-1.0)*vh*scale;
  5149. uv.z=-zn;
  5150. src_uv[i] = camera_transform.basis.xform(uv).normalized();
  5151. src_uv[i].z = -src_uv[i].z;
  5152. }
  5153. }
  5154. _draw_primitive(4,vertices,NULL,NULL,src_uv);
  5155. copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,false);
  5156. copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
  5157. copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
  5158. copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,false);
  5159. }
  5160. void RasterizerGLES2::end_scene() {
  5161. glEnable(GL_BLEND);
  5162. glDepthMask(GL_TRUE);
  5163. glEnable(GL_DEPTH_TEST);
  5164. glDisable(GL_SCISSOR_TEST);
  5165. bool use_fb=false;
  5166. if (framebuffer.active) {
  5167. //detect when to use the framebuffer object
  5168. if (using_canvas_bg || texscreen_used || framebuffer.scale!=1) {
  5169. use_fb=true;
  5170. } else if (current_env) {
  5171. use_fb=false;
  5172. for(int i=0;i<VS::ENV_FX_MAX;i++) {
  5173. if (i==VS::ENV_FX_FOG) //does not need fb
  5174. continue;
  5175. if (current_env->fx_enabled[i]) {
  5176. use_fb=true;
  5177. break;
  5178. }
  5179. }
  5180. }
  5181. }
  5182. if (use_fb) {
  5183. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  5184. glViewport( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
  5185. glScissor( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
  5186. material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,!use_fp16_fb && current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
  5187. } else {
  5188. if (current_rt) {
  5189. glScissor( 0,0,viewport.width,viewport.height);
  5190. } else {
  5191. glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  5192. }
  5193. }
  5194. glEnable(GL_SCISSOR_TEST);
  5195. _glClearDepth(1.0);
  5196. bool draw_tex_background=false;
  5197. if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
  5198. glClearColor(0,0,0,1);
  5199. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  5200. } else if (current_rt && current_rt_transparent) {
  5201. glClearColor(0,0,0,0);
  5202. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  5203. } else if (current_env) {
  5204. switch(current_env->bg_mode) {
  5205. case VS::ENV_BG_CANVAS:
  5206. case VS::ENV_BG_KEEP: {
  5207. //copy from framebuffer if framebuffer
  5208. glClear(GL_DEPTH_BUFFER_BIT);
  5209. } break;
  5210. case VS::ENV_BG_DEFAULT_COLOR:
  5211. case VS::ENV_BG_COLOR: {
  5212. Color bgcolor;
  5213. if (current_env->bg_mode==VS::ENV_BG_COLOR)
  5214. bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
  5215. else
  5216. bgcolor = Globals::get_singleton()->get("render/default_clear_color");
  5217. bgcolor = _convert_color(bgcolor);
  5218. float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0;
  5219. glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a);
  5220. _glClearDepth(1.0);
  5221. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  5222. } break;
  5223. case VS::ENV_BG_TEXTURE:
  5224. case VS::ENV_BG_CUBEMAP: {
  5225. glClear(GL_DEPTH_BUFFER_BIT);
  5226. draw_tex_background=true;
  5227. } break;
  5228. }
  5229. } else {
  5230. Color c = _convert_color(Color(0.3,0.3,0.3));
  5231. glClearColor(c.r,c.g,c.b,0.0);
  5232. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  5233. }
  5234. glDisable(GL_SCISSOR_TEST);
  5235. //material_shader.set_uniform_camera(MaterialShaderGLES2::PROJECTION_MATRIX, camera_projection);
  5236. /*
  5237. printf("setting projection to ");
  5238. for (int i=0; i<16; i++) {
  5239. printf("%f, ", ((float*)camera_projection.matrix)[i]);
  5240. };
  5241. printf("\n");
  5242. print_line(String("setting camera to ")+camera_transform_inverse);
  5243. */
  5244. // material_shader.set_uniform_default(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse);
  5245. current_depth_test=true;
  5246. current_depth_mask=true;
  5247. texscreen_copied=false;
  5248. glBlendEquation(GL_FUNC_ADD);
  5249. if (current_rt && current_rt_transparent) {
  5250. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  5251. }
  5252. else {
  5253. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  5254. }
  5255. glDisable(GL_BLEND);
  5256. current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  5257. //material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
  5258. opaque_render_list.sort_mat_light_type_flags();
  5259. _render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);
  5260. if (draw_tex_background) {
  5261. //most 3D vendors recommend drawing a texture bg or skybox here,
  5262. //after opaque geometry has been drawn
  5263. //so the zbuffer can get rid of most pixels
  5264. _draw_tex_bg();
  5265. }
  5266. glBlendEquation(GL_FUNC_ADD);
  5267. if (current_rt && current_rt_transparent) {
  5268. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  5269. }
  5270. else {
  5271. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  5272. }
  5273. glDisable(GL_BLEND);
  5274. current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  5275. material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,false);
  5276. if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  5277. glColorMask(1,1,1,0); //don't touch alpha
  5278. }
  5279. alpha_render_list.sort_z();
  5280. _render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
  5281. glColorMask(1,1,1,1);
  5282. // material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false);
  5283. DEBUG_TEST_ERROR("Drawing Scene");
  5284. #ifdef GLEW_ENABLED
  5285. glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  5286. #endif
  5287. if (use_fb) {
  5288. for(int i=0;i<VS::ARRAY_MAX;i++) {
  5289. glDisableVertexAttribArray(i);
  5290. }
  5291. glBindBuffer(GL_ARRAY_BUFFER,0);
  5292. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  5293. glDisable(GL_BLEND);
  5294. glDisable(GL_DEPTH_TEST);
  5295. glDisable(GL_CULL_FACE);
  5296. glDisable(GL_SCISSOR_TEST);
  5297. glDepthMask(false);
  5298. if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  5299. int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
  5300. switch(hdr_tm) {
  5301. case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
  5302. } break;
  5303. case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
  5304. copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
  5305. } break;
  5306. case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
  5307. copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
  5308. } break;
  5309. case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
  5310. copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
  5311. copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
  5312. } break;
  5313. }
  5314. _process_hdr();
  5315. }
  5316. if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  5317. _process_glow_bloom();
  5318. int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
  5319. if (glow_transfer_mode==1)
  5320. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
  5321. if (glow_transfer_mode==2)
  5322. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
  5323. }
  5324. glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
  5325. Size2 size;
  5326. if (current_rt) {
  5327. glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
  5328. glViewport( 0,0,viewport.width,viewport.height);
  5329. size=Size2(viewport.width,viewport.height);
  5330. } else {
  5331. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  5332. glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  5333. size=Size2(viewport.width,viewport.height);
  5334. }
  5335. //time to copy!!!
  5336. copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
  5337. copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
  5338. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
  5339. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
  5340. copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
  5341. copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
  5342. copy_shader.bind();
  5343. //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
  5344. if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  5345. glActiveTexture(GL_TEXTURE1);
  5346. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
  5347. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
  5348. }
  5349. if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  5350. glActiveTexture(GL_TEXTURE2);
  5351. glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
  5352. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
  5353. copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
  5354. copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
  5355. }
  5356. if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
  5357. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));
  5358. if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
  5359. Vector3 bcs;
  5360. bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
  5361. bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
  5362. bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
  5363. copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
  5364. }
  5365. glActiveTexture(GL_TEXTURE0);
  5366. glBindTexture(GL_TEXTURE_2D, framebuffer.color );
  5367. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  5368. _copy_screen_quad();
  5369. copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
  5370. copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
  5371. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
  5372. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
  5373. copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
  5374. copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
  5375. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
  5376. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
  5377. copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
  5378. copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
  5379. copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
  5380. material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false);
  5381. if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
  5382. _debug_luminances();
  5383. }
  5384. }
  5385. current_env=NULL;
  5386. current_debug=VS::SCENARIO_DEBUG_DISABLED;
  5387. if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
  5388. _debug_shadows();
  5389. }
  5390. // _debug_luminances();
  5391. // _debug_samplers();
  5392. if (using_canvas_bg) {
  5393. using_canvas_bg=false;
  5394. glColorMask(1,1,1,1); //don't touch alpha
  5395. }
  5396. }
  5397. void RasterizerGLES2::end_shadow_map() {
  5398. ERR_FAIL_COND(!shadow);
  5399. glDisable(GL_BLEND);
  5400. glDisable(GL_SCISSOR_TEST);
  5401. glDisable(GL_DITHER);
  5402. glEnable(GL_DEPTH_TEST);
  5403. glDepthMask(true);
  5404. ShadowBuffer *sb = shadow->near_shadow_buffer;
  5405. ERR_FAIL_COND(!sb);
  5406. glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
  5407. if (!use_rgba_shadowmaps)
  5408. glColorMask(0, 0, 0, 0);
  5409. //glEnable(GL_POLYGON_OFFSET_FILL);
  5410. //glPolygonOffset( 8.0f, 16.0f);
  5411. CameraMatrix cm;
  5412. float z_near,z_far;
  5413. Transform light_transform;
  5414. float dp_direction=0.0;
  5415. bool flip_facing=false;
  5416. Rect2 vp_rect;
  5417. switch(shadow->base->type) {
  5418. case VS::LIGHT_DIRECTIONAL: {
  5419. if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  5420. cm = shadow->custom_projection[shadow_pass];
  5421. light_transform=shadow->custom_transform[shadow_pass];
  5422. if (shadow_pass==0) {
  5423. vp_rect=Rect2(0, sb->size/2, sb->size/2, sb->size/2);
  5424. glViewport(0, sb->size/2, sb->size/2, sb->size/2);
  5425. glScissor(0, sb->size/2, sb->size/2, sb->size/2);
  5426. } else if (shadow_pass==1) {
  5427. vp_rect=Rect2(0, 0, sb->size/2, sb->size/2);
  5428. glViewport(0, 0, sb->size/2, sb->size/2);
  5429. glScissor(0, 0, sb->size/2, sb->size/2);
  5430. } else if (shadow_pass==2) {
  5431. vp_rect=Rect2(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
  5432. glViewport(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
  5433. glScissor(sb->size/2, sb->size/2, sb->size/2, sb->size/2);
  5434. } else if (shadow_pass==3) {
  5435. vp_rect=Rect2(sb->size/2, 0, sb->size/2, sb->size/2);
  5436. glViewport(sb->size/2, 0, sb->size/2, sb->size/2);
  5437. glScissor(sb->size/2, 0, sb->size/2, sb->size/2);
  5438. }
  5439. glEnable(GL_SCISSOR_TEST);
  5440. } else if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  5441. if (shadow_pass==0) {
  5442. cm = shadow->custom_projection[0];
  5443. light_transform=shadow->custom_transform[0];
  5444. vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2);
  5445. glViewport(0, sb->size/2, sb->size, sb->size/2);
  5446. glScissor(0, sb->size/2, sb->size, sb->size/2);
  5447. } else {
  5448. cm = shadow->custom_projection[1];
  5449. light_transform=shadow->custom_transform[1];
  5450. vp_rect=Rect2(0, 0, sb->size, sb->size/2);
  5451. glViewport(0, 0, sb->size, sb->size/2);
  5452. glScissor(0, 0, sb->size, sb->size/2);
  5453. }
  5454. glEnable(GL_SCISSOR_TEST);
  5455. } else {
  5456. cm = shadow->custom_projection[0];
  5457. light_transform=shadow->custom_transform[0];
  5458. vp_rect=Rect2(0, 0, sb->size, sb->size);
  5459. glViewport(0, 0, sb->size, sb->size);
  5460. }
  5461. z_near=cm.get_z_near();
  5462. z_far=cm.get_z_far();
  5463. _glClearDepth(1.0f);
  5464. glClearColor(1,1,1,1);
  5465. if (use_rgba_shadowmaps)
  5466. glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
  5467. else
  5468. glClear(GL_DEPTH_BUFFER_BIT);
  5469. glDisable(GL_SCISSOR_TEST);
  5470. } break;
  5471. case VS::LIGHT_OMNI: {
  5472. material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,true);
  5473. dp_direction = shadow_pass?1.0:-1.0;
  5474. flip_facing = (shadow_pass == 1);
  5475. light_transform=shadow->transform;
  5476. z_near=0;
  5477. z_far=shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ];
  5478. shadow->dp.x=1.0/z_far;
  5479. shadow->dp.y=dp_direction;
  5480. if (shadow_pass==0) {
  5481. vp_rect=Rect2(0, sb->size/2, sb->size, sb->size/2);
  5482. glViewport(0, sb->size/2, sb->size, sb->size/2);
  5483. glScissor(0, sb->size/2, sb->size, sb->size/2);
  5484. } else {
  5485. vp_rect=Rect2(0, 0, sb->size, sb->size/2);
  5486. glViewport(0, 0, sb->size, sb->size/2);
  5487. glScissor(0, 0, sb->size, sb->size/2);
  5488. }
  5489. glEnable(GL_SCISSOR_TEST);
  5490. shadow->projection=cm;
  5491. glClearColor(1,1,1,1);
  5492. _glClearDepth(1.0f);
  5493. if (use_rgba_shadowmaps)
  5494. glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
  5495. else
  5496. glClear(GL_DEPTH_BUFFER_BIT);
  5497. glDisable(GL_SCISSOR_TEST);
  5498. } break;
  5499. case VS::LIGHT_SPOT: {
  5500. float far = shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ];
  5501. ERR_FAIL_COND( far<=0 );
  5502. float near= far/200.0;
  5503. if (near<0.05)
  5504. near=0.05;
  5505. float angle = shadow->base->vars[ VS::LIGHT_PARAM_SPOT_ANGLE ];
  5506. cm.set_perspective( angle*2.0, 1.0, near, far );
  5507. shadow->projection=cm; // cache
  5508. light_transform=shadow->transform;
  5509. z_near=cm.get_z_near();
  5510. z_far=cm.get_z_far();
  5511. glViewport(0, 0, sb->size, sb->size);
  5512. vp_rect=Rect2(0, 0, sb->size, sb->size);
  5513. _glClearDepth(1.0f);
  5514. glClearColor(1,1,1,1);
  5515. if (use_rgba_shadowmaps)
  5516. glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
  5517. else
  5518. glClear(GL_DEPTH_BUFFER_BIT);
  5519. } break;
  5520. }
  5521. Transform light_transform_inverse = light_transform.affine_inverse();
  5522. opaque_render_list.sort_mat_geom();
  5523. _render_list_forward(&opaque_render_list,light_transform,light_transform_inverse,cm,flip_facing,false);
  5524. material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,false);
  5525. //if (!use_rgba_shadowmaps)
  5526. if (shadow_filter==SHADOW_FILTER_ESM) {
  5527. copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,use_rgba_shadowmaps);
  5528. copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,!use_rgba_shadowmaps);
  5529. Vector2 psize(1.0/sb->size,1.0/sb->size);
  5530. float pscale = 1.0;
  5531. int passes=shadow->base->vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES];
  5532. glDisable(GL_BLEND);
  5533. glDisable(GL_CULL_FACE);
  5534. #ifdef GLEW_ENABLED
  5535. glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  5536. #endif
  5537. for(int i=0;i<VS::ARRAY_MAX;i++) {
  5538. glDisableVertexAttribArray(i);
  5539. }
  5540. glBindBuffer(GL_ARRAY_BUFFER,0);
  5541. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  5542. glDisable(GL_SCISSOR_TEST);
  5543. if (!use_rgba_shadowmaps) {
  5544. glEnable(GL_DEPTH_TEST);
  5545. glDepthFunc(GL_ALWAYS);
  5546. glDepthMask(true);
  5547. } else {
  5548. glDisable(GL_DEPTH_TEST);
  5549. }
  5550. for(int i=0;i<passes;i++) {
  5551. Vector2 src_sb_uv[4]={
  5552. (vp_rect.pos+Vector2(0,vp_rect.size.y))/sb->size,
  5553. (vp_rect.pos+vp_rect.size)/sb->size,
  5554. (vp_rect.pos+Vector2(vp_rect.size.x,0))/sb->size,
  5555. (vp_rect.pos)/sb->size
  5556. };
  5557. /*
  5558. Vector2 src_uv[4]={
  5559. Vector2( 0, 1),
  5560. Vector2( 1, 1),
  5561. Vector2( 1, 0),
  5562. Vector2( 0, 0)
  5563. };
  5564. */
  5565. static const Vector2 dst_pos[4]={
  5566. Vector2(-1, 1),
  5567. Vector2( 1, 1),
  5568. Vector2( 1,-1),
  5569. Vector2(-1,-1)
  5570. };
  5571. glBindFramebuffer(GL_FRAMEBUFFER, blur_shadow_buffer.fbo);
  5572. glActiveTexture(GL_TEXTURE0);
  5573. glBindTexture(GL_TEXTURE_2D, sb->depth);
  5574. #ifdef GLEW_ENABLED
  5575. //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
  5576. #endif
  5577. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,true);
  5578. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
  5579. copy_shader.bind();
  5580. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
  5581. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
  5582. copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
  5583. //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
  5584. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  5585. _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
  5586. Vector2 src_bb_uv[4]={
  5587. (vp_rect.pos+Vector2(0,vp_rect.size.y))/blur_shadow_buffer.size,
  5588. (vp_rect.pos+vp_rect.size)/blur_shadow_buffer.size,
  5589. (vp_rect.pos+Vector2(vp_rect.size.x,0))/blur_shadow_buffer.size,
  5590. (vp_rect.pos)/blur_shadow_buffer.size,
  5591. };
  5592. glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
  5593. glActiveTexture(GL_TEXTURE0);
  5594. glBindTexture(GL_TEXTURE_2D, blur_shadow_buffer.depth);
  5595. #ifdef GLEW_ENABLED
  5596. //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
  5597. #endif
  5598. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false);
  5599. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true);
  5600. copy_shader.bind();
  5601. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
  5602. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale);
  5603. copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
  5604. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  5605. _draw_gui_primitive(4,dst_pos,NULL,src_bb_uv);
  5606. }
  5607. glDepthFunc(GL_LEQUAL);
  5608. copy_shader.set_conditional(CopyShaderGLES2::USE_RGBA_DEPTH,false);
  5609. copy_shader.set_conditional(CopyShaderGLES2::USE_HIGHP_SOURCE,false);
  5610. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_V_PASS,false);
  5611. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
  5612. }
  5613. DEBUG_TEST_ERROR("Drawing Shadow");
  5614. shadow=NULL;
  5615. glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
  5616. glColorMask(1, 1, 1, 1);
  5617. //glDisable(GL_POLYGON_OFFSET_FILL);
  5618. }
  5619. void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2& p_rect) {
  5620. Matrix32 modelview;
  5621. modelview.translate(p_rect.pos.x, p_rect.pos.y);
  5622. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview);
  5623. glBindTexture(GL_TEXTURE_2D,tex);
  5624. Vector3 coords[4]= {
  5625. Vector3(p_rect.pos.x, p_rect.pos.y, 0 ),
  5626. Vector3(p_rect.pos.x+p_rect.size.width,
  5627. p_rect.pos.y, 0 ),
  5628. Vector3(p_rect.pos.x+p_rect.size.width,
  5629. p_rect.pos.y+p_rect.size.height, 0 ),
  5630. Vector3(p_rect.pos.x,
  5631. p_rect.pos.y+p_rect.size.height, 0 )
  5632. };
  5633. Vector3 texcoords[4]={
  5634. Vector3( 0.0f,0.0f, 0),
  5635. Vector3( 1.0f,0.0f, 0),
  5636. Vector3( 1.0f, 1.0f, 0),
  5637. Vector3( 0.0f, 1.0f, 0),
  5638. };
  5639. _draw_primitive(4,coords,0,0,texcoords);
  5640. //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
  5641. }
  5642. void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs) {
  5643. Size2 debug_size(128,128);
  5644. // Size2 debug_size(512,512);
  5645. int useblur=shadow_filter==SHADOW_FILTER_ESM?1:0;
  5646. for (int i=0;i<p_shadows.size()+useblur;i++) {
  5647. ShadowBuffer *sb=i==p_shadows.size()?&blur_shadow_buffer:&p_shadows[i];
  5648. if (!sb->owner && i!=p_shadows.size())
  5649. continue;
  5650. _debug_draw_shadow(sb->depth, Rect2( ofs, debug_size ));
  5651. ofs.x+=debug_size.x;
  5652. if ( (ofs.x+debug_size.x) > viewport.width ) {
  5653. ofs.x=0;
  5654. ofs.y+=debug_size.y;
  5655. }
  5656. }
  5657. }
  5658. void RasterizerGLES2::_debug_luminances() {
  5659. canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,!use_fp16_fb);
  5660. canvas_begin();
  5661. glDisable(GL_BLEND);
  5662. canvas_shader.bind();
  5663. Size2 debug_size(128,128);
  5664. Size2 ofs;
  5665. for (int i=0;i<=framebuffer.luminance.size();i++) {
  5666. if (i==framebuffer.luminance.size()) {
  5667. if (!current_vd)
  5668. break;
  5669. _debug_draw_shadow(current_vd->lum_color, Rect2( ofs, debug_size ));
  5670. } else {
  5671. _debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
  5672. }
  5673. ofs.x+=debug_size.x/2;
  5674. if ( (ofs.x+debug_size.x) > viewport.width ) {
  5675. ofs.x=0;
  5676. ofs.y+=debug_size.y;
  5677. }
  5678. }
  5679. canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false);
  5680. }
  5681. void RasterizerGLES2::_debug_samplers() {
  5682. canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false);
  5683. canvas_begin();
  5684. glDisable(GL_BLEND);
  5685. _set_color_attrib(Color(1,1,1,1));
  5686. canvas_shader.bind();
  5687. List<RID> samplers;
  5688. sampled_light_owner.get_owned_list(&samplers);
  5689. Size2 debug_size(128,128);
  5690. Size2 ofs;
  5691. for (List<RID>::Element *E=samplers.front();E;E=E->next()) {
  5692. SampledLight *sl=sampled_light_owner.get(E->get());
  5693. _debug_draw_shadow(sl->texture, Rect2( ofs, debug_size ));
  5694. ofs.x+=debug_size.x/2;
  5695. if ( (ofs.x+debug_size.x) > viewport.width ) {
  5696. ofs.x=0;
  5697. ofs.y+=debug_size.y;
  5698. }
  5699. }
  5700. }
  5701. void RasterizerGLES2::_debug_shadows() {
  5702. canvas_begin();
  5703. glDisable(GL_BLEND);
  5704. Size2 ofs;
  5705. /*
  5706. for(int i=0;i<16;i++) {
  5707. glActiveTexture(GL_TEXTURE0+i);
  5708. //glDisable(GL_TEXTURE_2D);
  5709. }
  5710. glActiveTexture(GL_TEXTURE0);
  5711. //glEnable(GL_TEXTURE_2D);
  5712. */
  5713. _debug_draw_shadows_type(near_shadow_buffers,ofs);
  5714. // _debug_draw_shadows_type(far_shadow_buffers,ofs);
  5715. }
  5716. void RasterizerGLES2::end_frame() {
  5717. //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));
  5718. //print_line("TOTAL VTX: "+itos(_rinfo.vertex_count));
  5719. OS::get_singleton()->swap_buffers();
  5720. }
  5721. void RasterizerGLES2::flush_frame() {
  5722. glFlush();
  5723. }
  5724. /* CANVAS API */
  5725. void RasterizerGLES2::begin_canvas_bg() {
  5726. if (framebuffer.active) {
  5727. using_canvas_bg=true;
  5728. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  5729. glViewport( 0,0,viewport.width , viewport.height );
  5730. } else {
  5731. using_canvas_bg=false;
  5732. }
  5733. }
  5734. void RasterizerGLES2::canvas_begin() {
  5735. if (using_canvas_bg) {
  5736. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  5737. glColorMask(1,1,1,0); //don't touch alpha
  5738. }
  5739. glDisable(GL_CULL_FACE);
  5740. glDisable(GL_DEPTH_TEST);
  5741. glDisable(GL_SCISSOR_TEST);
  5742. #ifdef GLEW_ENABLED
  5743. glDisable(GL_POINT_SPRITE);
  5744. glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  5745. #endif
  5746. glEnable(GL_BLEND);
  5747. glBlendEquation(GL_FUNC_ADD);
  5748. if (current_rt && current_rt_transparent) {
  5749. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  5750. }
  5751. else {
  5752. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  5753. }
  5754. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  5755. glLineWidth(1.0);
  5756. glBindBuffer(GL_ARRAY_BUFFER,0);
  5757. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  5758. for(int i=0;i<VS::ARRAY_MAX;i++) {
  5759. glDisableVertexAttribArray(i);
  5760. }
  5761. glActiveTexture(GL_TEXTURE0);
  5762. glBindTexture( GL_TEXTURE_2D, white_tex );
  5763. canvas_tex=RID();
  5764. //material_shader.unbind();
  5765. canvas_shader.unbind();
  5766. canvas_shader.set_custom_shader(0);
  5767. canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
  5768. canvas_shader.bind();
  5769. canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
  5770. canvas_use_modulate=false;
  5771. _set_color_attrib(Color(1,1,1));
  5772. canvas_transform=Transform();
  5773. canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
  5774. float csy = 1.0;
  5775. if (current_rt && current_rt_vflip)
  5776. csy = -1.0;
  5777. canvas_transform.scale( Vector3( 2.0f / viewport.width, csy * -2.0f / viewport.height, 1.0f ) );
  5778. canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
  5779. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Matrix32());
  5780. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
  5781. canvas_opacity=1.0;
  5782. canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  5783. canvas_texscreen_used=false;
  5784. uses_texpixel_size=false;
  5785. canvas_last_material=NULL;
  5786. }
  5787. void RasterizerGLES2::canvas_disable_blending() {
  5788. glDisable(GL_BLEND);
  5789. }
  5790. void RasterizerGLES2::canvas_set_opacity(float p_opacity) {
  5791. canvas_opacity = p_opacity;
  5792. }
  5793. void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
  5794. if (p_mode==canvas_blend_mode)
  5795. return;
  5796. switch(p_mode) {
  5797. case VS::MATERIAL_BLEND_MODE_MIX: {
  5798. glBlendEquation(GL_FUNC_ADD);
  5799. if (current_rt && current_rt_transparent) {
  5800. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  5801. }
  5802. else {
  5803. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  5804. }
  5805. } break;
  5806. case VS::MATERIAL_BLEND_MODE_ADD: {
  5807. glBlendEquation(GL_FUNC_ADD);
  5808. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  5809. } break;
  5810. case VS::MATERIAL_BLEND_MODE_SUB: {
  5811. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  5812. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  5813. } break;
  5814. case VS::MATERIAL_BLEND_MODE_MUL: {
  5815. glBlendEquation(GL_FUNC_ADD);
  5816. glBlendFunc(GL_DST_COLOR,GL_ZERO);
  5817. } break;
  5818. case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
  5819. glBlendEquation(GL_FUNC_ADD);
  5820. glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
  5821. } break;
  5822. }
  5823. canvas_blend_mode=p_mode;
  5824. }
  5825. void RasterizerGLES2::canvas_begin_rect(const Matrix32& p_transform) {
  5826. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,p_transform);
  5827. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
  5828. }
  5829. void RasterizerGLES2::canvas_set_clip(bool p_clip, const Rect2& p_rect) {
  5830. if (p_clip) {
  5831. glEnable(GL_SCISSOR_TEST);
  5832. //glScissor(viewport.x+p_rect.pos.x,viewport.y+ (viewport.height-(p_rect.pos.y+p_rect.size.height)),
  5833. int x = p_rect.pos.x;
  5834. int y = window_size.height-(p_rect.pos.y+p_rect.size.y);
  5835. int w = p_rect.size.x;
  5836. int h = p_rect.size.y;
  5837. glScissor(x,y,w,h);
  5838. } else {
  5839. glDisable(GL_SCISSOR_TEST);
  5840. }
  5841. }
  5842. void RasterizerGLES2::canvas_end_rect() {
  5843. //glPopMatrix();
  5844. }
  5845. RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_texture) {
  5846. if (p_texture==canvas_tex && !rebind_texpixel_size) {
  5847. if (canvas_tex.is_valid()) {
  5848. Texture*texture=texture_owner.get(p_texture);
  5849. return texture;
  5850. }
  5851. return NULL;
  5852. }
  5853. rebind_texpixel_size=false;
  5854. if (p_texture.is_valid()) {
  5855. Texture*texture=texture_owner.get(p_texture);
  5856. if (!texture) {
  5857. canvas_tex=RID();
  5858. glBindTexture(GL_TEXTURE_2D,white_tex);
  5859. return NULL;
  5860. }
  5861. if (texture->render_target)
  5862. texture->render_target->last_pass=frame;
  5863. glBindTexture(GL_TEXTURE_2D,texture->tex_id);
  5864. canvas_tex=p_texture;
  5865. if (uses_texpixel_size) {
  5866. canvas_shader.set_uniform(CanvasShaderGLES2::TEXPIXEL_SIZE,Size2(1.0/texture->width,1.0/texture->height));
  5867. }
  5868. return texture;
  5869. } else {
  5870. glBindTexture(GL_TEXTURE_2D,white_tex);
  5871. canvas_tex=p_texture;
  5872. }
  5873. return NULL;
  5874. }
  5875. void RasterizerGLES2::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width,bool p_antialiased) {
  5876. _bind_canvas_texture(RID());
  5877. Color c=p_color;
  5878. c.a*=canvas_opacity;
  5879. _set_color_attrib(c);
  5880. Vector3 verts[2]={
  5881. Vector3(p_from.x,p_from.y,0),
  5882. Vector3(p_to.x,p_to.y,0)
  5883. };
  5884. #ifdef GLEW_ENABLED
  5885. if (p_antialiased)
  5886. glEnable(GL_LINE_SMOOTH);
  5887. #endif
  5888. glLineWidth(p_width);
  5889. _draw_primitive(2,verts,0,0,0);
  5890. #ifdef GLEW_ENABLED
  5891. if (p_antialiased)
  5892. glDisable(GL_LINE_SMOOTH);
  5893. #endif
  5894. _rinfo.ci_draw_commands++;
  5895. }
  5896. void RasterizerGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) {
  5897. static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
  5898. //#define GLES_USE_PRIMITIVE_BUFFER
  5899. #ifndef GLES_NO_CLIENT_ARRAYS
  5900. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  5901. glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
  5902. if (p_colors) {
  5903. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  5904. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
  5905. } else {
  5906. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  5907. }
  5908. if (p_uvs) {
  5909. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  5910. glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
  5911. } else {
  5912. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  5913. }
  5914. glDrawArrays(prim[p_points],0,p_points);
  5915. #else
  5916. glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
  5917. float b[32];
  5918. int ofs=0;
  5919. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  5920. glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
  5921. for(int i=0;i<p_points;i++) {
  5922. b[ofs++]=p_vertices[i].x;
  5923. b[ofs++]=p_vertices[i].y;
  5924. }
  5925. if (p_colors) {
  5926. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  5927. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
  5928. for(int i=0;i<p_points;i++) {
  5929. b[ofs++]=p_colors[i].r;
  5930. b[ofs++]=p_colors[i].g;
  5931. b[ofs++]=p_colors[i].b;
  5932. b[ofs++]=p_colors[i].a;
  5933. }
  5934. } else {
  5935. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  5936. }
  5937. if (p_uvs) {
  5938. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  5939. glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
  5940. for(int i=0;i<p_points;i++) {
  5941. b[ofs++]=p_uvs[i].x;
  5942. b[ofs++]=p_uvs[i].y;
  5943. }
  5944. } else {
  5945. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  5946. }
  5947. glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
  5948. glDrawArrays(prim[p_points],0,p_points);
  5949. glBindBuffer(GL_ARRAY_BUFFER,0);
  5950. #endif
  5951. _rinfo.ci_draw_commands++;
  5952. }
  5953. void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2) {
  5954. static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
  5955. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  5956. glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
  5957. if (p_colors) {
  5958. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  5959. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
  5960. } else {
  5961. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  5962. }
  5963. if (p_uvs) {
  5964. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  5965. glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
  5966. } else {
  5967. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  5968. }
  5969. if (p_uvs2) {
  5970. glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
  5971. glVertexAttribPointer( VS::ARRAY_TEX_UV2, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs2 );
  5972. } else {
  5973. glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
  5974. }
  5975. glDrawArrays(prim[p_points],0,p_points);
  5976. _rinfo.ci_draw_commands++;
  5977. }
  5978. 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 ) {
  5979. Vector2 texcoords[4]= {
  5980. Vector2( p_src_region.pos.x/p_tex_size.width,
  5981. p_src_region.pos.y/p_tex_size.height),
  5982. Vector2((p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
  5983. p_src_region.pos.y/p_tex_size.height),
  5984. Vector2( (p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
  5985. (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height),
  5986. Vector2( p_src_region.pos.x/p_tex_size.width,
  5987. (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height)
  5988. };
  5989. if (p_transpose) {
  5990. SWAP( texcoords[1], texcoords[3] );
  5991. }
  5992. if (p_h_flip) {
  5993. SWAP( texcoords[0], texcoords[1] );
  5994. SWAP( texcoords[2], texcoords[3] );
  5995. }
  5996. if (p_v_flip) {
  5997. SWAP( texcoords[1], texcoords[2] );
  5998. SWAP( texcoords[0], texcoords[3] );
  5999. }
  6000. Vector2 coords[4]= {
  6001. Vector2( p_rect.pos.x, p_rect.pos.y ),
  6002. Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y ),
  6003. Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height ),
  6004. Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
  6005. };
  6006. _draw_gui_primitive(4,coords,0,texcoords);
  6007. _rinfo.ci_draw_commands++;
  6008. }
  6009. void RasterizerGLES2::_draw_quad(const Rect2& p_rect) {
  6010. Vector2 coords[4]= {
  6011. Vector2( p_rect.pos.x,p_rect.pos.y ),
  6012. Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y ),
  6013. Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height ),
  6014. Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
  6015. };
  6016. _draw_gui_primitive(4,coords,0,0);
  6017. _rinfo.ci_draw_commands++;
  6018. }
  6019. void RasterizerGLES2::canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate) {
  6020. Color m = p_modulate;
  6021. m.a*=canvas_opacity;
  6022. _set_color_attrib(m);
  6023. Texture *texture = _bind_canvas_texture(p_texture);
  6024. if ( texture ) {
  6025. bool untile=false;
  6026. if (p_flags&CANVAS_RECT_TILE && !(texture->flags&VS::TEXTURE_FLAG_REPEAT)) {
  6027. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  6028. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  6029. untile=true;
  6030. }
  6031. if (!(p_flags&CANVAS_RECT_REGION)) {
  6032. Rect2 region = Rect2(0,0,texture->width,texture->height);
  6033. _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);
  6034. } else {
  6035. _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);
  6036. }
  6037. if (untile) {
  6038. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  6039. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  6040. }
  6041. } else {
  6042. //glDisable(GL_TEXTURE_2D);
  6043. _draw_quad( p_rect );
  6044. //print_line("rect: "+p_rect);
  6045. }
  6046. _rinfo.ci_draw_commands++;
  6047. }
  6048. 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) {
  6049. Color m = p_modulate;
  6050. m.a*=canvas_opacity;
  6051. _set_color_attrib(m);
  6052. Texture* texture=_bind_canvas_texture(p_texture);
  6053. ERR_FAIL_COND(!texture);
  6054. Rect2 region = p_src_region;
  6055. if (region.size.width <= 0 )
  6056. region.size.width = texture->width;
  6057. if (region.size.height <= 0)
  6058. region.size.height = texture->height;
  6059. /* CORNERS */
  6060. _draw_textured_quad( // top left
  6061. Rect2( p_rect.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
  6062. Rect2( region.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
  6063. Size2( texture->width, texture->height ) );
  6064. _draw_textured_quad( // top right
  6065. 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])),
  6066. Rect2( Point2(region.pos.x+region.size.width-p_margin[MARGIN_RIGHT], region.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
  6067. Size2( texture->width, texture->height ) );
  6068. _draw_textured_quad( // bottom left
  6069. 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])),
  6070. Rect2( Point2(region.pos.x, region.pos.y+region.size.height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
  6071. Size2( texture->width, texture->height ) );
  6072. _draw_textured_quad( // bottom right
  6073. 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])),
  6074. 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])),
  6075. Size2( texture->width, texture->height ) );
  6076. 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] ));
  6077. 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] ));
  6078. _draw_textured_quad( // top
  6079. Rect2( Point2(rect_center.pos.x,p_rect.pos.y),Size2(rect_center.size.width,p_margin[MARGIN_TOP])),
  6080. Rect2( Point2(src_center.pos.x,region.pos.y), Size2(src_center.size.width,p_margin[MARGIN_TOP])),
  6081. Size2( texture->width, texture->height ) );
  6082. _draw_textured_quad( // bottom
  6083. Rect2( Point2(rect_center.pos.x,rect_center.pos.y+rect_center.size.height),Size2(rect_center.size.width,p_margin[MARGIN_BOTTOM])),
  6084. Rect2( Point2(src_center.pos.x,src_center.pos.y+src_center.size.height), Size2(src_center.size.width,p_margin[MARGIN_BOTTOM])),
  6085. Size2( texture->width, texture->height ) );
  6086. _draw_textured_quad( // left
  6087. Rect2( Point2(p_rect.pos.x,rect_center.pos.y),Size2(p_margin[MARGIN_LEFT],rect_center.size.height)),
  6088. Rect2( Point2(region.pos.x,region.pos.y+p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT],src_center.size.height)),
  6089. Size2( texture->width, texture->height ) );
  6090. _draw_textured_quad( // right
  6091. Rect2( Point2(rect_center.pos.x+rect_center.size.width,rect_center.pos.y),Size2(p_margin[MARGIN_RIGHT],rect_center.size.height)),
  6092. 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)),
  6093. Size2( texture->width, texture->height ) );
  6094. if (p_draw_center) {
  6095. _draw_textured_quad(
  6096. rect_center,
  6097. src_center,
  6098. Size2( texture->width, texture->height ));
  6099. }
  6100. _rinfo.ci_draw_commands++;
  6101. }
  6102. 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) {
  6103. ERR_FAIL_COND(p_points.size()<1);
  6104. _set_color_attrib(Color(1,1,1,canvas_opacity));
  6105. _bind_canvas_texture(p_texture);
  6106. _draw_gui_primitive(p_points.size(),p_points.ptr(),p_colors.ptr(),p_uvs.ptr());
  6107. _rinfo.ci_draw_commands++;
  6108. }
  6109. 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) {
  6110. bool do_colors=false;
  6111. Color m;
  6112. if (p_singlecolor) {
  6113. m = *p_colors;
  6114. m.a*=canvas_opacity;
  6115. _set_color_attrib(m);
  6116. } else if (!p_colors) {
  6117. m = Color(1, 1, 1, canvas_opacity);
  6118. _set_color_attrib(m);
  6119. } else
  6120. do_colors=true;
  6121. Texture *texture = _bind_canvas_texture(p_texture);
  6122. #ifndef GLES_NO_CLIENT_ARRAYS
  6123. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  6124. glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
  6125. if (do_colors) {
  6126. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  6127. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
  6128. } else {
  6129. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  6130. }
  6131. if (texture && p_uvs) {
  6132. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  6133. glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
  6134. } else {
  6135. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  6136. }
  6137. if (p_indices) {
  6138. #ifdef GLEW_ENABLED
  6139. glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
  6140. #else
  6141. static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
  6142. ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
  6143. static uint16_t _draw_poly_indices[_max_draw_poly_indices];
  6144. for (int i=0; i<p_vertex_count; i++) {
  6145. _draw_poly_indices[i] = p_indices[i];
  6146. };
  6147. glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, _draw_poly_indices );
  6148. #endif
  6149. } else {
  6150. glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
  6151. }
  6152. #else //WebGL specific impl.
  6153. glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
  6154. float *b = GlobalVertexBuffer;
  6155. int ofs = 0;
  6156. if(p_vertex_count > MAX_POLYGON_VERTICES){
  6157. print_line("Too many vertices to render");
  6158. return;
  6159. }
  6160. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  6161. glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
  6162. for(int i=0;i<p_vertex_count;i++) {
  6163. b[ofs++]=p_vertices[i].x;
  6164. b[ofs++]=p_vertices[i].y;
  6165. }
  6166. if (p_colors && do_colors) {
  6167. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  6168. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
  6169. for(int i=0;i<p_vertex_count;i++) {
  6170. b[ofs++]=p_colors[i].r;
  6171. b[ofs++]=p_colors[i].g;
  6172. b[ofs++]=p_colors[i].b;
  6173. b[ofs++]=p_colors[i].a;
  6174. }
  6175. } else {
  6176. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  6177. }
  6178. if (p_uvs) {
  6179. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  6180. glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
  6181. for(int i=0;i<p_vertex_count;i++) {
  6182. b[ofs++]=p_uvs[i].x;
  6183. b[ofs++]=p_uvs[i].y;
  6184. }
  6185. } else {
  6186. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  6187. }
  6188. glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
  6189. //bind the indices buffer.
  6190. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
  6191. static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
  6192. ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
  6193. static uint16_t _draw_poly_indices[_max_draw_poly_indices];
  6194. for (int i=0; i<p_vertex_count; i++) {
  6195. _draw_poly_indices[i] = p_indices[i];
  6196. //OS::get_singleton()->print("ind: %d ", p_indices[i]);
  6197. };
  6198. //copy the data to GPU.
  6199. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);
  6200. //draw the triangles.
  6201. glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);
  6202. glBindBuffer(GL_ARRAY_BUFFER, 0);
  6203. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  6204. #endif
  6205. _rinfo.ci_draw_commands++;
  6206. };
  6207. void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) {
  6208. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,p_transform);
  6209. //canvas_transform = Variant(p_transform);
  6210. }
  6211. RID RasterizerGLES2::canvas_light_occluder_create() {
  6212. CanvasOccluder *co = memnew( CanvasOccluder );
  6213. co->index_id=0;
  6214. co->vertex_id=0;
  6215. co->len=0;
  6216. return canvas_occluder_owner.make_rid(co);
  6217. }
  6218. void RasterizerGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines) {
  6219. CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
  6220. ERR_FAIL_COND(!co);
  6221. co->lines=p_lines;
  6222. if (p_lines.size()!=co->len) {
  6223. if (co->index_id)
  6224. glDeleteBuffers(1,&co->index_id);
  6225. if (co->vertex_id)
  6226. glDeleteBuffers(1,&co->vertex_id);
  6227. co->index_id=0;
  6228. co->vertex_id=0;
  6229. co->len=0;
  6230. }
  6231. if (p_lines.size()) {
  6232. DVector<float> geometry;
  6233. DVector<uint16_t> indices;
  6234. int lc = p_lines.size();
  6235. geometry.resize(lc*6);
  6236. indices.resize(lc*3);
  6237. DVector<float>::Write vw=geometry.write();
  6238. DVector<uint16_t>::Write iw=indices.write();
  6239. DVector<Vector2>::Read lr=p_lines.read();
  6240. const int POLY_HEIGHT = 16384;
  6241. for(int i=0;i<lc/2;i++) {
  6242. vw[i*12+0]=lr[i*2+0].x;
  6243. vw[i*12+1]=lr[i*2+0].y;
  6244. vw[i*12+2]=POLY_HEIGHT;
  6245. vw[i*12+3]=lr[i*2+1].x;
  6246. vw[i*12+4]=lr[i*2+1].y;
  6247. vw[i*12+5]=POLY_HEIGHT;
  6248. vw[i*12+6]=lr[i*2+1].x;
  6249. vw[i*12+7]=lr[i*2+1].y;
  6250. vw[i*12+8]=-POLY_HEIGHT;
  6251. vw[i*12+9]=lr[i*2+0].x;
  6252. vw[i*12+10]=lr[i*2+0].y;
  6253. vw[i*12+11]=-POLY_HEIGHT;
  6254. iw[i*6+0]=i*4+0;
  6255. iw[i*6+1]=i*4+1;
  6256. iw[i*6+2]=i*4+2;
  6257. iw[i*6+3]=i*4+2;
  6258. iw[i*6+4]=i*4+3;
  6259. iw[i*6+5]=i*4+0;
  6260. }
  6261. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  6262. if (!co->vertex_id) {
  6263. glGenBuffers(1,&co->vertex_id);
  6264. glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
  6265. glBufferData(GL_ARRAY_BUFFER,lc*6*sizeof(real_t),vw.ptr(),GL_STATIC_DRAW);
  6266. } else {
  6267. glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
  6268. glBufferSubData(GL_ARRAY_BUFFER,0,lc*6*sizeof(real_t),vw.ptr());
  6269. }
  6270. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  6271. if (!co->index_id) {
  6272. glGenBuffers(1,&co->index_id);
  6273. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
  6274. glBufferData(GL_ELEMENT_ARRAY_BUFFER,lc*3*sizeof(uint16_t),iw.ptr(),GL_STATIC_DRAW);
  6275. } else {
  6276. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
  6277. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,lc*3*sizeof(uint16_t),iw.ptr());
  6278. }
  6279. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
  6280. co->len=lc;
  6281. }
  6282. }
  6283. RID RasterizerGLES2::canvas_light_shadow_buffer_create(int p_width) {
  6284. CanvasLightShadow *cls = memnew( CanvasLightShadow );
  6285. if (p_width>max_texture_size)
  6286. p_width=max_texture_size;
  6287. cls->size=p_width;
  6288. glActiveTexture(GL_TEXTURE0);
  6289. glGenFramebuffers(1, &cls->fbo);
  6290. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  6291. // Create a render buffer
  6292. glGenRenderbuffers(1, &cls->rbo);
  6293. glBindRenderbuffer(GL_RENDERBUFFER, cls->rbo);
  6294. // Create a texture for storing the depth
  6295. glGenTextures(1, &cls->depth);
  6296. glBindTexture(GL_TEXTURE_2D, cls->depth);
  6297. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  6298. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  6299. // Remove artifact on the edges of the shadowmap
  6300. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  6301. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  6302. cls->height=16;
  6303. //print_line("ERROR? "+itos(glGetError()));
  6304. if ( read_depth_supported ) {
  6305. // We'll use a depth texture to store the depths in the shadow map
  6306. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cls->size, cls->height, 0,
  6307. GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  6308. #ifdef GLEW_ENABLED
  6309. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  6310. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  6311. #endif
  6312. // Attach the depth texture to FBO depth attachment point
  6313. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  6314. GL_TEXTURE_2D, cls->depth, 0);
  6315. #ifdef GLEW_ENABLED
  6316. glDrawBuffer(GL_NONE);
  6317. #endif
  6318. } else {
  6319. // We'll use a RGBA texture into which we pack the depth info
  6320. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0,
  6321. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  6322. // Attach the RGBA texture to FBO color attachment point
  6323. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  6324. GL_TEXTURE_2D, cls->depth, 0);
  6325. cls->rgba=cls->depth;
  6326. // Allocate 16-bit depth buffer
  6327. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
  6328. // Attach the render buffer as depth buffer - will be ignored
  6329. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  6330. GL_RENDERBUFFER, cls->rbo);
  6331. }
  6332. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  6333. //printf("errnum: %x\n",status);
  6334. #ifdef GLEW_ENABLED
  6335. if (read_depth_supported) {
  6336. //glDrawBuffer(GL_BACK);
  6337. }
  6338. #endif
  6339. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  6340. DEBUG_TEST_ERROR("2D Shadow Buffer Init");
  6341. ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() );
  6342. #ifdef GLEW_ENABLED
  6343. if (read_depth_supported) {
  6344. //glDrawBuffer(GL_BACK);
  6345. }
  6346. #endif
  6347. return canvas_light_shadow_owner.make_rid(cls);
  6348. }
  6349. 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) {
  6350. CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_buffer);
  6351. ERR_FAIL_COND(!cls);
  6352. glDisable(GL_BLEND);
  6353. glDisable(GL_SCISSOR_TEST);
  6354. glDisable(GL_DITHER);
  6355. glDisable(GL_CULL_FACE);
  6356. glDepthFunc(GL_LEQUAL);
  6357. glEnable(GL_DEPTH_TEST);
  6358. glDepthMask(true);
  6359. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  6360. if (!use_rgba_shadowmaps)
  6361. glColorMask(0, 0, 0, 0);
  6362. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  6363. canvas_shadow_shader.bind();
  6364. glViewport(0, 0, cls->size,cls->height);
  6365. _glClearDepth(1.0f);
  6366. glClearColor(1,1,1,1);
  6367. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  6368. VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  6369. for(int i=0;i<4;i++) {
  6370. //make sure it remains orthogonal, makes easy to read angle later
  6371. Transform light;
  6372. light.origin[0]=p_light_xform[2][0];
  6373. light.origin[1]=p_light_xform[2][1];
  6374. light.basis[0][0]=p_light_xform[0][0];
  6375. light.basis[0][1]=p_light_xform[1][0];
  6376. light.basis[1][0]=p_light_xform[0][1];
  6377. light.basis[1][1]=p_light_xform[1][1];
  6378. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  6379. /// p_near=1;
  6380. CameraMatrix projection;
  6381. {
  6382. real_t fov = 90;
  6383. real_t near = p_near;
  6384. real_t far = p_far;
  6385. real_t aspect = 1.0;
  6386. real_t ymax = near * Math::tan( Math::deg2rad( fov * 0.5 ) );
  6387. real_t ymin = - ymax;
  6388. real_t xmin = ymin * aspect;
  6389. real_t xmax = ymax * aspect;
  6390. projection.set_frustum( xmin, xmax, ymin, ymax, near, far );
  6391. }
  6392. Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0));
  6393. projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse());
  6394. canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX,projection);
  6395. canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX,light);
  6396. if (i==0)
  6397. *p_xform_cache=projection;
  6398. glViewport(0, (cls->height/4)*i, cls->size,cls->height/4);
  6399. CanvasLightOccluderInstance *instance=p_occluders;
  6400. while(instance) {
  6401. CanvasOccluder *cc = canvas_occluder_owner.get(instance->polygon_buffer);
  6402. if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) {
  6403. instance=instance->next;
  6404. continue;
  6405. }
  6406. canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX,instance->xform_cache);
  6407. if (cull!=instance->cull_cache) {
  6408. cull=instance->cull_cache;
  6409. switch(cull) {
  6410. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  6411. glDisable(GL_CULL_FACE);
  6412. } break;
  6413. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  6414. glEnable(GL_CULL_FACE);
  6415. glCullFace(GL_FRONT);
  6416. } break;
  6417. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  6418. glEnable(GL_CULL_FACE);
  6419. glCullFace(GL_BACK);
  6420. } break;
  6421. }
  6422. }
  6423. /*
  6424. if (i==0) {
  6425. for(int i=0;i<cc->lines.size();i++) {
  6426. Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
  6427. Plane pp(Vector3(p.x,p.y,0),1);
  6428. pp.normal = light.xform(pp.normal);
  6429. pp = projection.xform4(pp);
  6430. print_line(itos(i)+": "+pp.normal/pp.d);
  6431. //pp=light_mat.xform4(pp);
  6432. //print_line(itos(i)+": "+pp.normal/pp.d);
  6433. }
  6434. }
  6435. */
  6436. glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id);
  6437. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id);
  6438. glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
  6439. glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0);
  6440. instance=instance->next;
  6441. }
  6442. }
  6443. glDisableVertexAttribArray(VS::ARRAY_VERTEX);
  6444. glBindBuffer(GL_ARRAY_BUFFER,0);
  6445. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  6446. if (shadow_filter==SHADOW_FILTER_ESM) {
  6447. //blur the buffer
  6448. #if 0
  6449. //this is ignord, it did not make any difference..
  6450. if (read_depth_supported) {
  6451. glDepthFunc(GL_ALWAYS);
  6452. } else {
  6453. glDisable(GL_DEPTH_TEST);
  6454. glDepthMask(false);
  6455. }
  6456. glDisable(GL_CULL_FACE);
  6457. glViewport(0, 0, cls->size,cls->height);
  6458. int passes=1;
  6459. CanvasLightShadow *blur = canvas_light_shadow_owner.get(canvas_shadow_blur);
  6460. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,true);
  6461. copy_shader.bind();
  6462. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,1);
  6463. copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,1);
  6464. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  6465. for(int i=0;i<passes;i++) {
  6466. glBindFramebuffer(GL_FRAMEBUFFER, blur->fbo);
  6467. glActiveTexture(GL_TEXTURE0);
  6468. if (read_depth_supported)
  6469. glBindTexture(GL_TEXTURE_2D,cls->depth);
  6470. else
  6471. glBindTexture(GL_TEXTURE_2D,cls->rgba);
  6472. {
  6473. Vector2 src_sb_uv[4]={
  6474. Vector2( 0, 1),
  6475. Vector2( 1, 1),
  6476. Vector2( 1, 0),
  6477. Vector2( 0, 0)
  6478. };
  6479. static const Vector2 dst_pos[4]={
  6480. Vector2(-1, 1),
  6481. Vector2( 1, 1),
  6482. Vector2( 1,-1),
  6483. Vector2(-1,-1)
  6484. };
  6485. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/cls->size);
  6486. _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
  6487. }
  6488. glActiveTexture(GL_TEXTURE0);
  6489. if (read_depth_supported)
  6490. glBindTexture(GL_TEXTURE_2D,blur->depth);
  6491. else
  6492. glBindTexture(GL_TEXTURE_2D,blur->rgba);
  6493. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  6494. {
  6495. float hlimit = float(cls->size) / blur->size;
  6496. //hlimit*=2.0;
  6497. Vector2 src_sb_uv[4]={
  6498. Vector2( 0, 1),
  6499. Vector2( hlimit, 1),
  6500. Vector2( hlimit, 0),
  6501. Vector2( 0, 0)
  6502. };
  6503. static const Vector2 dst_pos[4]={
  6504. Vector2(-1, 1),
  6505. Vector2( 1, 1),
  6506. Vector2( 1,-1),
  6507. Vector2(-1,-1)
  6508. };
  6509. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Vector2(1.0,1.0)/blur->size);
  6510. _draw_gui_primitive(4,dst_pos,NULL,src_sb_uv);
  6511. }
  6512. }
  6513. copy_shader.set_conditional(CopyShaderGLES2::SHADOW_BLUR_H_PASS,false);
  6514. glDepthFunc(GL_LEQUAL);
  6515. #endif
  6516. }
  6517. glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
  6518. glColorMask(1, 1, 1, 1);
  6519. }
  6520. void RasterizerGLES2::canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow) {
  6521. CanvasLight* light=p_lights_with_shadow;
  6522. canvas_begin(); //reset
  6523. int h = 10;
  6524. int w = viewport.width;
  6525. int ofs = h;
  6526. //print_line(" debug lights ");
  6527. while(light) {
  6528. // print_line("debug light");
  6529. if (light->shadow_buffer.is_valid()) {
  6530. // print_line("sb is valid");
  6531. CanvasLightShadow * sb = canvas_light_shadow_owner.get(light->shadow_buffer);
  6532. if (sb) {
  6533. glActiveTexture(GL_TEXTURE0);
  6534. if (read_depth_supported)
  6535. glBindTexture(GL_TEXTURE_2D,sb->depth);
  6536. else
  6537. glBindTexture(GL_TEXTURE_2D,sb->rgba);
  6538. _draw_textured_quad(Rect2(h,ofs,w-h*2,h),Rect2(0,0,sb->size,10),Size2(sb->size,10),false,false);
  6539. ofs+=h*2;
  6540. }
  6541. }
  6542. light=light->shadows_next_ptr;
  6543. }
  6544. }
  6545. void RasterizerGLES2::_canvas_normal_set_flip(const Vector2& p_flip) {
  6546. if (p_flip==normal_flip)
  6547. return;
  6548. normal_flip=p_flip;
  6549. canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,normal_flip);
  6550. }
  6551. template<bool use_normalmap>
  6552. void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip) {
  6553. int cc=p_item->commands.size();
  6554. CanvasItem::Command **commands = p_item->commands.ptr();
  6555. for(int i=0;i<cc;i++) {
  6556. CanvasItem::Command *c=commands[i];
  6557. switch(c->type) {
  6558. case CanvasItem::Command::TYPE_LINE: {
  6559. CanvasItem::CommandLine* line = static_cast<CanvasItem::CommandLine*>(c);
  6560. canvas_draw_line(line->from,line->to,line->color,line->width,line->antialiased);
  6561. } break;
  6562. case CanvasItem::Command::TYPE_RECT: {
  6563. CanvasItem::CommandRect* rect = static_cast<CanvasItem::CommandRect*>(c);
  6564. // 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);
  6565. #if 0
  6566. int flags=0;
  6567. if (rect->flags&CanvasItem::CommandRect::FLAG_REGION) {
  6568. flags|=Rasterizer::CANVAS_RECT_REGION;
  6569. }
  6570. if (rect->flags&CanvasItem::CommandRect::FLAG_TILE) {
  6571. flags|=Rasterizer::CANVAS_RECT_TILE;
  6572. }
  6573. if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H) {
  6574. flags|=Rasterizer::CANVAS_RECT_FLIP_H;
  6575. }
  6576. if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V) {
  6577. flags|=Rasterizer::CANVAS_RECT_FLIP_V;
  6578. }
  6579. #else
  6580. int flags=rect->flags;
  6581. #endif
  6582. if (use_normalmap)
  6583. _canvas_normal_set_flip(Vector2((flags&CANVAS_RECT_FLIP_H)?-1:1,(flags&CANVAS_RECT_FLIP_V)?-1:1));
  6584. canvas_draw_rect(rect->rect,flags,rect->source,rect->texture,rect->modulate);
  6585. } break;
  6586. case CanvasItem::Command::TYPE_STYLE: {
  6587. CanvasItem::CommandStyle* style = static_cast<CanvasItem::CommandStyle*>(c);
  6588. if (use_normalmap)
  6589. _canvas_normal_set_flip(Vector2(1,1));
  6590. canvas_draw_style_box(style->rect,style->source,style->texture,style->margin,style->draw_center,style->color);
  6591. } break;
  6592. case CanvasItem::Command::TYPE_PRIMITIVE: {
  6593. if (use_normalmap)
  6594. _canvas_normal_set_flip(Vector2(1,1));
  6595. CanvasItem::CommandPrimitive* primitive = static_cast<CanvasItem::CommandPrimitive*>(c);
  6596. canvas_draw_primitive(primitive->points,primitive->colors,primitive->uvs,primitive->texture,primitive->width);
  6597. } break;
  6598. case CanvasItem::Command::TYPE_POLYGON: {
  6599. if (use_normalmap)
  6600. _canvas_normal_set_flip(Vector2(1,1));
  6601. CanvasItem::CommandPolygon* polygon = static_cast<CanvasItem::CommandPolygon*>(c);
  6602. canvas_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
  6603. } break;
  6604. case CanvasItem::Command::TYPE_POLYGON_PTR: {
  6605. if (use_normalmap)
  6606. _canvas_normal_set_flip(Vector2(1,1));
  6607. CanvasItem::CommandPolygonPtr* polygon = static_cast<CanvasItem::CommandPolygonPtr*>(c);
  6608. canvas_draw_polygon(polygon->count,polygon->indices,polygon->points,polygon->uvs,polygon->colors,polygon->texture,false);
  6609. } break;
  6610. case CanvasItem::Command::TYPE_CIRCLE: {
  6611. CanvasItem::CommandCircle* circle = static_cast<CanvasItem::CommandCircle*>(c);
  6612. static const int numpoints=32;
  6613. Vector2 points[numpoints+1];
  6614. points[numpoints]=circle->pos;
  6615. int indices[numpoints*3];
  6616. for(int i=0;i<numpoints;i++) {
  6617. points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius;
  6618. indices[i*3+0]=i;
  6619. indices[i*3+1]=(i+1)%numpoints;
  6620. indices[i*3+2]=numpoints;
  6621. }
  6622. canvas_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
  6623. //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
  6624. } break;
  6625. case CanvasItem::Command::TYPE_TRANSFORM: {
  6626. CanvasItem::CommandTransform* transform = static_cast<CanvasItem::CommandTransform*>(c);
  6627. canvas_set_transform(transform->xform);
  6628. } break;
  6629. case CanvasItem::Command::TYPE_BLEND_MODE: {
  6630. CanvasItem::CommandBlendMode* bm = static_cast<CanvasItem::CommandBlendMode*>(c);
  6631. canvas_set_blend_mode(bm->blend_mode);
  6632. } break;
  6633. case CanvasItem::Command::TYPE_CLIP_IGNORE: {
  6634. CanvasItem::CommandClipIgnore* ci = static_cast<CanvasItem::CommandClipIgnore*>(c);
  6635. if (current_clip) {
  6636. if (ci->ignore!=reclip) {
  6637. if (ci->ignore) {
  6638. glDisable(GL_SCISSOR_TEST);
  6639. reclip=true;
  6640. } else {
  6641. glEnable(GL_SCISSOR_TEST);
  6642. //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)),
  6643. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  6644. int x;
  6645. int y;
  6646. int w;
  6647. int h;
  6648. if (current_rt) {
  6649. x = current_clip->final_clip_rect.pos.x;
  6650. y = current_clip->final_clip_rect.pos.y;
  6651. w = current_clip->final_clip_rect.size.x;
  6652. h = current_clip->final_clip_rect.size.y;
  6653. }
  6654. else {
  6655. x = current_clip->final_clip_rect.pos.x;
  6656. y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
  6657. w = current_clip->final_clip_rect.size.x;
  6658. h = current_clip->final_clip_rect.size.y;
  6659. }
  6660. glScissor(x,y,w,h);
  6661. reclip=false;
  6662. }
  6663. }
  6664. }
  6665. } break;
  6666. }
  6667. }
  6668. }
  6669. void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) {
  6670. if (canvas_shader.bind())
  6671. rebind_texpixel_size=true;
  6672. if (material->shader_version!=shader->version) {
  6673. //todo optimize uniforms
  6674. material->shader_version=shader->version;
  6675. }
  6676. if (shader->has_texscreen && framebuffer.active) {
  6677. int x = viewport.x;
  6678. int y = window_size.height-(viewport.height+viewport.y);
  6679. canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
  6680. 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));
  6681. canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
  6682. glActiveTexture(GL_TEXTURE0+max_texture_units-1);
  6683. glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
  6684. if (framebuffer.scale==1 && !canvas_texscreen_used) {
  6685. #ifdef GLEW_ENABLED
  6686. if (current_rt) {
  6687. glReadBuffer(GL_COLOR_ATTACHMENT0);
  6688. } else {
  6689. glReadBuffer(GL_BACK);
  6690. }
  6691. #endif
  6692. if (current_rt) {
  6693. glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
  6694. 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));
  6695. //window_size.height-(viewport.height+viewport.y)
  6696. } else {
  6697. glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
  6698. }
  6699. // if (current_clip) {
  6700. // // print_line(" a clip ");
  6701. // }
  6702. canvas_texscreen_used=true;
  6703. }
  6704. glActiveTexture(GL_TEXTURE0);
  6705. }
  6706. if (shader->has_screen_uv) {
  6707. canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
  6708. }
  6709. uses_texpixel_size=shader->uses_texpixel_size;
  6710. }
  6711. void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* shader) {
  6712. //this can be optimized..
  6713. int tex_id=1;
  6714. int idx=0;
  6715. for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
  6716. Map<StringName,Variant>::Element *F=material->shader_param.find(E->key());
  6717. if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) {
  6718. RID rid;
  6719. if (F) {
  6720. rid=F->get();
  6721. }
  6722. if (!rid.is_valid()) {
  6723. Map<StringName,RID>::Element *DT=shader->default_textures.find(E->key());
  6724. if (DT) {
  6725. rid=DT->get();
  6726. }
  6727. }
  6728. if (rid.is_valid()) {
  6729. int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
  6730. glActiveTexture(GL_TEXTURE0+tex_id);
  6731. Texture *t=texture_owner.get(rid);
  6732. if (!t)
  6733. glBindTexture(GL_TEXTURE_2D,white_tex);
  6734. else
  6735. glBindTexture(t->target,t->tex_id);
  6736. glUniform1i(loc,tex_id);
  6737. tex_id++;
  6738. }
  6739. } else {
  6740. Variant &v=F?F->get():E->get().default_value;
  6741. canvas_shader.set_custom_uniform(idx,v);
  6742. }
  6743. idx++;
  6744. }
  6745. if (tex_id>1) {
  6746. glActiveTexture(GL_TEXTURE0);
  6747. }
  6748. if (shader->uses_time) {
  6749. canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,shader_time_rollback));
  6750. draw_next_frame=true;
  6751. }
  6752. //if uses TIME - draw_next_frame=true
  6753. }
  6754. void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light) {
  6755. CanvasItem *current_clip=NULL;
  6756. Shader *shader_cache=NULL;
  6757. bool rebind_shader=true;
  6758. canvas_opacity=1.0;
  6759. canvas_use_modulate=p_modulate!=Color(1,1,1,1);
  6760. canvas_modulate=p_modulate;
  6761. canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
  6762. canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
  6763. bool reset_modulate=false;
  6764. bool prev_distance_field=false;
  6765. while(p_item_list) {
  6766. CanvasItem *ci=p_item_list;
  6767. if (ci->vp_render) {
  6768. if (draw_viewport_func) {
  6769. draw_viewport_func(ci->vp_render->owner,ci->vp_render->udata,ci->vp_render->rect);
  6770. }
  6771. memdelete(ci->vp_render);
  6772. ci->vp_render=NULL;
  6773. canvas_last_material=NULL;
  6774. canvas_use_modulate=p_modulate!=Color(1,1,1,1);
  6775. canvas_modulate=p_modulate;
  6776. canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
  6777. canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,false);
  6778. prev_distance_field=false;
  6779. rebind_shader=true;
  6780. reset_modulate=true;
  6781. }
  6782. if (prev_distance_field!=ci->distance_field) {
  6783. canvas_shader.set_conditional(CanvasShaderGLES2::USE_DISTANCE_FIELD,ci->distance_field);
  6784. prev_distance_field=ci->distance_field;
  6785. rebind_shader=true;
  6786. }
  6787. if (current_clip!=ci->final_clip_owner) {
  6788. current_clip=ci->final_clip_owner;
  6789. //setup clip
  6790. if (current_clip) {
  6791. glEnable(GL_SCISSOR_TEST);
  6792. //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)),
  6793. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  6794. /* int x = viewport.x+current_clip->final_clip_rect.pos.x;
  6795. int y = window_size.height-(viewport.y+current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.y);
  6796. int w = current_clip->final_clip_rect.size.x;
  6797. int h = current_clip->final_clip_rect.size.y;
  6798. */
  6799. int x;
  6800. int y;
  6801. int w;
  6802. int h;
  6803. if (current_rt) {
  6804. x = current_clip->final_clip_rect.pos.x;
  6805. y = current_clip->final_clip_rect.pos.y;
  6806. w = current_clip->final_clip_rect.size.x;
  6807. h = current_clip->final_clip_rect.size.y;
  6808. }
  6809. else {
  6810. x = current_clip->final_clip_rect.pos.x;
  6811. y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
  6812. w = current_clip->final_clip_rect.size.x;
  6813. h = current_clip->final_clip_rect.size.y;
  6814. }
  6815. glScissor(x,y,w,h);
  6816. } else {
  6817. glDisable(GL_SCISSOR_TEST);
  6818. }
  6819. }
  6820. if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {
  6821. Rect2 rect;
  6822. int x,y;
  6823. if (ci->copy_back_buffer->full) {
  6824. x = viewport.x;
  6825. y = window_size.height-(viewport.height+viewport.y);
  6826. } else {
  6827. x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
  6828. y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
  6829. }
  6830. glActiveTexture(GL_TEXTURE0+max_texture_units-1);
  6831. glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
  6832. #ifdef GLEW_ENABLED
  6833. if (current_rt) {
  6834. glReadBuffer(GL_COLOR_ATTACHMENT0);
  6835. } else {
  6836. glReadBuffer(GL_BACK);
  6837. }
  6838. #endif
  6839. if (current_rt) {
  6840. glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
  6841. //window_size.height-(viewport.height+viewport.y)
  6842. } else {
  6843. glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
  6844. }
  6845. canvas_texscreen_used=true;
  6846. glActiveTexture(GL_TEXTURE0);
  6847. }
  6848. //begin rect
  6849. CanvasItem *material_owner = ci->material_owner?ci->material_owner:ci;
  6850. CanvasItemMaterial *material = material_owner->material;
  6851. if (material!=canvas_last_material || rebind_shader) {
  6852. Shader *shader = NULL;
  6853. if (material && material->shader.is_valid()) {
  6854. shader = shader_owner.get(material->shader);
  6855. if (shader && !shader->valid) {
  6856. shader=NULL;
  6857. }
  6858. }
  6859. shader_cache=shader;
  6860. if (shader) {
  6861. canvas_shader.set_custom_shader(shader->custom_code_id);
  6862. _canvas_item_setup_shader_params(material,shader);
  6863. } else {
  6864. shader_cache=NULL;
  6865. canvas_shader.set_custom_shader(0);
  6866. canvas_shader.bind();
  6867. uses_texpixel_size=false;
  6868. }
  6869. canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
  6870. if (canvas_use_modulate)
  6871. reset_modulate=true;
  6872. canvas_last_material=material;
  6873. rebind_shader=false;
  6874. }
  6875. if (material && shader_cache) {
  6876. _canvas_item_setup_shader_uniforms(material,shader_cache);
  6877. }
  6878. bool unshaded = (material && material->shading_mode==VS::CANVAS_ITEM_SHADING_UNSHADED) || ci->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX;
  6879. if (unshaded) {
  6880. canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,Color(1,1,1,1));
  6881. reset_modulate=true;
  6882. } else if (reset_modulate) {
  6883. canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
  6884. reset_modulate=false;
  6885. }
  6886. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
  6887. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
  6888. bool reclip=false;
  6889. if (ci==p_item_list || ci->blend_mode!=canvas_blend_mode) {
  6890. switch(ci->blend_mode) {
  6891. case VS::MATERIAL_BLEND_MODE_MIX: {
  6892. glBlendEquation(GL_FUNC_ADD);
  6893. if (current_rt && current_rt_transparent) {
  6894. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  6895. }
  6896. else {
  6897. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  6898. }
  6899. } break;
  6900. case VS::MATERIAL_BLEND_MODE_ADD: {
  6901. glBlendEquation(GL_FUNC_ADD);
  6902. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  6903. } break;
  6904. case VS::MATERIAL_BLEND_MODE_SUB: {
  6905. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  6906. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  6907. } break;
  6908. case VS::MATERIAL_BLEND_MODE_MUL: {
  6909. glBlendEquation(GL_FUNC_ADD);
  6910. glBlendFunc(GL_DST_COLOR,GL_ZERO);
  6911. } break;
  6912. case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
  6913. glBlendEquation(GL_FUNC_ADD);
  6914. glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
  6915. } break;
  6916. }
  6917. canvas_blend_mode=ci->blend_mode;
  6918. }
  6919. canvas_opacity = ci->final_opacity;
  6920. if (unshaded || (p_modulate.a>0.001 && (!material || material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT) && !ci->light_masked ))
  6921. _canvas_item_render_commands<false>(ci,current_clip,reclip);
  6922. if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light && !unshaded) {
  6923. CanvasLight *light = p_light;
  6924. bool light_used=false;
  6925. VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD;
  6926. while(light) {
  6927. 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)) {
  6928. //intersects this light
  6929. if (!light_used || mode!=light->mode) {
  6930. mode=light->mode;
  6931. switch(mode) {
  6932. case VS::CANVAS_LIGHT_MODE_ADD: {
  6933. glBlendEquation(GL_FUNC_ADD);
  6934. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  6935. } break;
  6936. case VS::CANVAS_LIGHT_MODE_SUB: {
  6937. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  6938. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  6939. } break;
  6940. case VS::CANVAS_LIGHT_MODE_MIX:
  6941. case VS::CANVAS_LIGHT_MODE_MASK: {
  6942. glBlendEquation(GL_FUNC_ADD);
  6943. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  6944. } break;
  6945. }
  6946. }
  6947. if (!light_used) {
  6948. canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,true);
  6949. canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
  6950. light_used=true;
  6951. normal_flip=Vector2(1,1);
  6952. }
  6953. bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask;
  6954. canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,has_shadow);
  6955. bool light_rebind = canvas_shader.bind();
  6956. if (light_rebind) {
  6957. if (material && shader_cache) {
  6958. _canvas_item_setup_shader_params(material,shader_cache);
  6959. _canvas_item_setup_shader_uniforms(material,shader_cache);
  6960. }
  6961. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
  6962. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
  6963. canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
  6964. if (canvas_use_modulate)
  6965. canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
  6966. canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,Vector2(1,1));
  6967. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE,1.0/light->shadow_buffer_size);
  6968. }
  6969. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX,light->light_shader_xform);
  6970. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos);
  6971. 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));
  6972. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height);
  6973. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX,light->xform_cache.affine_inverse());
  6974. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA,light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0);
  6975. if (has_shadow) {
  6976. CanvasLightShadow *cls = canvas_light_shadow_owner.get(light->shadow_buffer);
  6977. glActiveTexture(GL_TEXTURE0+max_texture_units-3);
  6978. if (read_depth_supported)
  6979. glBindTexture(GL_TEXTURE_2D,cls->depth);
  6980. else
  6981. glBindTexture(GL_TEXTURE_2D,cls->rgba);
  6982. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_TEXTURE,max_texture_units-3);
  6983. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
  6984. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  6985. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);
  6986. }
  6987. glActiveTexture(GL_TEXTURE0+max_texture_units-2);
  6988. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_TEXTURE,max_texture_units-2);
  6989. Texture *t = texture_owner.get(light->texture);
  6990. if (!t) {
  6991. glBindTexture(GL_TEXTURE_2D,white_tex);
  6992. } else {
  6993. glBindTexture(t->target,t->tex_id);
  6994. }
  6995. glActiveTexture(GL_TEXTURE0);
  6996. _canvas_item_render_commands<true>(ci,current_clip,reclip); //redraw using light
  6997. }
  6998. light=light->next_ptr;
  6999. }
  7000. if (light_used) {
  7001. canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,false);
  7002. canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
  7003. canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS,false);
  7004. canvas_shader.bind();
  7005. if (material && shader_cache) {
  7006. _canvas_item_setup_shader_params(material,shader_cache);
  7007. _canvas_item_setup_shader_uniforms(material,shader_cache);
  7008. }
  7009. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
  7010. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
  7011. if (canvas_use_modulate)
  7012. canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
  7013. glBlendEquation(GL_FUNC_ADD);
  7014. if (current_rt && current_rt_transparent) {
  7015. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  7016. }
  7017. else {
  7018. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  7019. }
  7020. }
  7021. }
  7022. if (reclip) {
  7023. glEnable(GL_SCISSOR_TEST);
  7024. //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)),
  7025. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  7026. int x;
  7027. int y;
  7028. int w;
  7029. int h;
  7030. if (current_rt) {
  7031. x = current_clip->final_clip_rect.pos.x;
  7032. y = current_clip->final_clip_rect.pos.y;
  7033. w = current_clip->final_clip_rect.size.x;
  7034. h = current_clip->final_clip_rect.size.y;
  7035. }
  7036. else {
  7037. x = current_clip->final_clip_rect.pos.x;
  7038. y = window_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
  7039. w = current_clip->final_clip_rect.size.x;
  7040. h = current_clip->final_clip_rect.size.y;
  7041. }
  7042. glScissor(x,y,w,h);
  7043. }
  7044. p_item_list=p_item_list->next;
  7045. }
  7046. if (current_clip) {
  7047. glDisable(GL_SCISSOR_TEST);
  7048. }
  7049. }
  7050. /* ENVIRONMENT */
  7051. RID RasterizerGLES2::environment_create() {
  7052. Environment * env = memnew( Environment );
  7053. return environment_owner.make_rid(env);
  7054. }
  7055. void RasterizerGLES2::environment_set_background(RID p_env,VS::EnvironmentBG p_bg) {
  7056. ERR_FAIL_INDEX(p_bg,VS::ENV_BG_MAX);
  7057. Environment * env = environment_owner.get(p_env);
  7058. ERR_FAIL_COND(!env);
  7059. env->bg_mode=p_bg;
  7060. }
  7061. VS::EnvironmentBG RasterizerGLES2::environment_get_background(RID p_env) const{
  7062. const Environment * env = environment_owner.get(p_env);
  7063. ERR_FAIL_COND_V(!env,VS::ENV_BG_MAX);
  7064. return env->bg_mode;
  7065. }
  7066. void RasterizerGLES2::environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value){
  7067. ERR_FAIL_INDEX(p_param,VS::ENV_BG_PARAM_MAX);
  7068. Environment * env = environment_owner.get(p_env);
  7069. ERR_FAIL_COND(!env);
  7070. env->bg_param[p_param]=p_value;
  7071. }
  7072. Variant RasterizerGLES2::environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const{
  7073. ERR_FAIL_INDEX_V(p_param,VS::ENV_BG_PARAM_MAX,Variant());
  7074. const Environment * env = environment_owner.get(p_env);
  7075. ERR_FAIL_COND_V(!env,Variant());
  7076. return env->bg_param[p_param];
  7077. }
  7078. void RasterizerGLES2::environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled){
  7079. ERR_FAIL_INDEX(p_effect,VS::ENV_FX_MAX);
  7080. Environment * env = environment_owner.get(p_env);
  7081. ERR_FAIL_COND(!env);
  7082. env->fx_enabled[p_effect]=p_enabled;
  7083. }
  7084. bool RasterizerGLES2::environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const{
  7085. ERR_FAIL_INDEX_V(p_effect,VS::ENV_FX_MAX,false);
  7086. const Environment * env = environment_owner.get(p_env);
  7087. ERR_FAIL_COND_V(!env,false);
  7088. return env->fx_enabled[p_effect];
  7089. }
  7090. void RasterizerGLES2::environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value){
  7091. ERR_FAIL_INDEX(p_param,VS::ENV_FX_PARAM_MAX);
  7092. Environment * env = environment_owner.get(p_env);
  7093. ERR_FAIL_COND(!env);
  7094. env->fx_param[p_param]=p_value;
  7095. }
  7096. Variant RasterizerGLES2::environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const{
  7097. ERR_FAIL_INDEX_V(p_param,VS::ENV_FX_PARAM_MAX,Variant());
  7098. const Environment * env = environment_owner.get(p_env);
  7099. ERR_FAIL_COND_V(!env,Variant());
  7100. return env->fx_param[p_param];
  7101. }
  7102. RID RasterizerGLES2::sampled_light_dp_create(int p_width,int p_height) {
  7103. SampledLight *slight = memnew(SampledLight);
  7104. slight->w=p_width;
  7105. slight->h=p_height;
  7106. slight->multiplier=1.0;
  7107. slight->is_float=float_linear_supported;
  7108. glActiveTexture(GL_TEXTURE0);
  7109. glGenTextures(1,&slight->texture);
  7110. glBindTexture(GL_TEXTURE_2D, slight->texture);
  7111. // for debug, but glitchy
  7112. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7113. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7114. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7115. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7116. // Remove artifact on the edges of the shadowmap
  7117. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7118. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7119. if (slight->is_float) {
  7120. #ifdef GLEW_ENABLED
  7121. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL);
  7122. #else
  7123. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_FLOAT,NULL);
  7124. #endif
  7125. } else {
  7126. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_width, p_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  7127. }
  7128. return sampled_light_owner.make_rid(slight);
  7129. }
  7130. void RasterizerGLES2::sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier) {
  7131. SampledLight *slight = sampled_light_owner.get(p_sampled_light);
  7132. ERR_FAIL_COND(!slight);
  7133. glActiveTexture(GL_TEXTURE0);
  7134. glBindTexture(GL_TEXTURE_2D, slight->texture);
  7135. if (slight->is_float) {
  7136. #ifdef GLEW_ENABLED
  7137. glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data);
  7138. #else
  7139. glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_FLOAT,p_data);
  7140. #endif
  7141. } else {
  7142. //convert to bytes
  7143. uint8_t *tex8 = (uint8_t*)alloca(slight->w*slight->h*4);
  7144. const float* src=(const float*)p_data;
  7145. for(int i=0;i<slight->w*slight->h*4;i++) {
  7146. tex8[i]=Math::fast_ftoi(CLAMP(src[i]*255.0,0.0,255.0));
  7147. }
  7148. glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,slight->w, slight->h, GL_RGBA, GL_UNSIGNED_BYTE,p_data);
  7149. }
  7150. slight->multiplier=p_multiplier;
  7151. }
  7152. /*MISC*/
  7153. bool RasterizerGLES2::is_texture(const RID& p_rid) const {
  7154. return texture_owner.owns(p_rid);
  7155. }
  7156. bool RasterizerGLES2::is_material(const RID& p_rid) const {
  7157. return material_owner.owns(p_rid);
  7158. }
  7159. bool RasterizerGLES2::is_mesh(const RID& p_rid) const {
  7160. return mesh_owner.owns(p_rid);
  7161. }
  7162. bool RasterizerGLES2::is_immediate(const RID& p_rid) const {
  7163. return immediate_owner.owns(p_rid);
  7164. }
  7165. bool RasterizerGLES2::is_multimesh(const RID& p_rid) const {
  7166. return multimesh_owner.owns(p_rid);
  7167. }
  7168. bool RasterizerGLES2::is_particles(const RID &p_beam) const {
  7169. return particles_owner.owns(p_beam);
  7170. }
  7171. bool RasterizerGLES2::is_light(const RID& p_rid) const {
  7172. return light_owner.owns(p_rid);
  7173. }
  7174. bool RasterizerGLES2::is_light_instance(const RID& p_rid) const {
  7175. return light_instance_owner.owns(p_rid);
  7176. }
  7177. bool RasterizerGLES2::is_particles_instance(const RID& p_rid) const {
  7178. return particles_instance_owner.owns(p_rid);
  7179. }
  7180. bool RasterizerGLES2::is_skeleton(const RID& p_rid) const {
  7181. return skeleton_owner.owns(p_rid);
  7182. }
  7183. bool RasterizerGLES2::is_environment(const RID& p_rid) const {
  7184. return environment_owner.owns(p_rid);
  7185. }
  7186. bool RasterizerGLES2::is_shader(const RID& p_rid) const {
  7187. return shader_owner.owns(p_rid);
  7188. }
  7189. bool RasterizerGLES2::is_canvas_light_occluder(const RID& p_rid) const {
  7190. return false;
  7191. }
  7192. void RasterizerGLES2::free(const RID& p_rid) {
  7193. if (texture_owner.owns(p_rid)) {
  7194. // delete the texture
  7195. Texture *texture = texture_owner.get(p_rid);
  7196. // glDeleteTextures( 1,&texture->tex_id );
  7197. _rinfo.texture_mem-=texture->total_data_size;
  7198. texture_owner.free(p_rid);
  7199. memdelete(texture);
  7200. } else if (shader_owner.owns(p_rid)) {
  7201. // delete the texture
  7202. Shader *shader = shader_owner.get(p_rid);
  7203. switch(shader->mode) {
  7204. case VS::SHADER_MATERIAL: {
  7205. material_shader.free_custom_shader(shader->custom_code_id);
  7206. } break;
  7207. case VS::SHADER_POST_PROCESS: {
  7208. //postprocess_shader.free_custom_shader(shader->custom_code_id);
  7209. } break;
  7210. }
  7211. if (shader->dirty_list.in_list())
  7212. _shader_dirty_list.remove(&shader->dirty_list);
  7213. //material_shader.free_custom_shader(shader->custom_code_id);
  7214. shader_owner.free(p_rid);
  7215. memdelete(shader);
  7216. } else if (material_owner.owns(p_rid)) {
  7217. Material *material = material_owner.get( p_rid );
  7218. ERR_FAIL_COND(!material);
  7219. _free_fixed_material(p_rid); //just in case
  7220. material_owner.free(p_rid);
  7221. memdelete(material);
  7222. } else if (mesh_owner.owns(p_rid)) {
  7223. Mesh *mesh = mesh_owner.get(p_rid);
  7224. ERR_FAIL_COND(!mesh);
  7225. for (int i=0;i<mesh->surfaces.size();i++) {
  7226. Surface *surface = mesh->surfaces[i];
  7227. if (surface->array_local != 0) {
  7228. memfree(surface->array_local);
  7229. };
  7230. if (surface->index_array_local != 0) {
  7231. memfree(surface->index_array_local);
  7232. };
  7233. if (mesh->morph_target_count>0) {
  7234. for(int i=0;i<mesh->morph_target_count;i++) {
  7235. memdelete_arr(surface->morph_targets_local[i].array);
  7236. }
  7237. memdelete_arr(surface->morph_targets_local);
  7238. surface->morph_targets_local=NULL;
  7239. }
  7240. if (surface->vertex_id)
  7241. glDeleteBuffers(1,&surface->vertex_id);
  7242. if (surface->index_id)
  7243. glDeleteBuffers(1,&surface->index_id);
  7244. memdelete( surface );
  7245. };
  7246. mesh->surfaces.clear();
  7247. mesh_owner.free(p_rid);
  7248. memdelete(mesh);
  7249. } else if (multimesh_owner.owns(p_rid)) {
  7250. MultiMesh *multimesh = multimesh_owner.get(p_rid);
  7251. ERR_FAIL_COND(!multimesh);
  7252. if (multimesh->tex_id) {
  7253. glDeleteTextures(1,&multimesh->tex_id);
  7254. }
  7255. multimesh_owner.free(p_rid);
  7256. memdelete(multimesh);
  7257. } else if (immediate_owner.owns(p_rid)) {
  7258. Immediate *immediate = immediate_owner.get(p_rid);
  7259. ERR_FAIL_COND(!immediate);
  7260. immediate_owner.free(p_rid);
  7261. memdelete(immediate);
  7262. } else if (particles_owner.owns(p_rid)) {
  7263. Particles *particles = particles_owner.get(p_rid);
  7264. ERR_FAIL_COND(!particles);
  7265. particles_owner.free(p_rid);
  7266. memdelete(particles);
  7267. } else if (particles_instance_owner.owns(p_rid)) {
  7268. ParticlesInstance *particles_isntance = particles_instance_owner.get(p_rid);
  7269. ERR_FAIL_COND(!particles_isntance);
  7270. particles_instance_owner.free(p_rid);
  7271. memdelete(particles_isntance);
  7272. } else if (skeleton_owner.owns(p_rid)) {
  7273. Skeleton *skeleton = skeleton_owner.get( p_rid );
  7274. ERR_FAIL_COND(!skeleton);
  7275. if (skeleton->dirty_list.in_list())
  7276. _skeleton_dirty_list.remove(&skeleton->dirty_list);
  7277. if (skeleton->tex_id) {
  7278. glDeleteTextures(1,&skeleton->tex_id);
  7279. }
  7280. skeleton_owner.free(p_rid);
  7281. memdelete(skeleton);
  7282. } else if (light_owner.owns(p_rid)) {
  7283. Light *light = light_owner.get( p_rid );
  7284. ERR_FAIL_COND(!light)
  7285. light_owner.free(p_rid);
  7286. memdelete(light);
  7287. } else if (light_instance_owner.owns(p_rid)) {
  7288. LightInstance *light_instance = light_instance_owner.get( p_rid );
  7289. ERR_FAIL_COND(!light_instance);
  7290. light_instance->clear_shadow_buffers();
  7291. light_instance_owner.free(p_rid);
  7292. memdelete( light_instance );
  7293. } else if (environment_owner.owns(p_rid)) {
  7294. Environment *env = environment_owner.get( p_rid );
  7295. ERR_FAIL_COND(!env);
  7296. environment_owner.free(p_rid);
  7297. memdelete( env );
  7298. } else if (viewport_data_owner.owns(p_rid)) {
  7299. ViewportData *viewport_data = viewport_data_owner.get( p_rid );
  7300. ERR_FAIL_COND(!viewport_data);
  7301. glDeleteFramebuffers(1,&viewport_data->lum_fbo);
  7302. glDeleteTextures(1,&viewport_data->lum_color);
  7303. viewport_data_owner.free(p_rid);
  7304. memdelete( viewport_data );
  7305. } else if (render_target_owner.owns(p_rid)) {
  7306. RenderTarget *render_target = render_target_owner.get( p_rid );
  7307. ERR_FAIL_COND(!render_target);
  7308. render_target_set_size(p_rid,0,0); //clears framebuffer
  7309. texture_owner.free(render_target->texture);
  7310. memdelete(render_target->texture_ptr);
  7311. render_target_owner.free(p_rid);
  7312. memdelete( render_target );
  7313. } else if (sampled_light_owner.owns(p_rid)) {
  7314. SampledLight *sampled_light = sampled_light_owner.get( p_rid );
  7315. ERR_FAIL_COND(!sampled_light);
  7316. glDeleteTextures(1,&sampled_light->texture);
  7317. sampled_light_owner.free(p_rid);
  7318. memdelete( sampled_light );
  7319. } else if (canvas_occluder_owner.owns(p_rid)) {
  7320. CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
  7321. if (co->index_id)
  7322. glDeleteBuffers(1,&co->index_id);
  7323. if (co->vertex_id)
  7324. glDeleteBuffers(1,&co->vertex_id);
  7325. canvas_occluder_owner.free(p_rid);
  7326. memdelete(co);
  7327. } else if (canvas_light_shadow_owner.owns(p_rid)) {
  7328. CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
  7329. glDeleteFramebuffers(1,&cls->fbo);
  7330. glDeleteRenderbuffers(1,&cls->rbo);
  7331. glDeleteTextures(1,&cls->depth);
  7332. //if (!read_depth_supported) {
  7333. // glDeleteTextures(1,&cls->rgba);
  7334. //}
  7335. canvas_light_shadow_owner.free(p_rid);
  7336. memdelete(cls);
  7337. };
  7338. }
  7339. bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
  7340. size=p_size;
  7341. // Create a framebuffer object
  7342. glGenFramebuffers(1, &fbo);
  7343. glBindFramebuffer(GL_FRAMEBUFFER, fbo);
  7344. // Create a render buffer
  7345. glGenRenderbuffers(1, &rbo);
  7346. glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  7347. // Create a texture for storing the depth
  7348. glGenTextures(1, &depth);
  7349. glBindTexture(GL_TEXTURE_2D, depth);
  7350. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7351. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7352. // Remove artifact on the edges of the shadowmap
  7353. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7354. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7355. //print_line("ERROR? "+itos(glGetError()));
  7356. if ( p_use_depth ) {
  7357. // We'll use a depth texture to store the depths in the shadow map
  7358. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
  7359. GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  7360. #ifdef GLEW_ENABLED
  7361. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7362. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7363. #endif
  7364. // Attach the depth texture to FBO depth attachment point
  7365. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  7366. GL_TEXTURE_2D, depth, 0);
  7367. #ifdef GLEW_ENABLED
  7368. glDrawBuffer(GL_NONE);
  7369. #endif
  7370. } else {
  7371. // We'll use a RGBA texture into which we pack the depth info
  7372. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
  7373. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  7374. // Attach the RGBA texture to FBO color attachment point
  7375. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  7376. GL_TEXTURE_2D, depth, 0);
  7377. // Allocate 16-bit depth buffer
  7378. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size,size);
  7379. // Attach the render buffer as depth buffer - will be ignored
  7380. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  7381. GL_RENDERBUFFER, rbo);
  7382. }
  7383. #if 0
  7384. if (!p_use_depth) {
  7385. print_line("try no depth!");
  7386. glGenTextures(1, &rgba);
  7387. glBindTexture(GL_TEXTURE_2D, rgba);
  7388. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  7389. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rgba, 0);
  7390. /*
  7391. glGenRenderbuffers(1, &depth);
  7392. glBindRenderbuffer(GL_RENDERBUFFER, depth);
  7393. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, p_size, p_size);
  7394. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
  7395. */
  7396. glGenTextures(1, &depth);
  7397. glBindTexture(GL_TEXTURE_2D, depth);
  7398. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7399. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7400. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7401. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7402. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  7403. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
  7404. } else {
  7405. // glGenRenderbuffers(1, &rbo);
  7406. // glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  7407. glGenTextures(1, &depth);
  7408. glBindTexture(GL_TEXTURE_2D, depth);
  7409. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7410. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7411. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7412. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7413. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  7414. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
  7415. }
  7416. #endif
  7417. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7418. //printf("errnum: %x\n",status);
  7419. #ifdef GLEW_ENABLED
  7420. if (p_use_depth) {
  7421. //glDrawBuffer(GL_BACK);
  7422. }
  7423. #endif
  7424. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7425. DEBUG_TEST_ERROR("Shadow Buffer Init");
  7426. ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
  7427. #ifdef GLEW_ENABLED
  7428. if (p_use_depth) {
  7429. //glDrawBuffer(GL_BACK);
  7430. }
  7431. #endif
  7432. #if 0
  7433. glGenFramebuffers(1, &fbo_blur);
  7434. glBindFramebuffer(GL_FRAMEBUFFER, fbo_blur);
  7435. glGenRenderbuffers(1, &rbo_blur);
  7436. glBindRenderbuffer(GL_RENDERBUFFER, rbo_blur);
  7437. glGenTextures(1, &blur);
  7438. glBindTexture(GL_TEXTURE_2D, blur);
  7439. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7440. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7441. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7442. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7443. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  7444. // glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0,
  7445. // GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL);
  7446. // Attach the RGBA texture to FBO color attachment point
  7447. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  7448. GL_TEXTURE_2D, blur, 0);
  7449. // Allocate 16-bit depth buffer
  7450. /* glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
  7451. // Attach the render buffer as depth buffer - will be ignored
  7452. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  7453. GL_RENDERBUFFER, rbo_blur);
  7454. */
  7455. status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7456. OS::get_singleton()->print("Status: %x\n",status);
  7457. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7458. DEBUG_TEST_ERROR("Shadow Blur Buffer Init");
  7459. ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
  7460. #endif
  7461. return true;
  7462. }
  7463. void RasterizerGLES2::_update_framebuffer() {
  7464. if (!use_framebuffers)
  7465. return;
  7466. int scale = GLOBAL_DEF("rasterizer/framebuffer_shrink",1);
  7467. if (scale<1)
  7468. scale=1;
  7469. int dwidth = OS::get_singleton()->get_video_mode().width/scale;
  7470. int dheight = OS::get_singleton()->get_video_mode().height/scale;
  7471. if (framebuffer.fbo && dwidth==framebuffer.width && dheight==framebuffer.height)
  7472. return;
  7473. bool use_fbo=true;
  7474. if (framebuffer.fbo!=0) {
  7475. glDeleteFramebuffers(1,&framebuffer.fbo);
  7476. #if 0
  7477. glDeleteTextures(1,&framebuffer.depth);
  7478. #else
  7479. glDeleteRenderbuffers(1,&framebuffer.depth);
  7480. #endif
  7481. glDeleteTextures(1,&framebuffer.color);
  7482. for(int i=0;i<framebuffer.luminance.size();i++) {
  7483. glDeleteTextures(1,&framebuffer.luminance[i].color);
  7484. glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
  7485. }
  7486. for(int i=0;i<3;i++) {
  7487. glDeleteTextures(1,&framebuffer.blur[i].color);
  7488. glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
  7489. }
  7490. glDeleteTextures(1,&framebuffer.sample_color);
  7491. glDeleteFramebuffers(1,&framebuffer.sample_fbo);
  7492. framebuffer.luminance.clear();
  7493. framebuffer.blur_size=0;
  7494. framebuffer.fbo=0;
  7495. }
  7496. #ifdef TOOLS_ENABLED
  7497. framebuffer.active=use_fbo;
  7498. #else
  7499. framebuffer.active=use_fbo && !low_memory_2d;
  7500. #endif
  7501. framebuffer.width=dwidth;
  7502. framebuffer.height=dheight;
  7503. framebuffer.scale=scale;
  7504. if (!framebuffer.active)
  7505. return;
  7506. glGenFramebuffers(1, &framebuffer.fbo);
  7507. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  7508. //print_line("generating fbo, id: "+itos(framebuffer.fbo));
  7509. //depth
  7510. // Create a render buffer
  7511. #if 0
  7512. glGenTextures(1, &framebuffer.depth);
  7513. glBindTexture(GL_TEXTURE_2D, framebuffer.depth);
  7514. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, framebuffer.width, framebuffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  7515. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7516. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7517. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
  7518. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, framebuffer.depth, 0);
  7519. #else
  7520. glGenRenderbuffers(1, &framebuffer.depth);
  7521. glBindRenderbuffer(GL_RENDERBUFFER, framebuffer.depth );
  7522. glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, framebuffer.width,framebuffer.height);
  7523. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, framebuffer.depth);
  7524. #endif
  7525. //color
  7526. // GLuint format_rgba = use_fp16_fb?_GL_RGBA16F_EXT:GL_RGBA;
  7527. GLuint format_rgba = GL_RGBA;
  7528. GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE;
  7529. GLuint format_internal=GL_RGBA;
  7530. if (use_16bits_fbo) {
  7531. format_type=GL_UNSIGNED_SHORT_5_6_5;
  7532. format_rgba=GL_RGB;
  7533. format_internal=GL_RGB;
  7534. }
  7535. /*GLuint format_luminance = use_fp16_fb?GL_RGB16F:GL_RGBA;
  7536. GLuint format_luminance_type = use_fp16_fb?(use_fu_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
  7537. GLuint format_luminance_components = use_fp16_fb?GL_RGB:GL_RGBA;*/
  7538. GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
  7539. GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
  7540. GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
  7541. glGenTextures(1, &framebuffer.color);
  7542. glBindTexture(GL_TEXTURE_2D, framebuffer.color);
  7543. glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL);
  7544. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7545. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7546. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7547. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7548. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7549. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7550. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.color, 0);
  7551. #
  7552. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7553. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7554. if (status != GL_FRAMEBUFFER_COMPLETE) {
  7555. glDeleteFramebuffers(1,&framebuffer.fbo);
  7556. #if 0
  7557. glDeleteTextures(1,&framebuffer.depth);
  7558. #else
  7559. glDeleteRenderbuffers(1,&framebuffer.depth);
  7560. #endif
  7561. glDeleteTextures(1,&framebuffer.color);
  7562. framebuffer.fbo=0;
  7563. framebuffer.active=false;
  7564. //print_line("**************** NO FAMEBUFFEEEERRRR????");
  7565. WARN_PRINT(String("Could not create framebuffer!!, code: "+itos(status)).ascii().get_data());
  7566. }
  7567. //sample
  7568. glGenFramebuffers(1, &framebuffer.sample_fbo);
  7569. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
  7570. glGenTextures(1, &framebuffer.sample_color);
  7571. glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
  7572. glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, framebuffer.width, framebuffer.height, 0, format_internal, format_type, NULL);
  7573. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7574. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7575. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7576. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7577. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7578. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7579. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.sample_color, 0);
  7580. #
  7581. status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7582. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7583. if (status != GL_FRAMEBUFFER_COMPLETE) {
  7584. glDeleteFramebuffers(1,&framebuffer.fbo);
  7585. #if 0
  7586. glDeleteTextures(1,&framebuffer.depth);
  7587. #else
  7588. glDeleteRenderbuffers(1,&framebuffer.depth);
  7589. #endif
  7590. glDeleteTextures(1,&framebuffer.color);
  7591. glDeleteTextures(1,&framebuffer.sample_color);
  7592. glDeleteFramebuffers(1,&framebuffer.sample_fbo);
  7593. framebuffer.fbo=0;
  7594. framebuffer.active=false;
  7595. //print_line("**************** NO FAMEBUFFEEEERRRR????");
  7596. WARN_PRINT("Could not create framebuffer!!");
  7597. }
  7598. //blur
  7599. int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
  7600. if (size!=framebuffer.blur_size) {
  7601. for(int i=0;i<3;i++) {
  7602. if (framebuffer.blur[i].fbo) {
  7603. glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
  7604. glDeleteTextures(1,&framebuffer.blur[i].color);
  7605. framebuffer.blur[i].fbo=0;
  7606. framebuffer.blur[i].color=0;
  7607. }
  7608. }
  7609. framebuffer.blur_size=size;
  7610. for(int i=0;i<3;i++) {
  7611. glGenFramebuffers(1, &framebuffer.blur[i].fbo);
  7612. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
  7613. glGenTextures(1, &framebuffer.blur[i].color);
  7614. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
  7615. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7616. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7617. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7618. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7619. glTexImage2D(GL_TEXTURE_2D, 0, format_rgba, size, size, 0,
  7620. format_internal, format_type, NULL);
  7621. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  7622. GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
  7623. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7624. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7625. DEBUG_TEST_ERROR("Shadow Buffer Init");
  7626. ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
  7627. }
  7628. }
  7629. // luminance
  7630. int base_size = GLOBAL_DEF("rasterizer/luminance_buffer_size",81);
  7631. if (framebuffer.luminance.empty() || framebuffer.luminance[0].size!=base_size) {
  7632. for(int i=0;i<framebuffer.luminance.size();i++) {
  7633. glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
  7634. glDeleteTextures(1,&framebuffer.luminance[i].color);
  7635. }
  7636. framebuffer.luminance.clear();
  7637. while(base_size>0) {
  7638. FrameBuffer::Luminance lb;
  7639. lb.size=base_size;
  7640. glGenFramebuffers(1, &lb.fbo);
  7641. glBindFramebuffer(GL_FRAMEBUFFER, lb.fbo);
  7642. glGenTextures(1, &lb.color);
  7643. glBindTexture(GL_TEXTURE_2D, lb.color);
  7644. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  7645. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  7646. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7647. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7648. glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0,
  7649. format_luminance_components, format_luminance_type, NULL);
  7650. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  7651. GL_TEXTURE_2D, lb.color, 0);
  7652. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7653. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7654. base_size/=3;
  7655. DEBUG_TEST_ERROR("Shadow Buffer Init");
  7656. ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
  7657. framebuffer.luminance.push_back(lb);
  7658. }
  7659. }
  7660. }
  7661. void RasterizerGLES2::set_base_framebuffer(GLuint p_id, Vector2 p_size) {
  7662. base_framebuffer=p_id;
  7663. if (p_size.x != 0) {
  7664. window_size = p_size;
  7665. };
  7666. }
  7667. #if 0
  7668. void RasterizerGLES2::_update_blur_buffer() {
  7669. int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
  7670. if (size!=framebuffer.blur_size) {
  7671. for(int i=0;i<3;i++) {
  7672. if (framebuffer.blur[i].fbo) {
  7673. glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
  7674. glDeleteTextures(1,&framebuffer.blur[i].color);
  7675. framebuffer.blur[i].fbo=0;
  7676. framebuffer.blur[i].color=0;
  7677. }
  7678. }
  7679. framebuffer.blur_size=size;
  7680. for(int i=0;i<3;i++) {
  7681. glGenFramebuffers(1, &framebuffer.blur[i].fbo);
  7682. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
  7683. glGenTextures(1, &framebuffer.blur[i].color);
  7684. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
  7685. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7686. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7687. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7688. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7689. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
  7690. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  7691. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  7692. GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
  7693. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7694. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  7695. DEBUG_TEST_ERROR("Shadow Buffer Init");
  7696. ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
  7697. }
  7698. }
  7699. }
  7700. #endif
  7701. bool RasterizerGLES2::_test_depth_shadow_buffer() {
  7702. int size=16;
  7703. GLuint fbo;
  7704. GLuint rbo;
  7705. GLuint depth;
  7706. glActiveTexture(GL_TEXTURE0);
  7707. glGenFramebuffers(1, &fbo);
  7708. glBindFramebuffer(GL_FRAMEBUFFER, fbo);
  7709. // Create a render buffer
  7710. glGenRenderbuffers(1, &rbo);
  7711. glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  7712. // Create a texture for storing the depth
  7713. glGenTextures(1, &depth);
  7714. glBindTexture(GL_TEXTURE_2D, depth);
  7715. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7716. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7717. // Remove artifact on the edges of the shadowmap
  7718. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  7719. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  7720. // We'll use a depth texture to store the depths in the shadow map
  7721. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
  7722. GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  7723. #ifdef GLEW_ENABLED
  7724. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  7725. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  7726. #endif
  7727. // Attach the depth texture to FBO depth attachment point
  7728. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  7729. GL_TEXTURE_2D, depth, 0);
  7730. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  7731. glDeleteFramebuffers(1,&fbo);
  7732. glDeleteRenderbuffers(1,&rbo);
  7733. glDeleteTextures(1,&depth);
  7734. return status == GL_FRAMEBUFFER_COMPLETE;
  7735. }
  7736. void RasterizerGLES2::init() {
  7737. if (OS::get_singleton()->is_stdout_verbose()) {
  7738. print_line("Using GLES2 video driver");
  7739. }
  7740. #ifdef GLEW_ENABLED
  7741. GLuint res = glewInit();
  7742. ERR_FAIL_COND(res!=GLEW_OK);
  7743. if (OS::get_singleton()->is_stdout_verbose()) {
  7744. print_line(String("GLES2: Using GLEW ") + (const char*) glewGetString(GLEW_VERSION));
  7745. }
  7746. // Godot makes use of functions from ARB_framebuffer_object extension which is not implemented by all drivers.
  7747. // On the other hand, these drivers might implement the older EXT_framebuffer_object extension
  7748. // with which current source code is backward compatible.
  7749. bool framebuffer_object_is_supported = glewIsSupported("GL_ARB_framebuffer_object");
  7750. if ( !framebuffer_object_is_supported ) {
  7751. WARN_PRINT("GL_ARB_framebuffer_object not supported by your graphics card.");
  7752. if ( glewIsSupported("GL_EXT_framebuffer_object") ) {
  7753. // falling-back to the older EXT function if present
  7754. WARN_PRINT("Falling-back to GL_EXT_framebuffer_object.");
  7755. glIsRenderbuffer = glIsRenderbufferEXT;
  7756. glBindRenderbuffer = glBindRenderbufferEXT;
  7757. glDeleteRenderbuffers = glDeleteRenderbuffersEXT;
  7758. glGenRenderbuffers = glGenRenderbuffersEXT;
  7759. glRenderbufferStorage = glRenderbufferStorageEXT;
  7760. glGetRenderbufferParameteriv = glGetRenderbufferParameterivEXT;
  7761. glIsFramebuffer = glIsFramebufferEXT;
  7762. glBindFramebuffer = glBindFramebufferEXT;
  7763. glDeleteFramebuffers = glDeleteFramebuffersEXT;
  7764. glGenFramebuffers = glGenFramebuffersEXT;
  7765. glCheckFramebufferStatus = glCheckFramebufferStatusEXT;
  7766. glFramebufferTexture1D = glFramebufferTexture1DEXT;
  7767. glFramebufferTexture2D = glFramebufferTexture2DEXT;
  7768. glFramebufferTexture3D = glFramebufferTexture3DEXT;
  7769. glFramebufferRenderbuffer = glFramebufferRenderbufferEXT;
  7770. glGetFramebufferAttachmentParameteriv = glGetFramebufferAttachmentParameterivEXT;
  7771. glGenerateMipmap = glGenerateMipmapEXT;
  7772. framebuffer_object_is_supported = true;
  7773. }
  7774. else {
  7775. ERR_PRINT("Framebuffer Object is not supported by your graphics card.");
  7776. }
  7777. }
  7778. // Check for GL 2.1 compatibility, if not bail out
  7779. if (!(glewIsSupported("GL_VERSION_2_1") && framebuffer_object_is_supported)) {
  7780. ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n"
  7781. "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot is now going to terminate.");
  7782. OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 2.1 / GLES 2.0, sorry :(\n"
  7783. "Godot Engine will self-destruct as soon as you acknowledge this error message.",
  7784. "Fatal error: Insufficient OpenGL / GLES drivers");
  7785. exit(1);
  7786. }
  7787. #endif
  7788. scene_pass=1;
  7789. if (extensions.size()==0) {
  7790. set_extensions( (const char*)glGetString( GL_EXTENSIONS ));
  7791. }
  7792. GLint tmp = 0;
  7793. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &tmp);
  7794. //print_line("GL_MAX_VERTEX_ATTRIBS "+itos(tmp));
  7795. glEnable(GL_DEPTH_TEST);
  7796. glDepthFunc(GL_LEQUAL);
  7797. glFrontFace(GL_CW);
  7798. //glEnable(GL_TEXTURE_2D);
  7799. default_material=create_default_material();
  7800. material_shader.init();
  7801. canvas_shader.init();
  7802. copy_shader.init();
  7803. canvas_shadow_shader.init();
  7804. #ifdef GLEW_ENABLED
  7805. material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL,true);
  7806. canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL,true);
  7807. canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_GLES_OVER_GL,true);
  7808. copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL,true);
  7809. #endif
  7810. #ifdef ANGLE_ENABLED
  7811. // Fix for ANGLE
  7812. material_shader.set_conditional(MaterialShaderGLES2::DISABLE_FRONT_FACING, true);
  7813. #endif
  7814. shadow=NULL;
  7815. shadow_pass=0;
  7816. framebuffer.fbo=0;
  7817. framebuffer.width=0;
  7818. framebuffer.height=0;
  7819. // framebuffer.buff16=false;
  7820. // framebuffer.blur[0].fbo=false;
  7821. // framebuffer.blur[1].fbo=false;
  7822. framebuffer.active=false;
  7823. //do a single initial clear
  7824. glClearColor(0,0,0,1);
  7825. //glClearDepth(1.0);
  7826. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  7827. glGenTextures(1, &white_tex);
  7828. unsigned char whitetexdata[8*8*3];
  7829. for(int i=0;i<8*8*3;i++) {
  7830. whitetexdata[i]=255;
  7831. }
  7832. glActiveTexture(GL_TEXTURE0);
  7833. glBindTexture(GL_TEXTURE_2D,white_tex);
  7834. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
  7835. glGenerateMipmap(GL_TEXTURE_2D);
  7836. glBindTexture(GL_TEXTURE_2D,0);
  7837. #ifdef GLEW_ENABLED
  7838. pvr_supported=false;
  7839. etc_supported=false;
  7840. use_depth24 =true;
  7841. s3tc_supported = true;
  7842. atitc_supported = false;
  7843. // use_texture_instancing=false;
  7844. // use_attribute_instancing=true;
  7845. use_texture_instancing=false;
  7846. use_attribute_instancing=true;
  7847. full_float_fb_supported=true;
  7848. srgb_supported=true;
  7849. latc_supported=true;
  7850. s3tc_srgb_supported=true;
  7851. use_anisotropic_filter=true;
  7852. float_linear_supported=true;
  7853. GLint vtf;
  7854. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
  7855. float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
  7856. use_hw_skeleton_xform=vtf>0 && float_supported;
  7857. read_depth_supported=_test_depth_shadow_buffer();
  7858. use_rgba_shadowmaps=!read_depth_supported;
  7859. //print_line("read depth support? "+itos(read_depth_supported));
  7860. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level);
  7861. anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0)));
  7862. #ifdef OSX_ENABLED
  7863. use_rgba_shadowmaps=true;
  7864. use_fp16_fb=false;
  7865. #else
  7866. #endif
  7867. use_half_float=true;
  7868. #else
  7869. for (Set<String>::Element *E=extensions.front();E;E=E->next()) {
  7870. print_line(E->get());
  7871. }
  7872. read_depth_supported=extensions.has("GL_OES_depth_texture");
  7873. use_rgba_shadowmaps=!read_depth_supported;
  7874. if (shadow_filter>=SHADOW_FILTER_ESM && !extensions.has("GL_EXT_frag_depth")) {
  7875. use_rgba_shadowmaps=true; //no other way, go back to rgba
  7876. }
  7877. pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc");
  7878. pvr_srgb_supported=extensions.has("GL_EXT_pvrtc_sRGB");
  7879. etc_supported=extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
  7880. use_depth24 = extensions.has("GL_OES_depth24");
  7881. s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
  7882. use_half_float = extensions.has("GL_OES_vertex_half_float");
  7883. atitc_supported=extensions.has("GL_AMD_compressed_ATC_texture");
  7884. srgb_supported=extensions.has("GL_EXT_sRGB");
  7885. #ifndef ANGLE_ENABLED
  7886. s3tc_srgb_supported = s3tc_supported && extensions.has("GL_EXT_texture_compression_s3tc");
  7887. #else
  7888. s3tc_srgb_supported = s3tc_supported;
  7889. #endif
  7890. latc_supported = extensions.has("GL_EXT_texture_compression_latc");
  7891. anisotropic_level=1.0;
  7892. use_anisotropic_filter=extensions.has("GL_EXT_texture_filter_anisotropic");
  7893. if (use_anisotropic_filter) {
  7894. glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level);
  7895. anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0)));
  7896. }
  7897. print_line("S3TC: "+itos(s3tc_supported)+" ATITC: "+itos(atitc_supported));
  7898. GLint vtf;
  7899. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
  7900. float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
  7901. use_hw_skeleton_xform=vtf>0 && float_supported;
  7902. float_linear_supported = extensions.has("GL_OES_texture_float_linear");
  7903. //if (extensions.has("GL_QCOM_tiled_rendering"))
  7904. // use_hw_skeleton_xform=false;
  7905. GLint mva;
  7906. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,&mva);
  7907. if (vtf==0 && mva>8) {
  7908. //tegra 3, mali 400
  7909. use_attribute_instancing=true;
  7910. use_texture_instancing=false;
  7911. } else if (vtf>0 && extensions.has("GL_OES_texture_float")){
  7912. //use_texture_instancing=true;
  7913. use_texture_instancing=false; // i don't get it, uniforms are faster.
  7914. use_attribute_instancing=false;
  7915. } else {
  7916. use_texture_instancing=false;
  7917. use_attribute_instancing=false;
  7918. }
  7919. if (use_fp16_fb) {
  7920. use_fp16_fb=extensions.has("GL_OES_texture_half_float") && extensions.has("GL_EXT_color_buffer_half_float") && extensions.has("GL_EXT_texture_rg");
  7921. }
  7922. full_float_fb_supported=extensions.has("GL_EXT_color_buffer_float");
  7923. //etc_supported=false;
  7924. #endif
  7925. //use_rgba_shadowmaps=true;
  7926. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
  7927. glGetIntegerv(GL_MAX_TEXTURE_SIZE,&max_texture_size);
  7928. //read_depth_supported=false;
  7929. canvas_shadow_blur = canvas_light_shadow_buffer_create(max_texture_size);
  7930. {
  7931. //shadowmaps
  7932. //don't use a shadowbuffer too big in GLES, this should be the maximum
  7933. int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);
  7934. int smsize=max_shadow_size;
  7935. while(smsize>=16) {
  7936. ShadowBuffer sb;
  7937. bool s = sb.init(smsize,!use_rgba_shadowmaps);
  7938. if (s)
  7939. near_shadow_buffers.push_back(sb);
  7940. smsize/=2;
  7941. }
  7942. blur_shadow_buffer.init(max_shadow_size,!use_rgba_shadowmaps);
  7943. //material_shader
  7944. material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
  7945. canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
  7946. }
  7947. shadow_material = material_create(); //empty with nothing
  7948. shadow_mat_ptr = material_owner.get(shadow_material);
  7949. // Now create a second shadow material for double-sided shadow instances
  7950. shadow_material_double_sided = material_create();
  7951. shadow_mat_double_sided_ptr = material_owner.get(shadow_material_double_sided);
  7952. shadow_mat_double_sided_ptr->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED] = true;
  7953. overdraw_material = create_overdraw_debug_material();
  7954. copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
  7955. canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported);
  7956. canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("display/use_2d_pixel_snap",false));
  7957. npo2_textures_available=true;
  7958. //fragment_lighting=false;
  7959. _rinfo.texture_mem=0;
  7960. current_env=NULL;
  7961. current_rt=NULL;
  7962. current_vd=NULL;
  7963. current_debug=VS::SCENARIO_DEBUG_DISABLED;
  7964. camera_ortho=false;
  7965. glGenBuffers(1,&gui_quad_buffer);
  7966. glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
  7967. #ifdef GLES_NO_CLIENT_ARRAYS //WebGL specific implementation.
  7968. glBufferData(GL_ARRAY_BUFFER, 8 * MAX_POLYGON_VERTICES,NULL,GL_DYNAMIC_DRAW);
  7969. #else
  7970. glBufferData(GL_ARRAY_BUFFER,128,NULL,GL_DYNAMIC_DRAW);
  7971. #endif
  7972. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  7973. #ifdef GLES_NO_CLIENT_ARRAYS //webgl indices buffer
  7974. glGenBuffers(1, &indices_buffer);
  7975. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
  7976. glBufferData(GL_ELEMENT_ARRAY_BUFFER, 16*1024, NULL, GL_DYNAMIC_DRAW);
  7977. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);// unbind
  7978. #endif
  7979. shader_time_rollback = GLOBAL_DEF("rasterizer/shader_time_rollback",300);
  7980. using_canvas_bg=false;
  7981. _update_framebuffer();
  7982. DEBUG_TEST_ERROR("Initializing");
  7983. }
  7984. void RasterizerGLES2::finish() {
  7985. free(default_material);
  7986. free(shadow_material);
  7987. free(shadow_material_double_sided);
  7988. free(canvas_shadow_blur);
  7989. free( overdraw_material );
  7990. }
  7991. int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) {
  7992. switch(p_info) {
  7993. case VS::INFO_OBJECTS_IN_FRAME: {
  7994. return _rinfo.object_count;
  7995. } break;
  7996. case VS::INFO_VERTICES_IN_FRAME: {
  7997. return _rinfo.vertex_count;
  7998. } break;
  7999. case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
  8000. return _rinfo.mat_change_count;
  8001. } break;
  8002. case VS::INFO_SHADER_CHANGES_IN_FRAME: {
  8003. return _rinfo.shader_change_count;
  8004. } break;
  8005. case VS::INFO_DRAW_CALLS_IN_FRAME: {
  8006. return _rinfo.draw_calls;
  8007. } break;
  8008. case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
  8009. return _rinfo.surface_count;
  8010. } break;
  8011. case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {
  8012. return 0;
  8013. } break;
  8014. case VS::INFO_VIDEO_MEM_USED: {
  8015. return get_render_info(VS::INFO_TEXTURE_MEM_USED)+get_render_info(VS::INFO_VERTEX_MEM_USED);
  8016. } break;
  8017. case VS::INFO_TEXTURE_MEM_USED: {
  8018. return _rinfo.texture_mem;
  8019. } break;
  8020. case VS::INFO_VERTEX_MEM_USED: {
  8021. return 0;
  8022. } break;
  8023. }
  8024. return 0;
  8025. }
  8026. void RasterizerGLES2::set_extensions(const char *p_strings) {
  8027. Vector<String> strings = String(p_strings).split(" ",false);
  8028. for(int i=0;i<strings.size();i++) {
  8029. extensions.insert(strings[i]);
  8030. // print_line(strings[i]);
  8031. }
  8032. }
  8033. bool RasterizerGLES2::needs_to_draw_next_frame() const {
  8034. return draw_next_frame;
  8035. }
  8036. bool RasterizerGLES2::has_feature(VS::Features p_feature) const {
  8037. switch( p_feature) {
  8038. case VS::FEATURE_SHADERS: return true;
  8039. case VS::FEATURE_NEEDS_RELOAD_HOOK: return use_reload_hooks;
  8040. default: return false;
  8041. }
  8042. }
  8043. void RasterizerGLES2::reload_vram() {
  8044. glEnable(GL_DEPTH_TEST);
  8045. glDepthFunc(GL_LEQUAL);
  8046. glFrontFace(GL_CW);
  8047. //do a single initial clear
  8048. glClearColor(0,0,0,1);
  8049. //glClearDepth(1.0);
  8050. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  8051. glGenTextures(1, &white_tex);
  8052. unsigned char whitetexdata[8*8*3];
  8053. for(int i=0;i<8*8*3;i++) {
  8054. whitetexdata[i]=255;
  8055. }
  8056. glActiveTexture(GL_TEXTURE0);
  8057. glBindTexture(GL_TEXTURE_2D,white_tex);
  8058. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
  8059. glGenerateMipmap(GL_TEXTURE_2D);
  8060. glBindTexture(GL_TEXTURE_2D,0);
  8061. List<RID> textures;
  8062. texture_owner.get_owned_list(&textures);
  8063. keep_copies=false;
  8064. for(List<RID>::Element *E=textures.front();E;E=E->next()) {
  8065. RID tid = E->get();
  8066. Texture *t=texture_owner.get(tid);
  8067. ERR_CONTINUE(!t);
  8068. t->tex_id=0;
  8069. t->data_size=0;
  8070. glGenTextures(1, &t->tex_id);
  8071. t->active=false;
  8072. if (t->render_target)
  8073. continue;
  8074. texture_allocate(tid,t->width,t->height,t->format,t->flags);
  8075. bool had_image=false;
  8076. for(int i=0;i<6;i++) {
  8077. if (!t->image[i].empty()) {
  8078. texture_set_data(tid,t->image[i],VS::CubeMapSide(i));
  8079. had_image=true;
  8080. }
  8081. }
  8082. if (!had_image && t->reloader) {
  8083. Object *rl = ObjectDB::get_instance(t->reloader);
  8084. if (rl)
  8085. rl->call(t->reloader_func,tid);
  8086. }
  8087. }
  8088. keep_copies=true;
  8089. List<RID> render_targets;
  8090. render_target_owner.get_owned_list(&render_targets);
  8091. for(List<RID>::Element *E=render_targets.front();E;E=E->next()) {
  8092. RenderTarget *rt = render_target_owner.get(E->get());
  8093. int w = rt->width;
  8094. int h = rt->height;
  8095. rt->width=0;
  8096. rt->height=0;
  8097. render_target_set_size(E->get(),w,h);
  8098. }
  8099. List<RID> meshes;
  8100. mesh_owner.get_owned_list(&meshes);
  8101. for(List<RID>::Element *E=meshes.front();E;E=E->next()) {
  8102. Mesh *mesh = mesh_owner.get(E->get());
  8103. Vector<Surface*> surfaces =mesh->surfaces;
  8104. mesh->surfaces.clear();
  8105. for(int i=0;i<surfaces.size();i++) {
  8106. mesh_add_surface(E->get(),surfaces[i]->primitive,surfaces[i]->data,surfaces[i]->morph_data,surfaces[i]->alpha_sort);
  8107. mesh_surface_set_material(E->get(),i,surfaces[i]->material);
  8108. if (surfaces[i]->array_local != 0) {
  8109. memfree(surfaces[i]->array_local);
  8110. };
  8111. if (surfaces[i]->index_array_local != 0) {
  8112. memfree(surfaces[i]->index_array_local);
  8113. };
  8114. memdelete( surfaces[i] );
  8115. }
  8116. }
  8117. List<RID> skeletons;
  8118. skeleton_owner.get_owned_list(&skeletons);
  8119. for(List<RID>::Element *E=skeletons.front();E;E=E->next()) {
  8120. Skeleton *sk = skeleton_owner.get(E->get());
  8121. if (!sk->tex_id)
  8122. continue; //does not use hw transform, leave alone
  8123. Vector<Skeleton::Bone> bones = sk->bones;
  8124. sk->bones.clear();
  8125. sk->tex_id=0;
  8126. sk->pixel_size=1.0;
  8127. skeleton_resize(E->get(),bones.size());
  8128. sk->bones=bones;
  8129. }
  8130. List<RID> multimeshes;
  8131. multimesh_owner.get_owned_list(&multimeshes);
  8132. for(List<RID>::Element *E=multimeshes.front();E;E=E->next()) {
  8133. MultiMesh *mm = multimesh_owner.get(E->get());
  8134. if (!mm->tex_id)
  8135. continue; //does not use hw transform, leave alone
  8136. Vector<MultiMesh::Element> elements = mm->elements;
  8137. mm->elements.clear();
  8138. mm->tw=1;
  8139. mm->th=1;
  8140. mm->tex_id=0;
  8141. mm->last_pass=0;
  8142. mm->visible = -1;
  8143. multimesh_set_instance_count(E->get(),elements.size());
  8144. mm->elements=elements;
  8145. }
  8146. if (framebuffer.fbo!=0) {
  8147. framebuffer.fbo=0;
  8148. framebuffer.depth=0;
  8149. framebuffer.color=0;
  8150. for(int i=0;i<3;i++) {
  8151. framebuffer.blur[i].fbo=0;
  8152. framebuffer.blur[i].color=0;
  8153. }
  8154. framebuffer.luminance.clear();
  8155. }
  8156. for(int i=0;i<near_shadow_buffers.size();i++) {
  8157. near_shadow_buffers[i].init(near_shadow_buffers[i].size,!use_rgba_shadowmaps);
  8158. }
  8159. blur_shadow_buffer.init(near_shadow_buffers[0].size,!use_rgba_shadowmaps);
  8160. canvas_shader.clear_caches();
  8161. material_shader.clear_caches();
  8162. blur_shader.clear_caches();
  8163. copy_shader.clear_caches();
  8164. List<RID> shaders;
  8165. shader_owner.get_owned_list(&shaders);
  8166. for(List<RID>::Element *E=shaders.front();E;E=E->next()) {
  8167. Shader *s = shader_owner.get(E->get());
  8168. s->custom_code_id=0;
  8169. s->version=1;
  8170. s->valid=false;
  8171. shader_set_mode(E->get(),s->mode);
  8172. }
  8173. List<RID> materials;
  8174. material_owner.get_owned_list(&materials);
  8175. for(List<RID>::Element *E=materials.front();E;E=E->next()) {
  8176. Material *m = material_owner.get(E->get());
  8177. RID shader = m->shader;
  8178. m->shader_version=0;
  8179. material_set_shader(E->get(),shader);
  8180. }
  8181. }
  8182. void RasterizerGLES2::set_use_framebuffers(bool p_use) {
  8183. use_framebuffers=p_use;
  8184. }
  8185. RasterizerGLES2* RasterizerGLES2::get_singleton() {
  8186. return _singleton;
  8187. };
  8188. int RasterizerGLES2::RenderList::max_elements=RenderList::DEFAULT_MAX_ELEMENTS;
  8189. void RasterizerGLES2::set_force_16_bits_fbo(bool p_force) {
  8190. use_16bits_fbo=p_force;
  8191. }
  8192. RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) {
  8193. _singleton = this;
  8194. shrink_textures_x2=false;
  8195. RenderList::max_elements=GLOBAL_DEF("rasterizer/max_render_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS);
  8196. if (RenderList::max_elements>64000)
  8197. RenderList::max_elements=64000;
  8198. if (RenderList::max_elements<1024)
  8199. RenderList::max_elements=1024;
  8200. opaque_render_list.init();
  8201. alpha_render_list.init();
  8202. skinned_buffer_size = GLOBAL_DEF("rasterizer/skeleton_buffer_size_kb",DEFAULT_SKINNED_BUFFER_SIZE);
  8203. if (skinned_buffer_size<256)
  8204. skinned_buffer_size=256;
  8205. if (skinned_buffer_size>16384)
  8206. skinned_buffer_size=16384;
  8207. skinned_buffer_size*=1024;
  8208. skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size );
  8209. keep_copies=p_keep_ram_copy;
  8210. use_reload_hooks=p_use_reload_hooks;
  8211. pack_arrays=p_compress_arrays;
  8212. p_default_fragment_lighting=false;
  8213. fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true);
  8214. read_depth_supported=true; //todo check for extension
  8215. shadow_filter=ShadowFilterTechnique((int)(GLOBAL_DEF("rasterizer/shadow_filter",SHADOW_FILTER_PCF5)));
  8216. Globals::get_singleton()->set_custom_property_info("rasterizer/shadow_filter",PropertyInfo(Variant::INT,"rasterizer/shadow_filter",PROPERTY_HINT_ENUM,"None,PCF5,PCF13,ESM"));
  8217. use_fp16_fb=bool(GLOBAL_DEF("rasterizer/fp16_framebuffer",true));
  8218. use_shadow_mapping=true;
  8219. use_fast_texture_filter=!bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true));
  8220. low_memory_2d=bool(GLOBAL_DEF("rasterizer/low_memory_2d_mode",false));
  8221. skel_default.resize(1024*4);
  8222. for(int i=0;i<1024/3;i++) {
  8223. float * ptr = skel_default.ptr();
  8224. ptr+=i*4*4;
  8225. ptr[0]=1.0;
  8226. ptr[1]=0.0;
  8227. ptr[2]=0.0;
  8228. ptr[3]=0.0;
  8229. ptr[4]=0.0;
  8230. ptr[5]=1.0;
  8231. ptr[6]=0.0;
  8232. ptr[7]=0.0;
  8233. ptr[8]=0.0;
  8234. ptr[9]=0.0;
  8235. ptr[10]=1.0;
  8236. ptr[12]=0.0;
  8237. }
  8238. base_framebuffer=0;
  8239. frame = 0;
  8240. draw_next_frame=false;
  8241. use_framebuffers=true;
  8242. framebuffer.active=false;
  8243. tc0_id_cache=0;
  8244. tc0_idx=0;
  8245. use_16bits_fbo=false;
  8246. };
  8247. void RasterizerGLES2::restore_framebuffer() {
  8248. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  8249. }
  8250. RasterizerGLES2::~RasterizerGLES2() {
  8251. memdelete_arr(skinned_buffer);
  8252. };
  8253. #endif