rasterizer_storage_gles3.cpp 168 KB

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  1. #include "rasterizer_storage_gles3.h"
  2. #include "rasterizer_canvas_gles3.h"
  3. #include "rasterizer_scene_gles3.h"
  4. #include "globals.h"
  5. /* TEXTURE API */
  6. #define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
  7. #define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
  8. #define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
  9. #define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
  10. #define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
  11. #define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
  12. #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
  13. #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
  14. #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
  15. #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
  16. #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
  17. #define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
  18. #define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71
  19. #define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
  20. #define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73
  21. #define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
  22. #define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
  23. #define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
  24. #define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
  25. #define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
  26. #define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
  27. #define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
  28. #define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
  29. #define _EXT_ETC1_RGB8_OES 0x8D64
  30. #define _EXT_SLUMINANCE_NV 0x8C46
  31. #define _EXT_SLUMINANCE_ALPHA_NV 0x8C44
  32. #define _EXT_SRGB8_NV 0x8C41
  33. #define _EXT_SLUMINANCE8_NV 0x8C47
  34. #define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45
  35. #define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C
  36. #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D
  37. #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E
  38. #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F
  39. #define _EXT_ATC_RGB_AMD 0x8C92
  40. #define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
  41. #define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
  42. #define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
  43. #define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
  44. #define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
  45. #define _EXT_COMPRESSED_R11_EAC 0x9270
  46. #define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271
  47. #define _EXT_COMPRESSED_RG11_EAC 0x9272
  48. #define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273
  49. #define _EXT_COMPRESSED_RGB8_ETC2 0x9274
  50. #define _EXT_COMPRESSED_SRGB8_ETC2 0x9275
  51. #define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
  52. #define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
  53. #define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278
  54. #define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
  55. #define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
  56. #define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
  57. #define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
  58. #define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
  59. Image RasterizerStorageGLES3::_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,GLenum &r_gl_type,bool &r_compressed,bool &srgb) {
  60. r_compressed=false;
  61. r_gl_format=0;
  62. Image image=p_image;
  63. srgb=false;
  64. bool need_decompress=false;
  65. switch(p_format) {
  66. case Image::FORMAT_L8: {
  67. r_gl_internal_format=GL_R8;
  68. r_gl_format=GL_RED;
  69. r_gl_type=GL_UNSIGNED_BYTE;
  70. } break;
  71. case Image::FORMAT_LA8: {
  72. r_gl_internal_format=GL_RG8;
  73. r_gl_format=GL_RG;
  74. r_gl_type=GL_UNSIGNED_BYTE;
  75. } break;
  76. case Image::FORMAT_R8: {
  77. r_gl_internal_format=GL_R8;
  78. r_gl_format=GL_RED;
  79. r_gl_type=GL_UNSIGNED_BYTE;
  80. } break;
  81. case Image::FORMAT_RG8: {
  82. r_gl_internal_format=GL_RG8;
  83. r_gl_format=GL_RG;
  84. r_gl_type=GL_UNSIGNED_BYTE;
  85. } break;
  86. case Image::FORMAT_RGB8: {
  87. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8:GL_RGB8;
  88. r_gl_format=GL_RGB;
  89. r_gl_type=GL_UNSIGNED_BYTE;
  90. srgb=true;
  91. } break;
  92. case Image::FORMAT_RGBA8: {
  93. r_gl_format=GL_RGBA;
  94. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8_ALPHA8:GL_RGBA8;
  95. r_gl_type=GL_UNSIGNED_BYTE;
  96. srgb=true;
  97. } break;
  98. case Image::FORMAT_RGB565: {
  99. //#warning TODO: Convert tod 555 if 565 is not supported (GLES3.3-)
  100. r_gl_internal_format=GL_RGB5;
  101. //r_gl_internal_format=GL_RGB565;
  102. r_gl_format=GL_RGB;
  103. r_gl_type=GL_UNSIGNED_SHORT_5_6_5;
  104. } break;
  105. case Image::FORMAT_RGBA4444: {
  106. r_gl_internal_format=GL_RGBA4;
  107. r_gl_format=GL_RGBA;
  108. r_gl_type=GL_UNSIGNED_SHORT_4_4_4_4;
  109. } break;
  110. case Image::FORMAT_RGBA5551: {
  111. r_gl_internal_format=GL_RGB5_A1;
  112. r_gl_format=GL_RGBA;
  113. r_gl_type=GL_UNSIGNED_SHORT_5_5_5_1;
  114. } break;
  115. case Image::FORMAT_RF: {
  116. r_gl_internal_format=GL_R32F;
  117. r_gl_format=GL_RED;
  118. r_gl_type=GL_FLOAT;
  119. } break;
  120. case Image::FORMAT_RGF: {
  121. r_gl_internal_format=GL_RG32F;
  122. r_gl_format=GL_RG;
  123. r_gl_type=GL_FLOAT;
  124. } break;
  125. case Image::FORMAT_RGBF: {
  126. r_gl_internal_format=GL_RGB32F;
  127. r_gl_format=GL_RGB;
  128. r_gl_type=GL_FLOAT;
  129. } break;
  130. case Image::FORMAT_RGBAF: {
  131. r_gl_internal_format=GL_RGBA32F;
  132. r_gl_format=GL_RGBA;
  133. r_gl_type=GL_FLOAT;
  134. } break;
  135. case Image::FORMAT_RH: {
  136. r_gl_internal_format=GL_R32F;
  137. r_gl_format=GL_RED;
  138. r_gl_type=GL_HALF_FLOAT;
  139. } break;
  140. case Image::FORMAT_RGH: {
  141. r_gl_internal_format=GL_RG32F;
  142. r_gl_format=GL_RG;
  143. r_gl_type=GL_HALF_FLOAT;
  144. } break;
  145. case Image::FORMAT_RGBH: {
  146. r_gl_internal_format=GL_RGB32F;
  147. r_gl_format=GL_RGB;
  148. r_gl_type=GL_HALF_FLOAT;
  149. } break;
  150. case Image::FORMAT_RGBAH: {
  151. r_gl_internal_format=GL_RGBA32F;
  152. r_gl_format=GL_RGBA;
  153. r_gl_type=GL_HALF_FLOAT;
  154. } break;
  155. case Image::FORMAT_DXT1: {
  156. if (config.s3tc_supported) {
  157. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  158. r_gl_format=GL_RGBA;
  159. r_gl_type=GL_UNSIGNED_BYTE;
  160. r_compressed=true;
  161. srgb=true;
  162. } else {
  163. need_decompress=true;
  164. }
  165. } break;
  166. case Image::FORMAT_DXT3: {
  167. if (config.s3tc_supported) {
  168. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  169. r_gl_format=GL_RGBA;
  170. r_gl_type=GL_UNSIGNED_BYTE;
  171. r_compressed=true;
  172. srgb=true;
  173. } else {
  174. need_decompress=true;
  175. }
  176. } break;
  177. case Image::FORMAT_DXT5: {
  178. if (config.s3tc_supported) {
  179. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  180. r_gl_format=GL_RGBA;
  181. r_gl_type=GL_UNSIGNED_BYTE;
  182. r_compressed=true;
  183. srgb=true;
  184. } else {
  185. need_decompress=true;
  186. }
  187. } break;
  188. case Image::FORMAT_ATI1: {
  189. if (config.latc_supported) {
  190. r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT;
  191. r_gl_format=GL_RGBA;
  192. r_gl_type=GL_UNSIGNED_BYTE;
  193. r_compressed=true;
  194. srgb=true;
  195. } else {
  196. need_decompress=true;
  197. }
  198. } break;
  199. case Image::FORMAT_ATI2: {
  200. if (config.latc_supported) {
  201. r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
  202. r_gl_format=GL_RGBA;
  203. r_gl_type=GL_UNSIGNED_BYTE;
  204. r_compressed=true;
  205. } else {
  206. need_decompress=true;
  207. }
  208. } break;
  209. case Image::FORMAT_BPTC_RGBA: {
  210. if (config.bptc_supported) {
  211. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:_EXT_COMPRESSED_RGBA_BPTC_UNORM;
  212. r_gl_format=GL_RGBA;
  213. r_gl_type=GL_UNSIGNED_BYTE;
  214. r_compressed=true;
  215. srgb=true;
  216. } else {
  217. need_decompress=true;
  218. }
  219. } break;
  220. case Image::FORMAT_BPTC_RGBF: {
  221. if (config.bptc_supported) {
  222. r_gl_internal_format=_EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
  223. r_gl_format=GL_RGB;
  224. r_gl_type=GL_FLOAT;
  225. r_compressed=true;
  226. } else {
  227. need_decompress=true;
  228. }
  229. } break;
  230. case Image::FORMAT_BPTC_RGBFU: {
  231. if (config.bptc_supported) {
  232. r_gl_internal_format=_EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  233. r_gl_format=GL_RGB;
  234. r_gl_type=GL_FLOAT;
  235. r_compressed=true;
  236. } else {
  237. need_decompress=true;
  238. }
  239. } break;
  240. case Image::FORMAT_PVRTC2: {
  241. if (config.pvrtc_supported) {
  242. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  243. r_gl_format=GL_RGBA;
  244. r_gl_type=GL_UNSIGNED_BYTE;
  245. r_compressed=true;
  246. srgb=true;
  247. } else {
  248. need_decompress=true;
  249. }
  250. } break;
  251. case Image::FORMAT_PVRTC2A: {
  252. if (config.pvrtc_supported) {
  253. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  254. r_gl_format=GL_RGBA;
  255. r_gl_type=GL_UNSIGNED_BYTE;
  256. r_compressed=true;
  257. srgb=true;
  258. } else {
  259. need_decompress=true;
  260. }
  261. } break;
  262. case Image::FORMAT_PVRTC4: {
  263. if (config.pvrtc_supported) {
  264. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  265. r_gl_format=GL_RGBA;
  266. r_gl_type=GL_UNSIGNED_BYTE;
  267. r_compressed=true;
  268. srgb=true;
  269. } else {
  270. need_decompress=true;
  271. }
  272. } break;
  273. case Image::FORMAT_PVRTC4A: {
  274. if (config.pvrtc_supported) {
  275. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  276. r_gl_format=GL_RGBA;
  277. r_gl_type=GL_UNSIGNED_BYTE;
  278. r_compressed=true;
  279. srgb=true;
  280. } else {
  281. need_decompress=true;
  282. }
  283. } break;
  284. case Image::FORMAT_ETC: {
  285. if (config.etc_supported) {
  286. r_gl_internal_format=_EXT_ETC1_RGB8_OES;
  287. r_gl_format=GL_RGBA;
  288. r_gl_type=GL_UNSIGNED_BYTE;
  289. r_compressed=true;
  290. } else {
  291. need_decompress=true;
  292. }
  293. } break;
  294. case Image::FORMAT_ETC2_R11: {
  295. if (config.etc2_supported) {
  296. r_gl_internal_format=_EXT_COMPRESSED_R11_EAC;
  297. r_gl_format=GL_RED;
  298. r_gl_type=GL_UNSIGNED_BYTE;
  299. r_compressed=true;
  300. } else {
  301. need_decompress=true;
  302. }
  303. } break;
  304. case Image::FORMAT_ETC2_R11S: {
  305. if (config.etc2_supported) {
  306. r_gl_internal_format=_EXT_COMPRESSED_SIGNED_R11_EAC;
  307. r_gl_format=GL_RED;
  308. r_gl_type=GL_UNSIGNED_BYTE;
  309. r_compressed=true;
  310. } else {
  311. need_decompress=true;
  312. }
  313. } break;
  314. case Image::FORMAT_ETC2_RG11: {
  315. if (config.etc2_supported) {
  316. r_gl_internal_format=_EXT_COMPRESSED_RG11_EAC;
  317. r_gl_format=GL_RG;
  318. r_gl_type=GL_UNSIGNED_BYTE;
  319. r_compressed=true;
  320. } else {
  321. need_decompress=true;
  322. }
  323. } break;
  324. case Image::FORMAT_ETC2_RG11S: {
  325. if (config.etc2_supported) {
  326. r_gl_internal_format=_EXT_COMPRESSED_SIGNED_RG11_EAC;
  327. r_gl_format=GL_RG;
  328. r_gl_type=GL_UNSIGNED_BYTE;
  329. r_compressed=true;
  330. } else {
  331. need_decompress=true;
  332. }
  333. } break;
  334. case Image::FORMAT_ETC2_RGB8: {
  335. if (config.etc2_supported) {
  336. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_ETC2:_EXT_COMPRESSED_RGB8_ETC2;
  337. r_gl_format=GL_RGB;
  338. r_gl_type=GL_UNSIGNED_BYTE;
  339. r_compressed=true;
  340. srgb=true;
  341. } else {
  342. need_decompress=true;
  343. }
  344. } break;
  345. case Image::FORMAT_ETC2_RGBA8: {
  346. if (config.etc2_supported) {
  347. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:_EXT_COMPRESSED_RGBA8_ETC2_EAC;
  348. r_gl_format=GL_RGBA;
  349. r_gl_type=GL_UNSIGNED_BYTE;
  350. r_compressed=true;
  351. srgb=true;
  352. } else {
  353. need_decompress=true;
  354. }
  355. } break;
  356. case Image::FORMAT_ETC2_RGB8A1: {
  357. if (config.etc2_supported) {
  358. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:_EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
  359. r_gl_format=GL_RGBA;
  360. r_gl_type=GL_UNSIGNED_BYTE;
  361. r_compressed=true;
  362. srgb=true;
  363. } else {
  364. need_decompress=true;
  365. }
  366. } break;
  367. default: {
  368. ERR_FAIL_V(Image());
  369. }
  370. }
  371. if (need_decompress) {
  372. if (!image.empty()) {
  373. image.decompress();
  374. ERR_FAIL_COND_V(image.is_compressed(),image);
  375. image.convert(Image::FORMAT_RGBA8);
  376. }
  377. r_gl_format=GL_RGBA;
  378. r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8_ALPHA8:GL_RGBA8;
  379. r_gl_type=GL_UNSIGNED_BYTE;
  380. r_compressed=false;
  381. srgb=true;
  382. return image;
  383. }
  384. return image;
  385. }
  386. static const GLenum _cube_side_enum[6]={
  387. GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
  388. GL_TEXTURE_CUBE_MAP_POSITIVE_X,
  389. GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
  390. GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
  391. GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
  392. GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
  393. };
  394. RID RasterizerStorageGLES3::texture_create() {
  395. Texture *texture = memnew(Texture);
  396. ERR_FAIL_COND_V(!texture,RID());
  397. glGenTextures(1, &texture->tex_id);
  398. texture->active=false;
  399. texture->total_data_size=0;
  400. return texture_owner.make_rid( texture );
  401. }
  402. void RasterizerStorageGLES3::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) {
  403. int components;
  404. GLenum format;
  405. GLenum internal_format;
  406. GLenum type;
  407. bool compressed;
  408. bool srgb;
  409. if (p_flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
  410. p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
  411. }
  412. Texture *texture = texture_owner.get( p_texture );
  413. ERR_FAIL_COND(!texture);
  414. texture->width=p_width;
  415. texture->height=p_height;
  416. texture->format=p_format;
  417. texture->flags=p_flags;
  418. texture->stored_cube_sides=0;
  419. texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
  420. _get_gl_image_and_format(Image(),texture->format,texture->flags,format,internal_format,type,compressed,srgb);
  421. texture->alloc_width = texture->width;
  422. texture->alloc_height = texture->height;
  423. texture->gl_format_cache=format;
  424. texture->gl_type_cache=type;
  425. texture->gl_internal_format_cache=internal_format;
  426. texture->compressed=compressed;
  427. texture->srgb=srgb;
  428. texture->data_size=0;
  429. texture->mipmaps=1;
  430. glActiveTexture(GL_TEXTURE0);
  431. glBindTexture(texture->target, texture->tex_id);
  432. if (p_flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
  433. //prealloc if video
  434. glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type,NULL);
  435. }
  436. texture->active=true;
  437. }
  438. void RasterizerStorageGLES3::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) {
  439. Texture * texture = texture_owner.get(p_texture);
  440. ERR_FAIL_COND(!texture);
  441. ERR_FAIL_COND(!texture->active);
  442. ERR_FAIL_COND(texture->render_target);
  443. ERR_FAIL_COND(texture->format != p_image.get_format() );
  444. ERR_FAIL_COND( p_image.empty() );
  445. GLenum type;
  446. GLenum format;
  447. GLenum internal_format;
  448. bool compressed;
  449. bool srgb;
  450. if (config.keep_original_textures && !(texture->flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
  451. texture->images[p_cube_side]=p_image;
  452. }
  453. Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,internal_format,type,compressed,srgb);
  454. if (config.shrink_textures_x2 && (p_image.has_mipmaps() || !p_image.is_compressed()) && !(texture->flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
  455. texture->alloc_height = MAX(1,texture->alloc_height/2);
  456. texture->alloc_width = MAX(1,texture->alloc_width/2);
  457. if (texture->alloc_width == img.get_width()/2 && texture->alloc_height == img.get_height()/2) {
  458. img.shrink_x2();
  459. } else if (img.get_format() <= Image::FORMAT_RGB565) {
  460. img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
  461. }
  462. };
  463. GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;
  464. texture->data_size=img.get_data().size();
  465. DVector<uint8_t>::Read read = img.get_data().read();
  466. glActiveTexture(GL_TEXTURE0);
  467. glBindTexture(texture->target, texture->tex_id);
  468. texture->ignore_mipmaps = compressed && !img.has_mipmaps();
  469. if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps)
  470. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,config.use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
  471. else {
  472. if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  473. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  474. } else {
  475. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
  476. }
  477. }
  478. if (config.srgb_decode_supported && srgb) {
  479. if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  480. glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
  481. texture->using_srgb=true;
  482. } else {
  483. glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
  484. texture->using_srgb=false;
  485. }
  486. }
  487. if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  488. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
  489. } else {
  490. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering
  491. }
  492. if ((texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
  493. if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
  494. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
  495. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
  496. }
  497. else{
  498. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  499. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  500. }
  501. } else {
  502. //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  503. glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  504. glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  505. }
  506. //set swizle for older format compatibility
  507. switch(texture->format) {
  508. case Image::FORMAT_L8: {
  509. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED);
  510. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_RED);
  511. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_RED);
  512. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_ONE);
  513. } break;
  514. case Image::FORMAT_LA8: {
  515. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED);
  516. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_RED);
  517. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_RED);
  518. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_GREEN);
  519. } break;
  520. default: {
  521. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED);
  522. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_GREEN);
  523. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_BLUE);
  524. glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_ALPHA);
  525. } break;
  526. }
  527. if (config.use_anisotropic_filter) {
  528. if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
  529. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level);
  530. } else {
  531. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
  532. }
  533. }
  534. int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.has_mipmaps()) ? img.get_mipmap_count() +1: 1;
  535. int w=img.get_width();
  536. int h=img.get_height();
  537. int tsize=0;
  538. for(int i=0;i<mipmaps;i++) {
  539. int size,ofs;
  540. img.get_mipmap_offset_and_size(i,ofs,size);
  541. //print_line("mipmap: "+itos(i)+" size: "+itos(size)+" w: "+itos(mm_w)+", h: "+itos(mm_h));
  542. if (texture->compressed) {
  543. glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  544. glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] );
  545. } else {
  546. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  547. if (texture->flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
  548. glTexSubImage2D( blit_target, i, 0,0,w, h,format,type,&read[ofs] );
  549. } else {
  550. glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type,&read[ofs]);
  551. }
  552. }
  553. tsize+=size;
  554. w = MAX(1,w>>1);
  555. h = MAX(1,h>>1);
  556. }
  557. info.texture_mem-=texture->total_data_size;
  558. texture->total_data_size=tsize;
  559. info.texture_mem+=texture->total_data_size;
  560. //printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem);
  561. texture->stored_cube_sides|=(1<<p_cube_side);
  562. if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1 && !texture->ignore_mipmaps && (!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP) || texture->stored_cube_sides==(1<<6)-1)) {
  563. //generate mipmaps if they were requested and the image does not contain them
  564. glGenerateMipmap(texture->target);
  565. }
  566. texture->mipmaps=mipmaps;
  567. //texture_set_flags(p_texture,texture->flags);
  568. }
  569. Image RasterizerStorageGLES3::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const {
  570. Texture * texture = texture_owner.get(p_texture);
  571. ERR_FAIL_COND_V(!texture,Image());
  572. ERR_FAIL_COND_V(!texture->active,Image());
  573. ERR_FAIL_COND_V(texture->data_size==0,Image());
  574. ERR_FAIL_COND_V(texture->render_target,Image());
  575. if (!texture->images[p_cube_side].empty())
  576. return texture->images[p_cube_side];
  577. #ifdef GLES_OVER_GL
  578. DVector<uint8_t> data;
  579. int data_size = Image::get_image_data_size(texture->alloc_width,texture->alloc_height,texture->format,texture->mipmaps>1?-1:0);
  580. data.resize(data_size*2); //add some memory at the end, just in case for buggy drivers
  581. DVector<uint8_t>::Write wb = data.write();
  582. glActiveTexture(GL_TEXTURE0);
  583. glBindTexture(texture->target,texture->tex_id);
  584. glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
  585. print_line("GET FORMAT: "+Image::get_format_name(texture->format)+" mipmaps: "+itos(texture->mipmaps));
  586. for(int i=0;i<texture->mipmaps;i++) {
  587. int ofs=0;
  588. if (i>0) {
  589. ofs=Image::get_image_data_size(texture->alloc_width,texture->alloc_height,texture->format,i-1);
  590. }
  591. if (texture->compressed) {
  592. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  593. glGetCompressedTexImage(texture->target,i,&wb[ofs]);
  594. } else {
  595. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  596. glGetTexImage(texture->target,i,texture->gl_format_cache,texture->gl_type_cache,&wb[ofs]);
  597. }
  598. }
  599. wb=DVector<uint8_t>::Write();
  600. data.resize(data_size);
  601. Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps>1?true:false,texture->format,data);
  602. return img;
  603. #else
  604. ERR_EXPLAIN("Sorry, It's not posible to obtain images back in OpenGL ES");
  605. return Image();
  606. #endif
  607. }
  608. void RasterizerStorageGLES3::texture_set_flags(RID p_texture,uint32_t p_flags) {
  609. Texture *texture = texture_owner.get( p_texture );
  610. ERR_FAIL_COND(!texture);
  611. if (texture->render_target) {
  612. p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter
  613. }
  614. bool had_mipmaps = texture->flags&VS::TEXTURE_FLAG_MIPMAPS;
  615. glActiveTexture(GL_TEXTURE0);
  616. glBindTexture(texture->target, texture->tex_id);
  617. uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
  618. texture->flags=p_flags|cube; // can't remove a cube from being a cube
  619. if ((texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
  620. if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
  621. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
  622. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
  623. }
  624. else {
  625. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  626. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  627. }
  628. } else {
  629. //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  630. glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  631. glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  632. }
  633. if (config.use_anisotropic_filter) {
  634. if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
  635. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level);
  636. } else {
  637. glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
  638. }
  639. }
  640. if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) {
  641. if (!had_mipmaps && texture->mipmaps==1) {
  642. glGenerateMipmap(texture->target);
  643. }
  644. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,config.use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
  645. } else{
  646. if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  647. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  648. } else {
  649. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
  650. }
  651. }
  652. if (config.srgb_decode_supported && texture->srgb) {
  653. if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
  654. glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
  655. texture->using_srgb=true;
  656. } else {
  657. glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
  658. texture->using_srgb=false;
  659. }
  660. }
  661. if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  662. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
  663. } else {
  664. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering
  665. }
  666. }
  667. uint32_t RasterizerStorageGLES3::texture_get_flags(RID p_texture) const {
  668. Texture * texture = texture_owner.get(p_texture);
  669. ERR_FAIL_COND_V(!texture,0);
  670. return texture->flags;
  671. }
  672. Image::Format RasterizerStorageGLES3::texture_get_format(RID p_texture) const {
  673. Texture * texture = texture_owner.get(p_texture);
  674. ERR_FAIL_COND_V(!texture,Image::FORMAT_L8);
  675. return texture->format;
  676. }
  677. uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const {
  678. Texture * texture = texture_owner.get(p_texture);
  679. ERR_FAIL_COND_V(!texture,0);
  680. return texture->width;
  681. }
  682. uint32_t RasterizerStorageGLES3::texture_get_height(RID p_texture) const {
  683. Texture * texture = texture_owner.get(p_texture);
  684. ERR_FAIL_COND_V(!texture,0);
  685. return texture->height;
  686. }
  687. void RasterizerStorageGLES3::texture_set_size_override(RID p_texture,int p_width, int p_height) {
  688. Texture * texture = texture_owner.get(p_texture);
  689. ERR_FAIL_COND(!texture);
  690. ERR_FAIL_COND(texture->render_target);
  691. ERR_FAIL_COND(p_width<=0 || p_width>16384);
  692. ERR_FAIL_COND(p_height<=0 || p_height>16384);
  693. //real texture size is in alloc width and height
  694. texture->width=p_width;
  695. texture->height=p_height;
  696. }
  697. void RasterizerStorageGLES3::texture_set_path(RID p_texture,const String& p_path) {
  698. Texture * texture = texture_owner.get(p_texture);
  699. ERR_FAIL_COND(!texture);
  700. texture->path=p_path;
  701. }
  702. String RasterizerStorageGLES3::texture_get_path(RID p_texture) const{
  703. Texture * texture = texture_owner.get(p_texture);
  704. ERR_FAIL_COND_V(!texture,String());
  705. return texture->path;
  706. }
  707. void RasterizerStorageGLES3::texture_debug_usage(List<VS::TextureInfo> *r_info){
  708. List<RID> textures;
  709. texture_owner.get_owned_list(&textures);
  710. for (List<RID>::Element *E=textures.front();E;E=E->next()) {
  711. Texture *t = texture_owner.get(E->get());
  712. if (!t)
  713. continue;
  714. VS::TextureInfo tinfo;
  715. tinfo.path=t->path;
  716. tinfo.format=t->format;
  717. tinfo.size.x=t->alloc_width;
  718. tinfo.size.y=t->alloc_height;
  719. tinfo.bytes=t->total_data_size;
  720. r_info->push_back(tinfo);
  721. }
  722. }
  723. void RasterizerStorageGLES3::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
  724. config.shrink_textures_x2=p_enable;
  725. }
  726. void RasterizerStorageGLES3::textures_keep_original(bool p_enable) {
  727. config.keep_original_textures=p_enable;
  728. }
  729. RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source,int p_resolution) const {
  730. Texture * texture = texture_owner.get(p_source);
  731. ERR_FAIL_COND_V(!texture,RID());
  732. ERR_FAIL_COND_V(!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP),RID());
  733. bool use_float=true;
  734. if (p_resolution<0) {
  735. p_resolution=texture->width;
  736. }
  737. glBindVertexArray(0);
  738. glDisable(GL_CULL_FACE);
  739. glDisable(GL_DEPTH_TEST);
  740. glDisable(GL_SCISSOR_TEST);
  741. glDisable(GL_BLEND);
  742. glActiveTexture(GL_TEXTURE0);
  743. glBindTexture(texture->target, texture->tex_id);
  744. if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
  745. glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
  746. texture->using_srgb=true;
  747. #ifdef TOOLS_ENABLED
  748. if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  749. texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
  750. //notify that texture must be set to linear beforehand, so it works in other platforms when exported
  751. }
  752. #endif
  753. }
  754. glActiveTexture(GL_TEXTURE1);
  755. GLuint new_cubemap;
  756. glGenTextures(1, &new_cubemap);
  757. glBindTexture(GL_TEXTURE_CUBE_MAP, new_cubemap);
  758. GLuint tmp_fb;
  759. glGenFramebuffers(1, &tmp_fb);
  760. glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
  761. int size = p_resolution;
  762. int lod=0;
  763. shaders.cubemap_filter.bind();
  764. int mipmaps=6;
  765. int mm_level=mipmaps;
  766. GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2;
  767. GLenum format = GL_RGBA;
  768. GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV;
  769. while(mm_level) {
  770. for(int i=0;i<6;i++) {
  771. glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
  772. }
  773. lod++;
  774. mm_level--;
  775. if (size>1)
  776. size>>=1;
  777. }
  778. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
  779. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1);
  780. lod=0;
  781. mm_level=mipmaps;
  782. size = p_resolution;
  783. shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,false);
  784. while(mm_level) {
  785. for(int i=0;i<6;i++) {
  786. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], new_cubemap, lod);
  787. glViewport(0,0,size,size);
  788. glBindVertexArray(resources.quadie_array);
  789. shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::FACE_ID,i);
  790. shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps-1));
  791. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  792. glBindVertexArray(0);
  793. #ifdef DEBUG_ENABLED
  794. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  795. ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
  796. #endif
  797. }
  798. if (size>1)
  799. size>>=1;
  800. lod++;
  801. mm_level--;
  802. }
  803. //restore ranges
  804. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
  805. glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1);
  806. glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  807. glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  808. glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  809. glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  810. glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
  811. glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
  812. glDeleteFramebuffers(1, &tmp_fb);
  813. Texture * ctex = memnew( Texture );
  814. ctex->flags=VS::TEXTURE_FLAG_CUBEMAP|VS::TEXTURE_FLAG_MIPMAPS|VS::TEXTURE_FLAG_FILTER;
  815. ctex->width=p_resolution;
  816. ctex->height=p_resolution;
  817. ctex->alloc_width=p_resolution;
  818. ctex->alloc_height=p_resolution;
  819. ctex->format=use_float?Image::FORMAT_RGBAH:Image::FORMAT_RGBA8;
  820. ctex->target=GL_TEXTURE_CUBE_MAP;
  821. ctex->gl_format_cache=format;
  822. ctex->gl_internal_format_cache=internal_format;
  823. ctex->gl_type_cache=type;
  824. ctex->data_size=0;
  825. ctex->compressed=false;
  826. ctex->srgb=false;
  827. ctex->total_data_size=0;
  828. ctex->ignore_mipmaps=false;
  829. ctex->mipmaps=mipmaps;
  830. ctex->active=true;
  831. ctex->tex_id=new_cubemap;
  832. ctex->stored_cube_sides=(1<<6)-1;
  833. ctex->render_target=NULL;
  834. return texture_owner.make_rid(ctex);
  835. }
  836. RID RasterizerStorageGLES3::skybox_create() {
  837. SkyBox *skybox = memnew( SkyBox );
  838. skybox->radiance=0;
  839. return skybox_owner.make_rid(skybox);
  840. }
  841. void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, int p_radiance_size){
  842. SkyBox *skybox = skybox_owner.getornull(p_skybox);
  843. ERR_FAIL_COND(!skybox);
  844. if (skybox->cubemap.is_valid()) {
  845. skybox->cubemap=RID();
  846. glDeleteTextures(1,&skybox->radiance);
  847. skybox->radiance=0;
  848. }
  849. skybox->cubemap=p_cube_map;
  850. if (!skybox->cubemap.is_valid())
  851. return; //cleared
  852. Texture *texture = texture_owner.getornull(skybox->cubemap);
  853. if (!texture || !(texture->flags&VS::TEXTURE_FLAG_CUBEMAP)) {
  854. skybox->cubemap=RID();
  855. ERR_FAIL_COND(!texture || !(texture->flags&VS::TEXTURE_FLAG_CUBEMAP));
  856. }
  857. glBindVertexArray(0);
  858. glDisable(GL_CULL_FACE);
  859. glDisable(GL_DEPTH_TEST);
  860. glDisable(GL_SCISSOR_TEST);
  861. glDisable(GL_BLEND);
  862. glActiveTexture(GL_TEXTURE0);
  863. glBindTexture(texture->target, texture->tex_id);
  864. if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
  865. glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT);
  866. texture->using_srgb=true;
  867. #ifdef TOOLS_ENABLED
  868. if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
  869. texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
  870. //notify that texture must be set to linear beforehand, so it works in other platforms when exported
  871. }
  872. #endif
  873. }
  874. glActiveTexture(GL_TEXTURE1);
  875. glGenTextures(1, &skybox->radiance);
  876. glBindTexture(GL_TEXTURE_2D, skybox->radiance);
  877. GLuint tmp_fb;
  878. glGenFramebuffers(1, &tmp_fb);
  879. glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
  880. int size = p_radiance_size;
  881. int lod=0;
  882. int mipmaps=6;
  883. int mm_level=mipmaps;
  884. bool use_float=true;
  885. GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2;
  886. GLenum format = GL_RGBA;
  887. GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV;
  888. while(mm_level) {
  889. glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size*2, 0, format, type, NULL);
  890. lod++;
  891. mm_level--;
  892. if (size>1)
  893. size>>=1;
  894. }
  895. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  896. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod-1);
  897. lod=0;
  898. mm_level=mipmaps;
  899. size = p_radiance_size;
  900. shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,true);
  901. shaders.cubemap_filter.bind();
  902. while(mm_level) {
  903. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, skybox->radiance, lod);
  904. #ifdef DEBUG_ENABLED
  905. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  906. ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
  907. #endif
  908. for(int i=0;i<2;i++) {
  909. glViewport(0,i*size,size,size);
  910. glBindVertexArray(resources.quadie_array);
  911. shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP,i>0);
  912. shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps-1));
  913. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  914. glBindVertexArray(0);
  915. }
  916. if (size>1)
  917. size>>=1;
  918. lod++;
  919. mm_level--;
  920. }
  921. shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,false);
  922. //restore ranges
  923. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  924. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod-1);
  925. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  926. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  927. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  928. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  929. glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
  930. glDeleteFramebuffers(1, &tmp_fb);
  931. }
  932. /* SHADER API */
  933. RID RasterizerStorageGLES3::shader_create(VS::ShaderMode p_mode){
  934. Shader *shader = memnew( Shader );
  935. shader->mode=p_mode;
  936. RID rid = shader_owner.make_rid(shader);
  937. shader_set_mode(rid,p_mode);
  938. _shader_make_dirty(shader);
  939. shader->self=rid;
  940. return rid;
  941. }
  942. void RasterizerStorageGLES3::_shader_make_dirty(Shader* p_shader) {
  943. if (p_shader->dirty_list.in_list())
  944. return;
  945. _shader_dirty_list.add(&p_shader->dirty_list);
  946. }
  947. void RasterizerStorageGLES3::shader_set_mode(RID p_shader,VS::ShaderMode p_mode){
  948. ERR_FAIL_INDEX(p_mode,VS::SHADER_MAX);
  949. Shader *shader=shader_owner.get(p_shader);
  950. ERR_FAIL_COND(!shader);
  951. if (shader->custom_code_id && p_mode==shader->mode)
  952. return;
  953. if (shader->custom_code_id) {
  954. shader->shader->free_custom_shader(shader->custom_code_id);
  955. shader->custom_code_id=0;
  956. }
  957. shader->mode=p_mode;
  958. ShaderGLES3* shaders[VS::SHADER_MAX]={
  959. &scene->state.scene_shader,
  960. &canvas->state.canvas_shader,
  961. &this->shaders.particles,
  962. };
  963. shader->shader=shaders[p_mode];
  964. shader->custom_code_id = shader->shader->create_custom_shader();
  965. _shader_make_dirty(shader);
  966. }
  967. VS::ShaderMode RasterizerStorageGLES3::shader_get_mode(RID p_shader) const {
  968. const Shader *shader=shader_owner.get(p_shader);
  969. ERR_FAIL_COND_V(!shader,VS::SHADER_MAX);
  970. return shader->mode;
  971. }
  972. void RasterizerStorageGLES3::shader_set_code(RID p_shader, const String& p_code){
  973. Shader *shader=shader_owner.get(p_shader);
  974. ERR_FAIL_COND(!shader);
  975. shader->code=p_code;
  976. _shader_make_dirty(shader);
  977. }
  978. String RasterizerStorageGLES3::shader_get_code(RID p_shader) const{
  979. const Shader *shader=shader_owner.get(p_shader);
  980. ERR_FAIL_COND_V(!shader,String());
  981. return shader->code;
  982. }
  983. void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const {
  984. _shader_dirty_list.remove( &p_shader->dirty_list );
  985. p_shader->valid=false;
  986. p_shader->uniforms.clear();
  987. ShaderCompilerGLES3::GeneratedCode gen_code;
  988. ShaderCompilerGLES3::IdentifierActions *actions=NULL;
  989. switch(p_shader->mode) {
  990. case VS::SHADER_CANVAS_ITEM: {
  991. p_shader->canvas_item.light_mode=Shader::CanvasItem::LIGHT_MODE_NORMAL;
  992. p_shader->canvas_item.blend_mode=Shader::CanvasItem::BLEND_MODE_MIX;
  993. shaders.actions_canvas.render_mode_values["blend_add"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_ADD);
  994. shaders.actions_canvas.render_mode_values["blend_mix"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_MIX);
  995. shaders.actions_canvas.render_mode_values["blend_sub"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_SUB);
  996. shaders.actions_canvas.render_mode_values["blend_mul"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_MUL);
  997. shaders.actions_canvas.render_mode_values["blend_premul_alpha"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_PMALPHA);
  998. shaders.actions_canvas.render_mode_values["unshaded"]=Pair<int*,int>(&p_shader->canvas_item.light_mode,Shader::CanvasItem::LIGHT_MODE_UNSHADED);
  999. shaders.actions_canvas.render_mode_values["light_only"]=Pair<int*,int>(&p_shader->canvas_item.light_mode,Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
  1000. actions=&shaders.actions_canvas;
  1001. actions->uniforms=&p_shader->uniforms;
  1002. } break;
  1003. case VS::SHADER_SPATIAL: {
  1004. p_shader->spatial.blend_mode=Shader::Spatial::BLEND_MODE_MIX;
  1005. p_shader->spatial.depth_draw_mode=Shader::Spatial::DEPTH_DRAW_OPAQUE;
  1006. p_shader->spatial.cull_mode=Shader::Spatial::CULL_MODE_BACK;
  1007. p_shader->spatial.uses_alpha=false;
  1008. p_shader->spatial.uses_discard=false;
  1009. p_shader->spatial.unshaded=false;
  1010. p_shader->spatial.ontop=false;
  1011. p_shader->spatial.uses_sss=false;
  1012. p_shader->spatial.uses_vertex=false;
  1013. shaders.actions_scene.render_mode_values["blend_add"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_ADD);
  1014. shaders.actions_scene.render_mode_values["blend_mix"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MIX);
  1015. shaders.actions_scene.render_mode_values["blend_sub"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_SUB);
  1016. shaders.actions_scene.render_mode_values["blend_mul"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MUL);
  1017. shaders.actions_scene.render_mode_values["depth_draw_opaque"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_OPAQUE);
  1018. shaders.actions_scene.render_mode_values["depth_draw_always"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALWAYS);
  1019. shaders.actions_scene.render_mode_values["depth_draw_never"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_NEVER);
  1020. shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS);
  1021. shaders.actions_scene.render_mode_values["cull_front"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_FRONT);
  1022. shaders.actions_scene.render_mode_values["cull_back"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_BACK);
  1023. shaders.actions_scene.render_mode_values["cull_disabled"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_DISABLED);
  1024. shaders.actions_scene.render_mode_flags["unshaded"]=&p_shader->spatial.unshaded;
  1025. shaders.actions_scene.render_mode_flags["ontop"]=&p_shader->spatial.ontop;
  1026. shaders.actions_scene.usage_flag_pointers["ALPHA"]=&p_shader->spatial.uses_alpha;
  1027. shaders.actions_scene.usage_flag_pointers["VERTEX"]=&p_shader->spatial.uses_vertex;
  1028. shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"]=&p_shader->spatial.uses_sss;
  1029. shaders.actions_scene.usage_flag_pointers["DISCARD"]=&p_shader->spatial.uses_discard;
  1030. actions=&shaders.actions_scene;
  1031. actions->uniforms=&p_shader->uniforms;
  1032. }
  1033. case VS::SHADER_PARTICLES: {
  1034. actions=&shaders.actions_particles;
  1035. actions->uniforms=&p_shader->uniforms;
  1036. }
  1037. }
  1038. Error err = shaders.compiler.compile(p_shader->mode,p_shader->code,actions,p_shader->path,gen_code);
  1039. ERR_FAIL_COND(err!=OK);
  1040. p_shader->shader->set_custom_shader_code(p_shader->custom_code_id,gen_code.vertex,gen_code.vertex_global,gen_code.fragment,gen_code.light,gen_code.fragment_global,gen_code.uniforms,gen_code.texture_uniforms,gen_code.defines);
  1041. p_shader->ubo_size=gen_code.uniform_total_size;
  1042. p_shader->ubo_offsets=gen_code.uniform_offsets;
  1043. p_shader->texture_count=gen_code.texture_uniforms.size();
  1044. p_shader->texture_hints=gen_code.texture_hints;
  1045. p_shader->uses_vertex_time=gen_code.uses_vertex_time;
  1046. p_shader->uses_fragment_time=gen_code.uses_fragment_time;
  1047. //all materials using this shader will have to be invalidated, unfortunately
  1048. for (SelfList<Material>* E = p_shader->materials.first();E;E=E->next() ) {
  1049. _material_make_dirty(E->self());
  1050. }
  1051. p_shader->valid=true;
  1052. p_shader->version++;
  1053. }
  1054. void RasterizerStorageGLES3::update_dirty_shaders() {
  1055. while( _shader_dirty_list.first() ) {
  1056. _update_shader(_shader_dirty_list.first()->self() );
  1057. }
  1058. }
  1059. void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const{
  1060. Shader *shader=shader_owner.get(p_shader);
  1061. ERR_FAIL_COND(!shader);
  1062. if (shader->dirty_list.in_list())
  1063. _update_shader(shader); // ok should be not anymore dirty
  1064. Map<int,StringName> order;
  1065. for(Map<StringName,ShaderLanguage::ShaderNode::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
  1066. order[E->get().order]=E->key();
  1067. }
  1068. for(Map<int,StringName>::Element *E=order.front();E;E=E->next()) {
  1069. PropertyInfo pi;
  1070. ShaderLanguage::ShaderNode::Uniform &u=shader->uniforms[E->get()];
  1071. pi.name=E->get();
  1072. switch(u.type) {
  1073. case ShaderLanguage::TYPE_VOID: pi.type=Variant::NIL; break;
  1074. case ShaderLanguage::TYPE_BOOL: pi.type=Variant::BOOL; break;
  1075. case ShaderLanguage::TYPE_BVEC2: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y"; break;
  1076. case ShaderLanguage::TYPE_BVEC3: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y,z"; break;
  1077. case ShaderLanguage::TYPE_BVEC4: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y,z,w"; break;
  1078. case ShaderLanguage::TYPE_UINT:
  1079. case ShaderLanguage::TYPE_INT: {
  1080. pi.type=Variant::INT;
  1081. if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
  1082. pi.hint=PROPERTY_HINT_RANGE;
  1083. pi.hint_string=rtos(u.hint_range[0])+","+rtos(u.hint_range[1]);
  1084. }
  1085. } break;
  1086. case ShaderLanguage::TYPE_IVEC2:
  1087. case ShaderLanguage::TYPE_IVEC3:
  1088. case ShaderLanguage::TYPE_IVEC4:
  1089. case ShaderLanguage::TYPE_UVEC2:
  1090. case ShaderLanguage::TYPE_UVEC3:
  1091. case ShaderLanguage::TYPE_UVEC4: {
  1092. pi.type=Variant::INT_ARRAY;
  1093. } break;
  1094. case ShaderLanguage::TYPE_FLOAT: {
  1095. pi.type=Variant::REAL;
  1096. if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
  1097. pi.hint=PROPERTY_HINT_RANGE;
  1098. pi.hint_string=rtos(u.hint_range[0])+","+rtos(u.hint_range[1])+","+rtos(u.hint_range[2]);
  1099. }
  1100. } break;
  1101. case ShaderLanguage::TYPE_VEC2: pi.type=Variant::VECTOR2; break;
  1102. case ShaderLanguage::TYPE_VEC3: pi.type=Variant::VECTOR3; break;
  1103. case ShaderLanguage::TYPE_VEC4: {
  1104. if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
  1105. pi.type=Variant::COLOR;
  1106. } else {
  1107. pi.type=Variant::PLANE;
  1108. }
  1109. } break;
  1110. case ShaderLanguage::TYPE_MAT2: pi.type=Variant::MATRIX32; break;
  1111. case ShaderLanguage::TYPE_MAT3: pi.type=Variant::MATRIX3; break;
  1112. case ShaderLanguage::TYPE_MAT4: pi.type=Variant::TRANSFORM; break;
  1113. case ShaderLanguage::TYPE_SAMPLER2D:
  1114. case ShaderLanguage::TYPE_ISAMPLER2D:
  1115. case ShaderLanguage::TYPE_USAMPLER2D: {
  1116. pi.type=Variant::OBJECT;
  1117. pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
  1118. pi.hint_string="Texture";
  1119. } break;
  1120. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  1121. pi.type=Variant::OBJECT;
  1122. pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
  1123. pi.hint_string="CubeMap";
  1124. } break;
  1125. };
  1126. p_param_list->push_back(pi);
  1127. }
  1128. }
  1129. void RasterizerStorageGLES3::shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture){
  1130. Shader *shader=shader_owner.get(p_shader);
  1131. ERR_FAIL_COND(!shader);
  1132. ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
  1133. if (p_texture.is_valid())
  1134. shader->default_textures[p_name]=p_texture;
  1135. else
  1136. shader->default_textures.erase(p_name);
  1137. _shader_make_dirty(shader);
  1138. }
  1139. RID RasterizerStorageGLES3::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{
  1140. const Shader *shader=shader_owner.get(p_shader);
  1141. ERR_FAIL_COND_V(!shader,RID());
  1142. const Map<StringName,RID>::Element *E=shader->default_textures.find(p_name);
  1143. if (!E)
  1144. return RID();
  1145. return E->get();
  1146. }
  1147. /* COMMON MATERIAL API */
  1148. void RasterizerStorageGLES3::_material_make_dirty(Material* p_material) const {
  1149. if (p_material->dirty_list.in_list())
  1150. return;
  1151. _material_dirty_list.add(&p_material->dirty_list);
  1152. }
  1153. RID RasterizerStorageGLES3::material_create(){
  1154. Material *material = memnew( Material );
  1155. return material_owner.make_rid(material);
  1156. }
  1157. void RasterizerStorageGLES3::material_set_shader(RID p_material, RID p_shader){
  1158. Material *material = material_owner.get( p_material );
  1159. ERR_FAIL_COND(!material);
  1160. Shader *shader=shader_owner.getornull(p_shader);
  1161. if (material->shader) {
  1162. //if shader, remove from previous shader material list
  1163. material->shader->materials.remove( &material->list );
  1164. }
  1165. material->shader=shader;
  1166. if (shader) {
  1167. shader->materials.add(&material->list);
  1168. }
  1169. _material_make_dirty(material);
  1170. }
  1171. RID RasterizerStorageGLES3::material_get_shader(RID p_material) const{
  1172. const Material *material = material_owner.get( p_material );
  1173. ERR_FAIL_COND_V(!material,RID());
  1174. if (material->shader)
  1175. return material->shader->self;
  1176. return RID();
  1177. }
  1178. void RasterizerStorageGLES3::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value){
  1179. Material *material = material_owner.get( p_material );
  1180. ERR_FAIL_COND(!material);
  1181. if (p_value.get_type()==Variant::NIL)
  1182. material->params.erase(p_param);
  1183. else
  1184. material->params[p_param]=p_value;
  1185. _material_make_dirty(material);
  1186. }
  1187. Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringName& p_param) const{
  1188. const Material *material = material_owner.get( p_material );
  1189. ERR_FAIL_COND_V(!material,RID());
  1190. if (material->params.has(p_param))
  1191. return material->params[p_param];
  1192. return Variant();
  1193. }
  1194. void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) {
  1195. Material *material = material_owner.get( p_material );
  1196. ERR_FAIL_COND(!material);
  1197. material->line_width=p_width;
  1198. }
  1199. bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
  1200. Material *material = material_owner.get( p_material );
  1201. ERR_FAIL_COND_V(!material,false);
  1202. if (material->dirty_list.in_list()) {
  1203. _update_material(material);
  1204. }
  1205. return material->is_animated_cache;
  1206. }
  1207. bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
  1208. Material *material = material_owner.get( p_material );
  1209. ERR_FAIL_COND_V(!material,false);
  1210. if (material->dirty_list.in_list()) {
  1211. _update_material(material);
  1212. }
  1213. return material->can_cast_shadow_cache;
  1214. }
  1215. void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
  1216. Material *material = material_owner.get( p_material );
  1217. ERR_FAIL_COND(!material);
  1218. Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.find(p_instance);
  1219. if (E) {
  1220. E->get()++;
  1221. } else {
  1222. material->instance_owners[p_instance]=1;
  1223. }
  1224. }
  1225. void RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
  1226. Material *material = material_owner.get( p_material );
  1227. ERR_FAIL_COND(!material);
  1228. Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.find(p_instance);
  1229. ERR_FAIL_COND(!E);
  1230. E->get()--;
  1231. if (E->get()==0) {
  1232. material->instance_owners.erase(E);
  1233. }
  1234. }
  1235. _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant& value, uint8_t *data,bool p_linear_color) {
  1236. switch(type) {
  1237. case ShaderLanguage::TYPE_BOOL: {
  1238. bool v = value;
  1239. GLuint *gui = (GLuint*)data;
  1240. *gui = v ? GL_TRUE : GL_FALSE;
  1241. } break;
  1242. case ShaderLanguage::TYPE_BVEC2: {
  1243. int v = value;
  1244. GLuint *gui = (GLuint*)data;
  1245. gui[0]=v&1 ? GL_TRUE : GL_FALSE;
  1246. gui[1]=v&2 ? GL_TRUE : GL_FALSE;
  1247. } break;
  1248. case ShaderLanguage::TYPE_BVEC3: {
  1249. int v = value;
  1250. GLuint *gui = (GLuint*)data;
  1251. gui[0]=v&1 ? GL_TRUE : GL_FALSE;
  1252. gui[1]=v&2 ? GL_TRUE : GL_FALSE;
  1253. gui[2]=v&4 ? GL_TRUE : GL_FALSE;
  1254. } break;
  1255. case ShaderLanguage::TYPE_BVEC4: {
  1256. int v = value;
  1257. GLuint *gui = (GLuint*)data;
  1258. gui[0]=v&1 ? GL_TRUE : GL_FALSE;
  1259. gui[1]=v&2 ? GL_TRUE : GL_FALSE;
  1260. gui[2]=v&4 ? GL_TRUE : GL_FALSE;
  1261. gui[3]=v&8 ? GL_TRUE : GL_FALSE;
  1262. } break;
  1263. case ShaderLanguage::TYPE_INT: {
  1264. int v = value;
  1265. GLint *gui = (GLint*)data;
  1266. gui[0]=v;
  1267. } break;
  1268. case ShaderLanguage::TYPE_IVEC2: {
  1269. DVector<int> iv = value;
  1270. int s = iv.size();
  1271. GLint *gui = (GLint*)data;
  1272. DVector<int>::Read r = iv.read();
  1273. for(int i=0;i<2;i++) {
  1274. if (i<s)
  1275. gui[i]=r[i];
  1276. else
  1277. gui[i]=0;
  1278. }
  1279. } break;
  1280. case ShaderLanguage::TYPE_IVEC3: {
  1281. DVector<int> iv = value;
  1282. int s = iv.size();
  1283. GLint *gui = (GLint*)data;
  1284. DVector<int>::Read r = iv.read();
  1285. for(int i=0;i<3;i++) {
  1286. if (i<s)
  1287. gui[i]=r[i];
  1288. else
  1289. gui[i]=0;
  1290. }
  1291. } break;
  1292. case ShaderLanguage::TYPE_IVEC4: {
  1293. DVector<int> iv = value;
  1294. int s = iv.size();
  1295. GLint *gui = (GLint*)data;
  1296. DVector<int>::Read r = iv.read();
  1297. for(int i=0;i<4;i++) {
  1298. if (i<s)
  1299. gui[i]=r[i];
  1300. else
  1301. gui[i]=0;
  1302. }
  1303. } break;
  1304. case ShaderLanguage::TYPE_UINT: {
  1305. int v = value;
  1306. GLuint *gui = (GLuint*)data;
  1307. gui[0]=v;
  1308. } break;
  1309. case ShaderLanguage::TYPE_UVEC2: {
  1310. DVector<int> iv = value;
  1311. int s = iv.size();
  1312. GLuint *gui = (GLuint*)data;
  1313. DVector<int>::Read r = iv.read();
  1314. for(int i=0;i<2;i++) {
  1315. if (i<s)
  1316. gui[i]=r[i];
  1317. else
  1318. gui[i]=0;
  1319. }
  1320. } break;
  1321. case ShaderLanguage::TYPE_UVEC3: {
  1322. DVector<int> iv = value;
  1323. int s = iv.size();
  1324. GLuint *gui = (GLuint*)data;
  1325. DVector<int>::Read r = iv.read();
  1326. for(int i=0;i<3;i++) {
  1327. if (i<s)
  1328. gui[i]=r[i];
  1329. else
  1330. gui[i]=0;
  1331. }
  1332. } break;
  1333. case ShaderLanguage::TYPE_UVEC4: {
  1334. DVector<int> iv = value;
  1335. int s = iv.size();
  1336. GLuint *gui = (GLuint*)data;
  1337. DVector<int>::Read r = iv.read();
  1338. for(int i=0;i<4;i++) {
  1339. if (i<s)
  1340. gui[i]=r[i];
  1341. else
  1342. gui[i]=0;
  1343. }
  1344. } break;
  1345. case ShaderLanguage::TYPE_FLOAT: {
  1346. float v = value;
  1347. GLfloat *gui = (GLfloat*)data;
  1348. gui[0]=v;
  1349. } break;
  1350. case ShaderLanguage::TYPE_VEC2: {
  1351. Vector2 v = value;
  1352. GLfloat *gui = (GLfloat*)data;
  1353. gui[0]=v.x;
  1354. gui[1]=v.y;
  1355. } break;
  1356. case ShaderLanguage::TYPE_VEC3: {
  1357. Vector3 v = value;
  1358. GLfloat *gui = (GLfloat*)data;
  1359. gui[0]=v.x;
  1360. gui[1]=v.y;
  1361. gui[2]=v.z;
  1362. } break;
  1363. case ShaderLanguage::TYPE_VEC4: {
  1364. GLfloat *gui = (GLfloat*)data;
  1365. if (value.get_type()==Variant::COLOR) {
  1366. Color v=value;
  1367. if (p_linear_color) {
  1368. v=v.to_linear();
  1369. }
  1370. gui[0]=v.r;
  1371. gui[1]=v.g;
  1372. gui[2]=v.b;
  1373. gui[3]=v.a;
  1374. } else if (value.get_type()==Variant::RECT2) {
  1375. Rect2 v=value;
  1376. gui[0]=v.pos.x;
  1377. gui[1]=v.pos.y;
  1378. gui[2]=v.size.x;
  1379. gui[3]=v.size.y;
  1380. } else if (value.get_type()==Variant::QUAT) {
  1381. Quat v=value;
  1382. gui[0]=v.x;
  1383. gui[1]=v.y;
  1384. gui[2]=v.z;
  1385. gui[3]=v.w;
  1386. } else {
  1387. Plane v=value;
  1388. gui[0]=v.normal.x;
  1389. gui[1]=v.normal.y;
  1390. gui[2]=v.normal.x;
  1391. gui[3]=v.d;
  1392. }
  1393. } break;
  1394. case ShaderLanguage::TYPE_MAT2: {
  1395. Matrix32 v = value;
  1396. GLfloat *gui = (GLfloat*)data;
  1397. gui[ 0]=v.elements[0][0];
  1398. gui[ 1]=v.elements[0][1];
  1399. gui[ 2]=v.elements[1][0];
  1400. gui[ 3]=v.elements[1][1];
  1401. } break;
  1402. case ShaderLanguage::TYPE_MAT3: {
  1403. Matrix3 v = value;
  1404. GLfloat *gui = (GLfloat*)data;
  1405. gui[ 0]=v.elements[0][0];
  1406. gui[ 1]=v.elements[1][0];
  1407. gui[ 2]=v.elements[2][0];
  1408. gui[ 3]=0;
  1409. gui[ 4]=v.elements[0][1];
  1410. gui[ 5]=v.elements[1][1];
  1411. gui[ 6]=v.elements[2][1];
  1412. gui[ 7]=0;
  1413. gui[ 8]=v.elements[0][2];
  1414. gui[ 9]=v.elements[1][2];
  1415. gui[10]=v.elements[2][2];
  1416. gui[11]=0;
  1417. } break;
  1418. case ShaderLanguage::TYPE_MAT4: {
  1419. Transform v = value;
  1420. GLfloat *gui = (GLfloat*)data;
  1421. gui[ 0]=v.basis.elements[0][0];
  1422. gui[ 1]=v.basis.elements[1][0];
  1423. gui[ 2]=v.basis.elements[2][0];
  1424. gui[ 3]=0;
  1425. gui[ 4]=v.basis.elements[0][1];
  1426. gui[ 5]=v.basis.elements[1][1];
  1427. gui[ 6]=v.basis.elements[2][1];
  1428. gui[ 7]=0;
  1429. gui[ 8]=v.basis.elements[0][2];
  1430. gui[ 9]=v.basis.elements[1][2];
  1431. gui[10]=v.basis.elements[2][2];
  1432. gui[11]=0;
  1433. gui[12]=v.origin.x;
  1434. gui[13]=v.origin.y;
  1435. gui[14]=v.origin.z;
  1436. gui[15]=1;
  1437. } break;
  1438. default: {}
  1439. }
  1440. }
  1441. _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value>& value, uint8_t *data) {
  1442. switch(type) {
  1443. case ShaderLanguage::TYPE_BOOL: {
  1444. GLuint *gui = (GLuint*)data;
  1445. *gui = value[0].boolean ? GL_TRUE : GL_FALSE;
  1446. } break;
  1447. case ShaderLanguage::TYPE_BVEC2: {
  1448. GLuint *gui = (GLuint*)data;
  1449. gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE;
  1450. gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE;
  1451. } break;
  1452. case ShaderLanguage::TYPE_BVEC3: {
  1453. GLuint *gui = (GLuint*)data;
  1454. gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE;
  1455. gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE;
  1456. gui[2]=value[2].boolean ? GL_TRUE : GL_FALSE;
  1457. } break;
  1458. case ShaderLanguage::TYPE_BVEC4: {
  1459. GLuint *gui = (GLuint*)data;
  1460. gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE;
  1461. gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE;
  1462. gui[2]=value[2].boolean ? GL_TRUE : GL_FALSE;
  1463. gui[3]=value[3].boolean ? GL_TRUE : GL_FALSE;
  1464. } break;
  1465. case ShaderLanguage::TYPE_INT: {
  1466. GLint *gui = (GLint*)data;
  1467. gui[0]=value[0].sint;
  1468. } break;
  1469. case ShaderLanguage::TYPE_IVEC2: {
  1470. GLint *gui = (GLint*)data;
  1471. for(int i=0;i<2;i++) {
  1472. gui[i]=value[i].sint;
  1473. }
  1474. } break;
  1475. case ShaderLanguage::TYPE_IVEC3: {
  1476. GLint *gui = (GLint*)data;
  1477. for(int i=0;i<3;i++) {
  1478. gui[i]=value[i].sint;
  1479. }
  1480. } break;
  1481. case ShaderLanguage::TYPE_IVEC4: {
  1482. GLint *gui = (GLint*)data;
  1483. for(int i=0;i<4;i++) {
  1484. gui[i]=value[i].sint;
  1485. }
  1486. } break;
  1487. case ShaderLanguage::TYPE_UINT: {
  1488. GLuint *gui = (GLuint*)data;
  1489. gui[0]=value[0].uint;
  1490. } break;
  1491. case ShaderLanguage::TYPE_UVEC2: {
  1492. GLint *gui = (GLint*)data;
  1493. for(int i=0;i<2;i++) {
  1494. gui[i]=value[i].uint;
  1495. }
  1496. } break;
  1497. case ShaderLanguage::TYPE_UVEC3: {
  1498. GLint *gui = (GLint*)data;
  1499. for(int i=0;i<3;i++) {
  1500. gui[i]=value[i].uint;
  1501. }
  1502. } break;
  1503. case ShaderLanguage::TYPE_UVEC4: {
  1504. GLint *gui = (GLint*)data;
  1505. for(int i=0;i<4;i++) {
  1506. gui[i]=value[i].uint;
  1507. }
  1508. } break;
  1509. case ShaderLanguage::TYPE_FLOAT: {
  1510. GLfloat *gui = (GLfloat*)data;
  1511. gui[0]=value[0].real;
  1512. } break;
  1513. case ShaderLanguage::TYPE_VEC2: {
  1514. GLfloat *gui = (GLfloat*)data;
  1515. for(int i=0;i<2;i++) {
  1516. gui[i]=value[i].real;
  1517. }
  1518. } break;
  1519. case ShaderLanguage::TYPE_VEC3: {
  1520. GLfloat *gui = (GLfloat*)data;
  1521. for(int i=0;i<3;i++) {
  1522. gui[i]=value[i].real;
  1523. }
  1524. } break;
  1525. case ShaderLanguage::TYPE_VEC4: {
  1526. GLfloat *gui = (GLfloat*)data;
  1527. for(int i=0;i<4;i++) {
  1528. gui[i]=value[i].real;
  1529. }
  1530. } break;
  1531. case ShaderLanguage::TYPE_MAT2: {
  1532. GLfloat *gui = (GLfloat*)data;
  1533. for(int i=0;i<2;i++) {
  1534. gui[i]=value[i].real;
  1535. }
  1536. } break;
  1537. case ShaderLanguage::TYPE_MAT3: {
  1538. GLfloat *gui = (GLfloat*)data;
  1539. gui[ 0]=value[0].real;
  1540. gui[ 1]=value[1].real;
  1541. gui[ 2]=value[2].real;
  1542. gui[ 3]=0;
  1543. gui[ 4]=value[3].real;
  1544. gui[ 5]=value[4].real;
  1545. gui[ 6]=value[5].real;
  1546. gui[ 7]=0;
  1547. gui[ 8]=value[6].real;
  1548. gui[ 9]=value[7].real;
  1549. gui[10]=value[8].real;
  1550. gui[11]=0;
  1551. } break;
  1552. case ShaderLanguage::TYPE_MAT4: {
  1553. GLfloat *gui = (GLfloat*)data;
  1554. for(int i=0;i<16;i++) {
  1555. gui[i]=value[i].real;
  1556. }
  1557. } break;
  1558. default: {}
  1559. }
  1560. }
  1561. _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, uint8_t *data) {
  1562. switch(type) {
  1563. case ShaderLanguage::TYPE_BOOL:
  1564. case ShaderLanguage::TYPE_INT:
  1565. case ShaderLanguage::TYPE_UINT:
  1566. case ShaderLanguage::TYPE_FLOAT: {
  1567. zeromem(data,4);
  1568. } break;
  1569. case ShaderLanguage::TYPE_BVEC2:
  1570. case ShaderLanguage::TYPE_IVEC2:
  1571. case ShaderLanguage::TYPE_UVEC2:
  1572. case ShaderLanguage::TYPE_VEC2: {
  1573. zeromem(data,8);
  1574. } break;
  1575. case ShaderLanguage::TYPE_BVEC3:
  1576. case ShaderLanguage::TYPE_IVEC3:
  1577. case ShaderLanguage::TYPE_UVEC3:
  1578. case ShaderLanguage::TYPE_VEC3:
  1579. case ShaderLanguage::TYPE_BVEC4:
  1580. case ShaderLanguage::TYPE_IVEC4:
  1581. case ShaderLanguage::TYPE_UVEC4:
  1582. case ShaderLanguage::TYPE_VEC4:
  1583. case ShaderLanguage::TYPE_MAT2:{
  1584. zeromem(data,16);
  1585. } break;
  1586. case ShaderLanguage::TYPE_MAT3:{
  1587. zeromem(data,48);
  1588. } break;
  1589. case ShaderLanguage::TYPE_MAT4:{
  1590. zeromem(data,64);
  1591. } break;
  1592. default: {}
  1593. }
  1594. }
  1595. void RasterizerStorageGLES3::_update_material(Material* material) {
  1596. if (material->dirty_list.in_list())
  1597. _material_dirty_list.remove( &material->dirty_list );
  1598. if (material->shader && material->shader->dirty_list.in_list()) {
  1599. _update_shader(material->shader);
  1600. }
  1601. //update caches
  1602. {
  1603. bool can_cast_shadow = false;
  1604. bool is_animated = false;
  1605. if (material->shader && material->shader->mode==VS::SHADER_SPATIAL) {
  1606. if (!material->shader->spatial.uses_alpha && material->shader->spatial.blend_mode==Shader::Spatial::BLEND_MODE_MIX) {
  1607. can_cast_shadow=true;
  1608. }
  1609. if (material->shader->spatial.uses_discard && material->shader->uses_fragment_time) {
  1610. is_animated=true;
  1611. }
  1612. if (material->shader->spatial.uses_vertex && material->shader->uses_vertex_time) {
  1613. is_animated=true;
  1614. }
  1615. }
  1616. if (can_cast_shadow!=material->can_cast_shadow_cache || is_animated!=material->is_animated_cache) {
  1617. material->can_cast_shadow_cache=can_cast_shadow;
  1618. material->is_animated_cache=is_animated;
  1619. for(Map<Geometry*,int>::Element *E=material->geometry_owners.front();E;E=E->next()) {
  1620. E->key()->material_changed_notify();
  1621. }
  1622. for(Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.front();E;E=E->next()) {
  1623. E->key()->base_material_changed();
  1624. }
  1625. }
  1626. }
  1627. //clear ubo if it needs to be cleared
  1628. if (material->ubo_size) {
  1629. if (!material->shader || material->shader->ubo_size!=material->ubo_size) {
  1630. //by by ubo
  1631. glDeleteBuffers(1,&material->ubo_id);
  1632. material->ubo_id=0;
  1633. material->ubo_size=0;
  1634. }
  1635. }
  1636. //create ubo if it needs to be created
  1637. if (material->ubo_size==0 && material->shader && material->shader->ubo_size) {
  1638. glGenBuffers(1, &material->ubo_id);
  1639. glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id);
  1640. glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, NULL, GL_DYNAMIC_DRAW);
  1641. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1642. material->ubo_size=material->shader->ubo_size;
  1643. }
  1644. //fill up the UBO if it needs to be filled
  1645. if (material->shader && material->ubo_size) {
  1646. uint8_t* local_ubo = (uint8_t*)alloca(material->ubo_size);
  1647. for(Map<StringName,ShaderLanguage::ShaderNode::Uniform>::Element *E=material->shader->uniforms.front();E;E=E->next()) {
  1648. if (E->get().order<0)
  1649. continue; // texture, does not go here
  1650. //regular uniform
  1651. uint8_t *data = &local_ubo[ material->shader->ubo_offsets[E->get().order] ];
  1652. Map<StringName,Variant>::Element *V = material->params.find(E->key());
  1653. if (V) {
  1654. //user provided
  1655. _fill_std140_variant_ubo_value(E->get().type,V->get(),data,material->shader->mode==VS::SHADER_SPATIAL);
  1656. } else if (E->get().default_value.size()){
  1657. //default value
  1658. _fill_std140_ubo_value(E->get().type,E->get().default_value,data);
  1659. //value=E->get().default_value;
  1660. } else {
  1661. //zero because it was not provided
  1662. _fill_std140_ubo_empty(E->get().type,data);
  1663. }
  1664. }
  1665. glBindBuffer(GL_UNIFORM_BUFFER,material->ubo_id);
  1666. glBufferSubData(GL_UNIFORM_BUFFER, 0, material->ubo_size, local_ubo);
  1667. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1668. }
  1669. //set up the texture array, for easy access when it needs to be drawn
  1670. if (material->shader && material->shader->texture_count) {
  1671. material->textures.resize(material->shader->texture_count);
  1672. for(Map<StringName,ShaderLanguage::ShaderNode::Uniform>::Element *E=material->shader->uniforms.front();E;E=E->next()) {
  1673. if (E->get().texture_order<0)
  1674. continue; // not a texture, does not go here
  1675. RID texture;
  1676. Map<StringName,Variant>::Element *V = material->params.find(E->key());
  1677. if (V) {
  1678. texture=V->get();
  1679. }
  1680. if (!texture.is_valid()) {
  1681. Map<StringName,RID>::Element *W = material->shader->default_textures.find(E->key());
  1682. if (W) {
  1683. texture=W->get();
  1684. }
  1685. }
  1686. material->textures[ E->get().texture_order ]=texture;
  1687. }
  1688. } else {
  1689. material->textures.clear();
  1690. }
  1691. }
  1692. void RasterizerStorageGLES3::_material_add_geometry(RID p_material,Geometry *p_geometry) {
  1693. Material * material = material_owner.getornull(p_material);
  1694. ERR_FAIL_COND(!material);
  1695. Map<Geometry*,int>::Element *I = material->geometry_owners.find(p_geometry);
  1696. if (I) {
  1697. I->get()++;
  1698. } else {
  1699. material->geometry_owners[p_geometry]=1;
  1700. }
  1701. }
  1702. void RasterizerStorageGLES3::_material_remove_geometry(RID p_material,Geometry *p_geometry) {
  1703. Material * material = material_owner.getornull(p_material);
  1704. ERR_FAIL_COND(!material);
  1705. Map<Geometry*,int>::Element *I = material->geometry_owners.find(p_geometry);
  1706. ERR_FAIL_COND(!I);
  1707. I->get()--;
  1708. if (I->get()==0) {
  1709. material->geometry_owners.erase(I);
  1710. }
  1711. }
  1712. void RasterizerStorageGLES3::update_dirty_materials() {
  1713. while( _material_dirty_list.first() ) {
  1714. Material *material = _material_dirty_list.first()->self();
  1715. _update_material(material);
  1716. }
  1717. }
  1718. /* MESH API */
  1719. RID RasterizerStorageGLES3::mesh_create(){
  1720. Mesh * mesh = memnew( Mesh );
  1721. return mesh_owner.make_rid(mesh);
  1722. }
  1723. void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes,const Vector<AABB>& p_bone_aabbs){
  1724. DVector<uint8_t> array = p_array;
  1725. Mesh *mesh = mesh_owner.getornull(p_mesh);
  1726. ERR_FAIL_COND(!mesh);
  1727. ERR_FAIL_COND(!(p_format&VS::ARRAY_FORMAT_VERTEX));
  1728. //must have index and bones, both.
  1729. {
  1730. uint32_t bones_weight = VS::ARRAY_FORMAT_BONES|VS::ARRAY_FORMAT_WEIGHTS;
  1731. ERR_EXPLAIN("Array must have both bones and weights in format or none.");
  1732. ERR_FAIL_COND( (p_format&bones_weight) && (p_format&bones_weight)!=bones_weight );
  1733. }
  1734. bool has_morph = p_blend_shapes.size();
  1735. Surface::Attrib attribs[VS::ARRAY_MAX];
  1736. int stride=0;
  1737. for(int i=0;i<VS::ARRAY_MAX;i++) {
  1738. attribs[i].index=i;
  1739. if (! (p_format&(1<<i) ) ) {
  1740. attribs[i].enabled=false;
  1741. attribs[i].integer=false;
  1742. continue;
  1743. }
  1744. attribs[i].enabled=true;
  1745. attribs[i].offset=stride;
  1746. attribs[i].integer=false;
  1747. switch(i) {
  1748. case VS::ARRAY_VERTEX: {
  1749. if (p_format&VS::ARRAY_FLAG_USE_2D_VERTICES) {
  1750. attribs[i].size=2;
  1751. } else {
  1752. attribs[i].size=(p_format&VS::ARRAY_COMPRESS_VERTEX)?4:3;
  1753. }
  1754. if (p_format&VS::ARRAY_COMPRESS_VERTEX) {
  1755. attribs[i].type=GL_HALF_FLOAT;
  1756. stride+=attribs[i].size*2;
  1757. } else {
  1758. attribs[i].type=GL_FLOAT;
  1759. stride+=attribs[i].size*4;
  1760. }
  1761. attribs[i].normalized=GL_FALSE;
  1762. } break;
  1763. case VS::ARRAY_NORMAL: {
  1764. attribs[i].size=3;
  1765. if (p_format&VS::ARRAY_COMPRESS_NORMAL) {
  1766. attribs[i].type=GL_BYTE;
  1767. stride+=4; //pad extra byte
  1768. attribs[i].normalized=GL_TRUE;
  1769. } else {
  1770. attribs[i].type=GL_FLOAT;
  1771. stride+=12;
  1772. attribs[i].normalized=GL_FALSE;
  1773. }
  1774. } break;
  1775. case VS::ARRAY_TANGENT: {
  1776. attribs[i].size=4;
  1777. if (p_format&VS::ARRAY_COMPRESS_TANGENT) {
  1778. attribs[i].type=GL_BYTE;
  1779. stride+=4;
  1780. attribs[i].normalized=GL_TRUE;
  1781. } else {
  1782. attribs[i].type=GL_FLOAT;
  1783. stride+=16;
  1784. attribs[i].normalized=GL_FALSE;
  1785. }
  1786. } break;
  1787. case VS::ARRAY_COLOR: {
  1788. attribs[i].size=4;
  1789. if (p_format&VS::ARRAY_COMPRESS_COLOR) {
  1790. attribs[i].type=GL_UNSIGNED_BYTE;
  1791. stride+=4;
  1792. attribs[i].normalized=GL_TRUE;
  1793. } else {
  1794. attribs[i].type=GL_FLOAT;
  1795. stride+=16;
  1796. attribs[i].normalized=GL_FALSE;
  1797. }
  1798. } break;
  1799. case VS::ARRAY_TEX_UV: {
  1800. attribs[i].size=2;
  1801. if (p_format&VS::ARRAY_COMPRESS_TEX_UV) {
  1802. attribs[i].type=GL_HALF_FLOAT;
  1803. stride+=4;
  1804. } else {
  1805. attribs[i].type=GL_FLOAT;
  1806. stride+=8;
  1807. }
  1808. attribs[i].normalized=GL_FALSE;
  1809. } break;
  1810. case VS::ARRAY_TEX_UV2: {
  1811. attribs[i].size=2;
  1812. if (p_format&VS::ARRAY_COMPRESS_TEX_UV2) {
  1813. attribs[i].type=GL_HALF_FLOAT;
  1814. stride+=4;
  1815. } else {
  1816. attribs[i].type=GL_FLOAT;
  1817. stride+=8;
  1818. }
  1819. attribs[i].normalized=GL_FALSE;
  1820. } break;
  1821. case VS::ARRAY_BONES: {
  1822. attribs[i].size=4;
  1823. if (p_format&VS::ARRAY_FLAG_USE_16_BIT_BONES) {
  1824. attribs[i].type=GL_UNSIGNED_SHORT;
  1825. stride+=8;
  1826. } else {
  1827. attribs[i].type=GL_UNSIGNED_BYTE;
  1828. stride+=4;
  1829. }
  1830. attribs[i].normalized=GL_FALSE;
  1831. attribs[i].integer=true;
  1832. } break;
  1833. case VS::ARRAY_WEIGHTS: {
  1834. attribs[i].size=4;
  1835. if (p_format&VS::ARRAY_COMPRESS_WEIGHTS) {
  1836. attribs[i].type=GL_UNSIGNED_SHORT;
  1837. stride+=8;
  1838. attribs[i].normalized=GL_TRUE;
  1839. } else {
  1840. attribs[i].type=GL_FLOAT;
  1841. stride+=16;
  1842. attribs[i].normalized=GL_FALSE;
  1843. }
  1844. } break;
  1845. case VS::ARRAY_INDEX: {
  1846. attribs[i].size=1;
  1847. if (p_vertex_count>=(1<<16)) {
  1848. attribs[i].type=GL_UNSIGNED_INT;
  1849. attribs[i].stride=4;
  1850. } else {
  1851. attribs[i].type=GL_UNSIGNED_SHORT;
  1852. attribs[i].stride=2;
  1853. }
  1854. attribs[i].normalized=GL_FALSE;
  1855. } break;
  1856. }
  1857. }
  1858. for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  1859. attribs[i].stride=stride;
  1860. }
  1861. //validate sizes
  1862. int array_size = stride * p_vertex_count;
  1863. int index_array_size=0;
  1864. print_line("desired size: "+itos(array_size)+" vcount "+itos(p_vertex_count)+" should be: "+itos(array.size()+p_vertex_count*2)+" but is "+itos(array.size()));
  1865. if (array.size()!=array_size && array.size()+p_vertex_count*2 == array_size) {
  1866. //old format, convert
  1867. array = DVector<uint8_t>();
  1868. array.resize( p_array.size()+p_vertex_count*2 );
  1869. DVector<uint8_t>::Write w = array.write();
  1870. DVector<uint8_t>::Read r = p_array.read();
  1871. uint16_t *w16 = (uint16_t*)w.ptr();
  1872. const uint16_t *r16 = (uint16_t*)r.ptr();
  1873. uint16_t one = Math::make_half_float(1);
  1874. for(int i=0;i<p_vertex_count;i++) {
  1875. *w16++ = *r16++;
  1876. *w16++ = *r16++;
  1877. *w16++ = *r16++;
  1878. *w16++ = one;
  1879. for(int j=0;j<(stride/2)-4;j++) {
  1880. *w16++ = *r16++;
  1881. }
  1882. }
  1883. }
  1884. ERR_FAIL_COND(array.size()!=array_size);
  1885. if (p_format&VS::ARRAY_FORMAT_INDEX) {
  1886. index_array_size=attribs[VS::ARRAY_INDEX].stride*p_index_count;
  1887. }
  1888. ERR_FAIL_COND(p_index_array.size()!=index_array_size);
  1889. ERR_FAIL_COND(p_blend_shapes.size()!=mesh->morph_target_count);
  1890. for(int i=0;i<p_blend_shapes.size();i++) {
  1891. ERR_FAIL_COND(p_blend_shapes[i].size()!=array_size);
  1892. }
  1893. //ok all valid, create stuff
  1894. Surface * surface = memnew( Surface );
  1895. surface->active=true;
  1896. surface->array_len=p_vertex_count;
  1897. surface->index_array_len=p_index_count;
  1898. surface->array_byte_size=array.size();
  1899. surface->index_array_byte_size=p_index_array.size();
  1900. surface->primitive=p_primitive;
  1901. surface->mesh=mesh;
  1902. surface->format=p_format;
  1903. surface->skeleton_bone_aabb=p_bone_aabbs;
  1904. surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size());
  1905. surface->aabb=p_aabb;
  1906. surface->max_bone=p_bone_aabbs.size();
  1907. for(int i=0;i<surface->skeleton_bone_used.size();i++) {
  1908. if (surface->skeleton_bone_aabb[i].size.x<0 || surface->skeleton_bone_aabb[i].size.y<0 || surface->skeleton_bone_aabb[i].size.z<0) {
  1909. surface->skeleton_bone_used[i]=false;
  1910. } else {
  1911. surface->skeleton_bone_used[i]=true;
  1912. }
  1913. }
  1914. for(int i=0;i<VS::ARRAY_MAX;i++) {
  1915. surface->attribs[i]=attribs[i];
  1916. }
  1917. {
  1918. DVector<uint8_t>::Read vr = array.read();
  1919. glGenBuffers(1,&surface->vertex_id);
  1920. glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  1921. glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW);
  1922. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  1923. if (p_format&VS::ARRAY_FORMAT_INDEX) {
  1924. DVector<uint8_t>::Read ir = p_index_array.read();
  1925. glGenBuffers(1,&surface->index_id);
  1926. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
  1927. glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_size,ir.ptr(),GL_STATIC_DRAW);
  1928. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
  1929. }
  1930. //generate arrays for faster state switching
  1931. for(int ai=0;ai<2;ai++) {
  1932. if (ai==0) {
  1933. //for normal draw
  1934. glGenVertexArrays(1,&surface->array_id);
  1935. glBindVertexArray(surface->array_id);
  1936. glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  1937. } else if (ai==1) {
  1938. //for instancing draw (can be changed and no one cares)
  1939. glGenVertexArrays(1,&surface->instancing_array_id);
  1940. glBindVertexArray(surface->instancing_array_id);
  1941. glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  1942. }
  1943. for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  1944. if (!attribs[i].enabled)
  1945. continue;
  1946. if (attribs[i].integer) {
  1947. glVertexAttribIPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
  1948. } else {
  1949. glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
  1950. }
  1951. glEnableVertexAttribArray(attribs[i].index);
  1952. }
  1953. if (surface->index_id) {
  1954. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
  1955. }
  1956. glBindVertexArray(0);
  1957. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  1958. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  1959. }
  1960. }
  1961. {
  1962. //blend shapes
  1963. for(int i=0;i<p_blend_shapes.size();i++) {
  1964. Surface::MorphTarget mt;
  1965. DVector<uint8_t>::Read vr = p_blend_shapes[i].read();
  1966. glGenBuffers(1,&mt.vertex_id);
  1967. glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id);
  1968. glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW);
  1969. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  1970. glGenVertexArrays(1,&mt.array_id);
  1971. glBindVertexArray(mt.array_id);
  1972. glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id);
  1973. for(int j=0;j<VS::ARRAY_MAX-1;j++) {
  1974. if (!attribs[j].enabled)
  1975. continue;
  1976. if (attribs[j].integer) {
  1977. glVertexAttribIPointer(attribs[j].index,attribs[j].size,attribs[j].type,attribs[j].stride,((uint8_t*)0)+attribs[j].offset);
  1978. } else {
  1979. glVertexAttribPointer(attribs[j].index,attribs[j].size,attribs[j].type,attribs[j].normalized,attribs[j].stride,((uint8_t*)0)+attribs[j].offset);
  1980. }
  1981. glEnableVertexAttribArray(attribs[j].index);
  1982. }
  1983. glBindVertexArray(0);
  1984. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  1985. surface->morph_targets.push_back(mt);
  1986. }
  1987. }
  1988. mesh->surfaces.push_back(surface);
  1989. mesh->instance_change_notify();
  1990. }
  1991. void RasterizerStorageGLES3::mesh_set_morph_target_count(RID p_mesh,int p_amount){
  1992. Mesh *mesh = mesh_owner.getornull(p_mesh);
  1993. ERR_FAIL_COND(!mesh);
  1994. ERR_FAIL_COND(mesh->surfaces.size()!=0);
  1995. ERR_FAIL_COND(p_amount<0);
  1996. mesh->morph_target_count=p_amount;
  1997. }
  1998. int RasterizerStorageGLES3::mesh_get_morph_target_count(RID p_mesh) const{
  1999. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2000. ERR_FAIL_COND_V(!mesh,0);
  2001. return mesh->morph_target_count;
  2002. }
  2003. void RasterizerStorageGLES3::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode){
  2004. Mesh *mesh = mesh_owner.getornull(p_mesh);
  2005. ERR_FAIL_COND(!mesh);
  2006. mesh->morph_target_mode=p_mode;
  2007. }
  2008. VS::MorphTargetMode RasterizerStorageGLES3::mesh_get_morph_target_mode(RID p_mesh) const{
  2009. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2010. ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED);
  2011. return mesh->morph_target_mode;
  2012. }
  2013. void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material){
  2014. Mesh *mesh = mesh_owner.getornull(p_mesh);
  2015. ERR_FAIL_COND(!mesh);
  2016. ERR_FAIL_INDEX(p_surface,mesh->surfaces.size());
  2017. if (mesh->surfaces[p_surface]->material==p_material)
  2018. return;
  2019. if (mesh->surfaces[p_surface]->material.is_valid()) {
  2020. _material_remove_geometry(mesh->surfaces[p_surface]->material,mesh->surfaces[p_surface]);
  2021. }
  2022. mesh->surfaces[p_surface]->material=p_material;
  2023. if (mesh->surfaces[p_surface]->material.is_valid()) {
  2024. _material_add_geometry(mesh->surfaces[p_surface]->material,mesh->surfaces[p_surface]);
  2025. }
  2026. mesh->instance_material_change_notify();
  2027. }
  2028. RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const{
  2029. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2030. ERR_FAIL_COND_V(!mesh,RID());
  2031. ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),RID());
  2032. return mesh->surfaces[p_surface]->material;
  2033. }
  2034. int RasterizerStorageGLES3::mesh_surface_get_array_len(RID p_mesh, int p_surface) const{
  2035. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2036. ERR_FAIL_COND_V(!mesh,0);
  2037. ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0);
  2038. return mesh->surfaces[p_surface]->array_len;
  2039. }
  2040. int RasterizerStorageGLES3::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const{
  2041. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2042. ERR_FAIL_COND_V(!mesh,0);
  2043. ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0);
  2044. return mesh->surfaces[p_surface]->index_array_len;
  2045. }
  2046. DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_array(RID p_mesh, int p_surface) const{
  2047. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2048. ERR_FAIL_COND_V(!mesh,DVector<uint8_t>());
  2049. ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector<uint8_t>());
  2050. Surface *surface = mesh->surfaces[p_surface];
  2051. glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  2052. void * data = glMapBufferRange(GL_ARRAY_BUFFER,0,surface->array_byte_size,GL_MAP_READ_BIT);
  2053. ERR_FAIL_COND_V(!data,DVector<uint8_t>());
  2054. DVector<uint8_t> ret;
  2055. ret.resize(surface->array_byte_size);
  2056. {
  2057. DVector<uint8_t>::Write w = ret.write();
  2058. copymem(w.ptr(),data,surface->array_byte_size);
  2059. }
  2060. glUnmapBuffer(GL_ARRAY_BUFFER);
  2061. return ret;
  2062. }
  2063. DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_mesh, int p_surface) const {
  2064. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2065. ERR_FAIL_COND_V(!mesh,DVector<uint8_t>());
  2066. ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector<uint8_t>());
  2067. Surface *surface = mesh->surfaces[p_surface];
  2068. ERR_FAIL_COND_V(surface->index_array_len==0,DVector<uint8_t>());
  2069. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
  2070. void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,surface->index_array_byte_size,GL_MAP_READ_BIT);
  2071. ERR_FAIL_COND_V(!data,DVector<uint8_t>());
  2072. DVector<uint8_t> ret;
  2073. ret.resize(surface->index_array_byte_size);
  2074. {
  2075. DVector<uint8_t>::Write w = ret.write();
  2076. copymem(w.ptr(),data,surface->index_array_byte_size);
  2077. }
  2078. glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  2079. return ret;
  2080. }
  2081. uint32_t RasterizerStorageGLES3::mesh_surface_get_format(RID p_mesh, int p_surface) const{
  2082. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2083. ERR_FAIL_COND_V(!mesh,0);
  2084. ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0);
  2085. return mesh->surfaces[p_surface]->format;
  2086. }
  2087. VS::PrimitiveType RasterizerStorageGLES3::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const{
  2088. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2089. ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_MAX);
  2090. ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),VS::PRIMITIVE_MAX);
  2091. return mesh->surfaces[p_surface]->primitive;
  2092. }
  2093. AABB RasterizerStorageGLES3::mesh_surface_get_aabb(RID p_mesh, int p_surface) const {
  2094. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2095. ERR_FAIL_COND_V(!mesh,AABB());
  2096. ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),AABB());
  2097. return mesh->surfaces[p_surface]->aabb;
  2098. }
  2099. Vector<DVector<uint8_t> > RasterizerStorageGLES3::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const{
  2100. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2101. ERR_FAIL_COND_V(!mesh,Vector<DVector<uint8_t> >());
  2102. ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector<DVector<uint8_t> >());
  2103. Vector<DVector<uint8_t> > bsarr;
  2104. for(int i=0;i<mesh->surfaces[p_surface]->morph_targets.size();i++) {
  2105. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mesh->surfaces[p_surface]->morph_targets[i].vertex_id);
  2106. void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,mesh->surfaces[p_surface]->array_byte_size,GL_MAP_READ_BIT);
  2107. ERR_FAIL_COND_V(!data,Vector<DVector<uint8_t> >());
  2108. DVector<uint8_t> ret;
  2109. ret.resize(mesh->surfaces[p_surface]->array_byte_size);
  2110. {
  2111. DVector<uint8_t>::Write w = ret.write();
  2112. copymem(w.ptr(),data,mesh->surfaces[p_surface]->array_byte_size);
  2113. }
  2114. bsarr.push_back(ret);
  2115. glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
  2116. }
  2117. return bsarr;
  2118. }
  2119. Vector<AABB> RasterizerStorageGLES3::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const{
  2120. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2121. ERR_FAIL_COND_V(!mesh,Vector<AABB >());
  2122. ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector<AABB >());
  2123. return mesh->surfaces[p_surface]->skeleton_bone_aabb;
  2124. }
  2125. void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface){
  2126. Mesh *mesh = mesh_owner.getornull(p_mesh);
  2127. ERR_FAIL_COND(!mesh);
  2128. ERR_FAIL_INDEX(p_surface,mesh->surfaces.size());
  2129. Surface *surface = mesh->surfaces[p_surface];
  2130. if (surface->material.is_valid()) {
  2131. _material_remove_geometry(surface->material,mesh->surfaces[p_surface]);
  2132. }
  2133. glDeleteBuffers(1,&surface->vertex_id);
  2134. if (surface->index_id) {
  2135. glDeleteBuffers(1,&surface->index_id);
  2136. }
  2137. glDeleteVertexArrays(1,&surface->array_id);
  2138. for(int i=0;i<surface->morph_targets.size();i++) {
  2139. glDeleteBuffers(1,&surface->morph_targets[i].vertex_id);
  2140. glDeleteVertexArrays(1,&surface->morph_targets[i].array_id);
  2141. }
  2142. mesh->instance_material_change_notify();
  2143. memdelete(surface);
  2144. mesh->surfaces.remove(p_surface);
  2145. mesh->instance_change_notify();
  2146. }
  2147. int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const{
  2148. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2149. ERR_FAIL_COND_V(!mesh,0);
  2150. return mesh->surfaces.size();
  2151. }
  2152. void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb){
  2153. Mesh *mesh = mesh_owner.getornull(p_mesh);
  2154. ERR_FAIL_COND(!mesh);
  2155. mesh->custom_aabb=p_aabb;
  2156. }
  2157. AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const{
  2158. const Mesh *mesh = mesh_owner.getornull(p_mesh);
  2159. ERR_FAIL_COND_V(!mesh,AABB());
  2160. return mesh->custom_aabb;
  2161. }
  2162. AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh,RID p_skeleton) const{
  2163. Mesh *mesh = mesh_owner.get( p_mesh );
  2164. ERR_FAIL_COND_V(!mesh,AABB());
  2165. if (mesh->custom_aabb!=AABB())
  2166. return mesh->custom_aabb;
  2167. Skeleton *sk=NULL;
  2168. if (p_skeleton.is_valid())
  2169. sk=skeleton_owner.get(p_skeleton);
  2170. AABB aabb;
  2171. if (sk && sk->size!=0) {
  2172. for (int i=0;i<mesh->surfaces.size();i++) {
  2173. AABB laabb;
  2174. if (mesh->surfaces[i]->format&VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
  2175. int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
  2176. const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
  2177. const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
  2178. int sbs = sk->size;
  2179. ERR_CONTINUE(bs>sbs);
  2180. float *skb = sk->bones.ptr();
  2181. bool first=true;
  2182. if (sk->use_2d) {
  2183. for(int j=0;j<bs;j++) {
  2184. if (!skused[j])
  2185. continue;
  2186. float *dataptr = &skb[8*j];
  2187. Transform mtx;
  2188. mtx.basis.elements[0][0]=dataptr[ 0];
  2189. mtx.basis.elements[0][1]=dataptr[ 1];
  2190. mtx.origin[0]=dataptr[ 3];
  2191. mtx.basis.elements[1][0]=dataptr[ 4];
  2192. mtx.basis.elements[1][1]=dataptr[ 5];
  2193. mtx.origin[1]=dataptr[ 7];
  2194. AABB baabb = mtx.xform( skbones[j] );
  2195. if (first) {
  2196. laabb=baabb;
  2197. first=false;
  2198. } else {
  2199. laabb.merge_with(baabb);
  2200. }
  2201. }
  2202. } else {
  2203. for(int j=0;j<bs;j++) {
  2204. if (!skused[j])
  2205. continue;
  2206. float *dataptr = &skb[12*j];
  2207. Transform mtx;
  2208. mtx.basis.elements[0][0]=dataptr[ 0];
  2209. mtx.basis.elements[0][1]=dataptr[ 1];
  2210. mtx.basis.elements[0][2]=dataptr[ 2];
  2211. mtx.origin.x=dataptr[ 3];
  2212. mtx.basis.elements[1][0]=dataptr[ 4];
  2213. mtx.basis.elements[1][1]=dataptr[ 5];
  2214. mtx.basis.elements[1][2]=dataptr[ 6];
  2215. mtx.origin.y=dataptr[ 7];
  2216. mtx.basis.elements[2][0]=dataptr[ 8];
  2217. mtx.basis.elements[2][1]=dataptr[ 9];
  2218. mtx.basis.elements[2][2]=dataptr[10];
  2219. mtx.origin.z=dataptr[11];
  2220. AABB baabb = mtx.xform ( skbones[j] );
  2221. if (first) {
  2222. laabb=baabb;
  2223. first=false;
  2224. } else {
  2225. laabb.merge_with(baabb);
  2226. }
  2227. }
  2228. }
  2229. } else {
  2230. laabb=mesh->surfaces[i]->aabb;
  2231. }
  2232. if (i==0)
  2233. aabb=laabb;
  2234. else
  2235. aabb.merge_with(laabb);
  2236. }
  2237. } else {
  2238. for (int i=0;i<mesh->surfaces.size();i++) {
  2239. if (i==0)
  2240. aabb=mesh->surfaces[i]->aabb;
  2241. else
  2242. aabb.merge_with(mesh->surfaces[i]->aabb);
  2243. }
  2244. }
  2245. return aabb;
  2246. }
  2247. void RasterizerStorageGLES3::mesh_clear(RID p_mesh){
  2248. Mesh *mesh = mesh_owner.getornull(p_mesh);
  2249. ERR_FAIL_COND(!mesh);
  2250. while(mesh->surfaces.size()) {
  2251. mesh_remove_surface(p_mesh,0);
  2252. }
  2253. }
  2254. void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, float *p_weights) {
  2255. glBindVertexArray(s->array_id);
  2256. BlendShapeShaderGLES3::Conditionals cond[VS::ARRAY_MAX-1]={
  2257. BlendShapeShaderGLES3::ENABLE_NORMAL, //will be ignored
  2258. BlendShapeShaderGLES3::ENABLE_NORMAL,
  2259. BlendShapeShaderGLES3::ENABLE_TANGENT,
  2260. BlendShapeShaderGLES3::ENABLE_COLOR,
  2261. BlendShapeShaderGLES3::ENABLE_UV,
  2262. BlendShapeShaderGLES3::ENABLE_UV2,
  2263. BlendShapeShaderGLES3::ENABLE_SKELETON,
  2264. BlendShapeShaderGLES3::ENABLE_SKELETON,
  2265. };
  2266. int stride=0;
  2267. if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) {
  2268. stride=2*4;
  2269. } else {
  2270. stride=3*4;
  2271. }
  2272. static const int sizes[VS::ARRAY_MAX-1]={
  2273. 3*4,
  2274. 3*4,
  2275. 4*4,
  2276. 4*4,
  2277. 2*4,
  2278. 2*4,
  2279. 4*4,
  2280. 4*4
  2281. };
  2282. for(int i=1;i<VS::ARRAY_MAX-1;i++) {
  2283. shaders.blend_shapes.set_conditional(cond[i],s->format&(1<<i)); //enable conditional for format
  2284. if (s->format&(1<<i)) {
  2285. stride+=sizes[i];
  2286. }
  2287. }
  2288. //copy all first
  2289. float base_weight=1.0;
  2290. int mtc = s->morph_targets.size();
  2291. if (s->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED) {
  2292. for(int i=0;i<mtc;i++) {
  2293. base_weight-=p_weights[i];
  2294. }
  2295. }
  2296. shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND,false); //first pass does not blend
  2297. shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::USE_2D_VERTEX,s->format&VS::ARRAY_FLAG_USE_2D_VERTICES); //use 2D vertices if needed
  2298. shaders.blend_shapes.bind();
  2299. shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT,base_weight);
  2300. glEnable(GL_RASTERIZER_DISCARD);
  2301. glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[0]);
  2302. glBeginTransformFeedback(GL_POINTS);
  2303. glDrawArrays(GL_POINTS,0,s->array_len);
  2304. glEndTransformFeedback();
  2305. shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND,true); //first pass does not blend
  2306. shaders.blend_shapes.bind();
  2307. for(int ti=0;ti<mtc;ti++) {
  2308. float weight = p_weights[ti];
  2309. if (weight<0.001) //not bother with this one
  2310. continue;
  2311. glBindVertexArray(s->morph_targets[ti].array_id);
  2312. glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]);
  2313. glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[1]);
  2314. shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT,weight);
  2315. int ofs=0;
  2316. for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  2317. if (s->format&(1<<i)) {
  2318. glEnableVertexAttribArray(i+8);
  2319. switch(i) {
  2320. case VS::ARRAY_VERTEX: {
  2321. if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) {
  2322. glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2323. ofs+=2*4;
  2324. } else {
  2325. glVertexAttribPointer(i+8,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2326. ofs+=3*4;
  2327. }
  2328. } break;
  2329. case VS::ARRAY_NORMAL: {
  2330. glVertexAttribPointer(i+8,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2331. ofs+=3*4;
  2332. } break;
  2333. case VS::ARRAY_TANGENT: {
  2334. glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2335. ofs+=4*4;
  2336. } break;
  2337. case VS::ARRAY_COLOR: {
  2338. glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2339. ofs+=4*4;
  2340. } break;
  2341. case VS::ARRAY_TEX_UV: {
  2342. glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2343. ofs+=2*4;
  2344. } break;
  2345. case VS::ARRAY_TEX_UV2: {
  2346. glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2347. ofs+=2*4;
  2348. } break;
  2349. case VS::ARRAY_BONES: {
  2350. glVertexAttribIPointer(i+8,4,GL_UNSIGNED_INT,stride,((uint8_t*)0)+ofs);
  2351. ofs+=4*4;
  2352. } break;
  2353. case VS::ARRAY_WEIGHTS: {
  2354. glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2355. ofs+=4*4;
  2356. } break;
  2357. }
  2358. } else {
  2359. glDisableVertexAttribArray(i+8);
  2360. }
  2361. }
  2362. glBeginTransformFeedback(GL_POINTS);
  2363. glDrawArrays(GL_POINTS,0,s->array_len);
  2364. glEndTransformFeedback();
  2365. SWAP(resources.transform_feedback_buffers[0],resources.transform_feedback_buffers[1]);
  2366. }
  2367. glDisable(GL_RASTERIZER_DISCARD);
  2368. glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
  2369. glBindVertexArray(resources.transform_feedback_array);
  2370. glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]);
  2371. int ofs=0;
  2372. for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  2373. if (s->format&(1<<i)) {
  2374. glEnableVertexAttribArray(i);
  2375. switch(i) {
  2376. case VS::ARRAY_VERTEX: {
  2377. if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) {
  2378. glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2379. ofs+=2*4;
  2380. } else {
  2381. glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2382. ofs+=3*4;
  2383. }
  2384. } break;
  2385. case VS::ARRAY_NORMAL: {
  2386. glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2387. ofs+=3*4;
  2388. } break;
  2389. case VS::ARRAY_TANGENT: {
  2390. glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2391. ofs+=4*4;
  2392. } break;
  2393. case VS::ARRAY_COLOR: {
  2394. glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2395. ofs+=4*4;
  2396. } break;
  2397. case VS::ARRAY_TEX_UV: {
  2398. glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2399. ofs+=2*4;
  2400. } break;
  2401. case VS::ARRAY_TEX_UV2: {
  2402. glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2403. ofs+=2*4;
  2404. } break;
  2405. case VS::ARRAY_BONES: {
  2406. glVertexAttribIPointer(i,4,GL_UNSIGNED_INT,stride,((uint8_t*)0)+ofs);
  2407. ofs+=4*4;
  2408. } break;
  2409. case VS::ARRAY_WEIGHTS: {
  2410. glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs);
  2411. ofs+=4*4;
  2412. } break;
  2413. }
  2414. } else {
  2415. glDisableVertexAttribArray(i);
  2416. }
  2417. }
  2418. if (s->index_array_len) {
  2419. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  2420. }
  2421. }
  2422. /* MULTIMESH API */
  2423. RID RasterizerStorageGLES3::multimesh_create(){
  2424. MultiMesh *multimesh = memnew( MultiMesh );
  2425. return multimesh_owner.make_rid(multimesh);
  2426. }
  2427. void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format){
  2428. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2429. ERR_FAIL_COND(!multimesh);
  2430. if (multimesh->size==p_instances && multimesh->transform_format==p_transform_format && multimesh->color_format==p_color_format)
  2431. return;
  2432. if (multimesh->buffer) {
  2433. glDeleteBuffers(1,&multimesh->buffer);
  2434. multimesh->data.resize(0);
  2435. }
  2436. multimesh->size=p_instances;
  2437. multimesh->transform_format=p_transform_format;
  2438. multimesh->color_format=p_color_format;
  2439. if (multimesh->size) {
  2440. if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) {
  2441. multimesh->xform_floats=8;
  2442. } else {
  2443. multimesh->xform_floats=12;
  2444. }
  2445. if (multimesh->color_format==VS::MULTIMESH_COLOR_NONE) {
  2446. multimesh->color_floats=0;
  2447. } else if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) {
  2448. multimesh->color_floats=1;
  2449. } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) {
  2450. multimesh->color_floats=4;
  2451. }
  2452. int format_floats = multimesh->color_floats+multimesh->xform_floats;
  2453. multimesh->data.resize(format_floats*p_instances);
  2454. for(int i=0;i<p_instances;i+=format_floats) {
  2455. int color_from=0;
  2456. if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) {
  2457. multimesh->data[i+0]=1.0;
  2458. multimesh->data[i+1]=0.0;
  2459. multimesh->data[i+2]=0.0;
  2460. multimesh->data[i+3]=0.0;
  2461. multimesh->data[i+4]=0.0;
  2462. multimesh->data[i+5]=1.0;
  2463. multimesh->data[i+6]=0.0;
  2464. multimesh->data[i+7]=0.0;
  2465. color_from=8;
  2466. } else {
  2467. multimesh->data[i+0]=1.0;
  2468. multimesh->data[i+1]=0.0;
  2469. multimesh->data[i+2]=0.0;
  2470. multimesh->data[i+3]=0.0;
  2471. multimesh->data[i+4]=0.0;
  2472. multimesh->data[i+5]=1.0;
  2473. multimesh->data[i+6]=0.0;
  2474. multimesh->data[i+7]=0.0;
  2475. multimesh->data[i+8]=0.0;
  2476. multimesh->data[i+9]=0.0;
  2477. multimesh->data[i+10]=1.0;
  2478. multimesh->data[i+11]=0.0;
  2479. color_from=12;
  2480. }
  2481. if (multimesh->color_format==VS::MULTIMESH_COLOR_NONE) {
  2482. //none
  2483. } else if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) {
  2484. union {
  2485. uint32_t colu;
  2486. float colf;
  2487. } cu;
  2488. cu.colu=0xFFFFFFFF;
  2489. multimesh->data[i+color_from+0]=cu.colf;
  2490. } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) {
  2491. multimesh->data[i+color_from+0]=1.0;
  2492. multimesh->data[i+color_from+1]=1.0;
  2493. multimesh->data[i+color_from+2]=1.0;
  2494. multimesh->data[i+color_from+3]=1.0;
  2495. }
  2496. }
  2497. glGenBuffers(1,&multimesh->buffer);
  2498. glBindBuffer(GL_ARRAY_BUFFER,multimesh->buffer);
  2499. glBufferData(GL_ARRAY_BUFFER,multimesh->data.size()*sizeof(float),NULL,GL_DYNAMIC_DRAW);
  2500. glBindBuffer(GL_ARRAY_BUFFER,0);
  2501. }
  2502. multimesh->dirty_data=true;
  2503. multimesh->dirty_aabb=true;
  2504. if (!multimesh->update_list.in_list()) {
  2505. multimesh_update_list.add(&multimesh->update_list);
  2506. }
  2507. }
  2508. int RasterizerStorageGLES3::multimesh_get_instance_count(RID p_multimesh) const{
  2509. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2510. ERR_FAIL_COND_V(!multimesh,0);
  2511. return multimesh->size;
  2512. }
  2513. void RasterizerStorageGLES3::multimesh_set_mesh(RID p_multimesh,RID p_mesh){
  2514. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2515. ERR_FAIL_COND(!multimesh);
  2516. multimesh->mesh=p_mesh;
  2517. multimesh->dirty_aabb=true;
  2518. if (!multimesh->update_list.in_list()) {
  2519. multimesh_update_list.add(&multimesh->update_list);
  2520. }
  2521. }
  2522. void RasterizerStorageGLES3::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform){
  2523. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2524. ERR_FAIL_COND(!multimesh);
  2525. ERR_FAIL_INDEX(p_index,multimesh->size);
  2526. ERR_FAIL_COND(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D);
  2527. int stride = multimesh->color_floats+multimesh->xform_floats;
  2528. float *dataptr=&multimesh->data[stride*p_index];
  2529. dataptr[ 0]=p_transform.basis.elements[0][0];
  2530. dataptr[ 1]=p_transform.basis.elements[0][1];
  2531. dataptr[ 2]=p_transform.basis.elements[0][2];
  2532. dataptr[ 3]=p_transform.origin.x;
  2533. dataptr[ 4]=p_transform.basis.elements[1][0];
  2534. dataptr[ 5]=p_transform.basis.elements[1][1];
  2535. dataptr[ 6]=p_transform.basis.elements[1][2];
  2536. dataptr[ 7]=p_transform.origin.y;
  2537. dataptr[ 8]=p_transform.basis.elements[2][0];
  2538. dataptr[ 9]=p_transform.basis.elements[2][1];
  2539. dataptr[10]=p_transform.basis.elements[2][2];
  2540. dataptr[11]=p_transform.origin.z;
  2541. multimesh->dirty_data=true;
  2542. multimesh->dirty_aabb=true;
  2543. if (!multimesh->update_list.in_list()) {
  2544. multimesh_update_list.add(&multimesh->update_list);
  2545. }
  2546. }
  2547. void RasterizerStorageGLES3::multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform){
  2548. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2549. ERR_FAIL_COND(!multimesh);
  2550. ERR_FAIL_INDEX(p_index,multimesh->size);
  2551. ERR_FAIL_COND(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_3D);
  2552. int stride = multimesh->color_floats+multimesh->xform_floats;
  2553. float *dataptr=&multimesh->data[stride*p_index];
  2554. dataptr[ 0]=p_transform.elements[0][0];
  2555. dataptr[ 1]=p_transform.elements[1][0];
  2556. dataptr[ 2]=0;
  2557. dataptr[ 3]=p_transform.elements[2][0];
  2558. dataptr[ 4]=p_transform.elements[0][1];
  2559. dataptr[ 5]=p_transform.elements[1][1];
  2560. dataptr[ 6]=0;
  2561. dataptr[ 7]=p_transform.elements[2][1];
  2562. multimesh->dirty_data=true;
  2563. multimesh->dirty_aabb=true;
  2564. if (!multimesh->update_list.in_list()) {
  2565. multimesh_update_list.add(&multimesh->update_list);
  2566. }
  2567. }
  2568. void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color){
  2569. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2570. ERR_FAIL_COND(!multimesh);
  2571. ERR_FAIL_INDEX(p_index,multimesh->size);
  2572. ERR_FAIL_COND(multimesh->color_format==VS::MULTIMESH_COLOR_NONE);
  2573. int stride = multimesh->color_floats+multimesh->xform_floats;
  2574. float *dataptr=&multimesh->data[stride*p_index+multimesh->xform_floats];
  2575. if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) {
  2576. uint8_t *data8=(uint8_t*)dataptr;
  2577. data8[0]=CLAMP(p_color.r*255.0,0,255);
  2578. data8[1]=CLAMP(p_color.g*255.0,0,255);
  2579. data8[2]=CLAMP(p_color.b*255.0,0,255);
  2580. data8[3]=CLAMP(p_color.a*255.0,0,255);
  2581. } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) {
  2582. dataptr[ 0]=p_color.r;
  2583. dataptr[ 1]=p_color.g;
  2584. dataptr[ 2]=p_color.b;
  2585. dataptr[ 3]=p_color.a;
  2586. }
  2587. multimesh->dirty_data=true;
  2588. multimesh->dirty_aabb=true;
  2589. if (!multimesh->update_list.in_list()) {
  2590. multimesh_update_list.add(&multimesh->update_list);
  2591. }
  2592. }
  2593. RID RasterizerStorageGLES3::multimesh_get_mesh(RID p_multimesh) const{
  2594. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2595. ERR_FAIL_COND_V(!multimesh,RID());
  2596. return multimesh->mesh;
  2597. }
  2598. Transform RasterizerStorageGLES3::multimesh_instance_get_transform(RID p_multimesh,int p_index) const{
  2599. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2600. ERR_FAIL_COND_V(!multimesh,Transform());
  2601. ERR_FAIL_INDEX_V(p_index,multimesh->size,Transform());
  2602. ERR_FAIL_COND_V(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D,Transform());
  2603. int stride = multimesh->color_floats+multimesh->xform_floats;
  2604. float *dataptr=&multimesh->data[stride*p_index];
  2605. Transform xform;
  2606. xform.basis.elements[0][0]=dataptr[ 0];
  2607. xform.basis.elements[0][1]=dataptr[ 1];
  2608. xform.basis.elements[0][2]=dataptr[ 2];
  2609. xform.origin.x=dataptr[ 3];
  2610. xform.basis.elements[1][0]=dataptr[ 4];
  2611. xform.basis.elements[1][1]=dataptr[ 5];
  2612. xform.basis.elements[1][2]=dataptr[ 6];
  2613. xform.origin.y=dataptr[ 7];
  2614. xform.basis.elements[2][0]=dataptr[ 8];
  2615. xform.basis.elements[2][1]=dataptr[ 9];
  2616. xform.basis.elements[2][2]=dataptr[10];
  2617. xform.origin.z=dataptr[11];
  2618. return xform;
  2619. }
  2620. Matrix32 RasterizerStorageGLES3::multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const{
  2621. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2622. ERR_FAIL_COND_V(!multimesh,Matrix32());
  2623. ERR_FAIL_INDEX_V(p_index,multimesh->size,Matrix32());
  2624. ERR_FAIL_COND_V(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_3D,Matrix32());
  2625. int stride = multimesh->color_floats+multimesh->xform_floats;
  2626. float *dataptr=&multimesh->data[stride*p_index];
  2627. Matrix32 xform;
  2628. xform.elements[0][0]=dataptr[ 0];
  2629. xform.elements[1][0]=dataptr[ 1];
  2630. xform.elements[2][0]=dataptr[ 3];
  2631. xform.elements[0][1]=dataptr[ 4];
  2632. xform.elements[1][1]=dataptr[ 5];
  2633. xform.elements[2][1]=dataptr[ 7];
  2634. return xform;
  2635. }
  2636. Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh,int p_index) const{
  2637. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2638. ERR_FAIL_COND_V(!multimesh,Color());
  2639. ERR_FAIL_INDEX_V(p_index,multimesh->size,Color());
  2640. ERR_FAIL_COND_V(multimesh->color_format==VS::MULTIMESH_COLOR_NONE,Color());
  2641. int stride = multimesh->color_floats+multimesh->xform_floats;
  2642. float *dataptr=&multimesh->data[stride*p_index+multimesh->color_floats];
  2643. if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) {
  2644. union {
  2645. uint32_t colu;
  2646. float colf;
  2647. } cu;
  2648. return Color::hex(BSWAP32(cu.colu));
  2649. } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) {
  2650. Color c;
  2651. c.r=dataptr[ 0];
  2652. c.g=dataptr[ 1];
  2653. c.b=dataptr[ 2];
  2654. c.a=dataptr[ 3];
  2655. return c;
  2656. }
  2657. return Color();
  2658. }
  2659. void RasterizerStorageGLES3::multimesh_set_visible_instances(RID p_multimesh,int p_visible){
  2660. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2661. ERR_FAIL_COND(!multimesh);
  2662. multimesh->visible_instances=p_visible;
  2663. }
  2664. int RasterizerStorageGLES3::multimesh_get_visible_instances(RID p_multimesh) const{
  2665. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2666. ERR_FAIL_COND_V(!multimesh,-1);
  2667. return multimesh->visible_instances;
  2668. }
  2669. AABB RasterizerStorageGLES3::multimesh_get_aabb(RID p_multimesh) const{
  2670. MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
  2671. ERR_FAIL_COND_V(!multimesh,AABB());
  2672. const_cast<RasterizerStorageGLES3*>(this)->update_dirty_multimeshes(); //update pending AABBs
  2673. return multimesh->aabb;
  2674. }
  2675. void RasterizerStorageGLES3::update_dirty_multimeshes() {
  2676. while(multimesh_update_list.first()) {
  2677. MultiMesh *multimesh = multimesh_update_list.first()->self();
  2678. if (multimesh->size && multimesh->dirty_data) {
  2679. glBindBuffer(GL_ARRAY_BUFFER,multimesh->buffer);
  2680. glBufferSubData(GL_ARRAY_BUFFER,0,multimesh->data.size()*sizeof(float),multimesh->data.ptr());
  2681. glBindBuffer(GL_ARRAY_BUFFER,0);
  2682. }
  2683. if (multimesh->size && multimesh->dirty_aabb) {
  2684. AABB mesh_aabb;
  2685. if (multimesh->mesh.is_valid()) {
  2686. mesh_aabb=mesh_get_aabb(multimesh->mesh,RID());
  2687. } else {
  2688. mesh_aabb.size+=Vector3(0.001,0.001,0.001);
  2689. }
  2690. int stride=multimesh->color_floats+multimesh->xform_floats;
  2691. int count = multimesh->data.size();
  2692. float *data=multimesh->data.ptr();
  2693. AABB aabb;
  2694. if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) {
  2695. for(int i=0;i<count;i+=stride) {
  2696. float *dataptr=&data[i];
  2697. Transform xform;
  2698. xform.basis[0][0]=dataptr[ 0];
  2699. xform.basis[0][1]=dataptr[ 1];
  2700. xform.origin[0]=dataptr[ 3];
  2701. xform.basis[1][0]=dataptr[ 4];
  2702. xform.basis[1][1]=dataptr[ 5];
  2703. xform.origin[1]=dataptr[ 7];
  2704. AABB laabb = xform.xform(mesh_aabb);
  2705. if (i==0)
  2706. aabb=laabb;
  2707. else
  2708. aabb.merge_with(laabb);
  2709. }
  2710. } else {
  2711. for(int i=0;i<count;i+=stride) {
  2712. float *dataptr=&data[i];
  2713. Transform xform;
  2714. xform.basis.elements[0][0]=dataptr[ 0];
  2715. xform.basis.elements[0][1]=dataptr[ 1];
  2716. xform.basis.elements[0][2]=dataptr[ 2];
  2717. xform.origin.x=dataptr[ 3];
  2718. xform.basis.elements[1][0]=dataptr[ 4];
  2719. xform.basis.elements[1][1]=dataptr[ 5];
  2720. xform.basis.elements[1][2]=dataptr[ 6];
  2721. xform.origin.y=dataptr[ 7];
  2722. xform.basis.elements[2][0]=dataptr[ 8];
  2723. xform.basis.elements[2][1]=dataptr[ 9];
  2724. xform.basis.elements[2][2]=dataptr[10];
  2725. xform.origin.z=dataptr[11];
  2726. AABB laabb = xform.xform(mesh_aabb);
  2727. if (i==0)
  2728. aabb=laabb;
  2729. else
  2730. aabb.merge_with(laabb);
  2731. }
  2732. }
  2733. multimesh->aabb=aabb;
  2734. }
  2735. multimesh->dirty_aabb=false;
  2736. multimesh->dirty_data=false;
  2737. multimesh->instance_change_notify();
  2738. multimesh_update_list.remove(multimesh_update_list.first());
  2739. }
  2740. }
  2741. /* IMMEDIATE API */
  2742. RID RasterizerStorageGLES3::immediate_create() {
  2743. Immediate *im = memnew( Immediate );
  2744. return immediate_owner.make_rid(im);
  2745. }
  2746. void RasterizerStorageGLES3::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){
  2747. Immediate *im = immediate_owner.get(p_immediate);
  2748. ERR_FAIL_COND(!im);
  2749. ERR_FAIL_COND(im->building);
  2750. Immediate::Chunk ic;
  2751. ic.texture=p_texture;
  2752. ic.primitive=p_rimitive;
  2753. im->chunks.push_back(ic);
  2754. im->mask=0;
  2755. im->building=true;
  2756. }
  2757. void RasterizerStorageGLES3::immediate_vertex(RID p_immediate,const Vector3& p_vertex){
  2758. Immediate *im = immediate_owner.get(p_immediate);
  2759. ERR_FAIL_COND(!im);
  2760. ERR_FAIL_COND(!im->building);
  2761. Immediate::Chunk *c = &im->chunks.back()->get();
  2762. if (c->vertices.empty() && im->chunks.size()==1) {
  2763. im->aabb.pos=p_vertex;
  2764. im->aabb.size=Vector3();
  2765. } else {
  2766. im->aabb.expand_to(p_vertex);
  2767. }
  2768. if (im->mask&VS::ARRAY_FORMAT_NORMAL)
  2769. c->normals.push_back(chunk_normal);
  2770. if (im->mask&VS::ARRAY_FORMAT_TANGENT)
  2771. c->tangents.push_back(chunk_tangent);
  2772. if (im->mask&VS::ARRAY_FORMAT_COLOR)
  2773. c->colors.push_back(chunk_color);
  2774. if (im->mask&VS::ARRAY_FORMAT_TEX_UV)
  2775. c->uvs.push_back(chunk_uv);
  2776. if (im->mask&VS::ARRAY_FORMAT_TEX_UV2)
  2777. c->uvs2.push_back(chunk_uv2);
  2778. im->mask|=VS::ARRAY_FORMAT_VERTEX;
  2779. c->vertices.push_back(p_vertex);
  2780. }
  2781. void RasterizerStorageGLES3::immediate_normal(RID p_immediate,const Vector3& p_normal){
  2782. Immediate *im = immediate_owner.get(p_immediate);
  2783. ERR_FAIL_COND(!im);
  2784. ERR_FAIL_COND(!im->building);
  2785. im->mask|=VS::ARRAY_FORMAT_NORMAL;
  2786. chunk_normal=p_normal;
  2787. }
  2788. void RasterizerStorageGLES3::immediate_tangent(RID p_immediate,const Plane& p_tangent){
  2789. Immediate *im = immediate_owner.get(p_immediate);
  2790. ERR_FAIL_COND(!im);
  2791. ERR_FAIL_COND(!im->building);
  2792. im->mask|=VS::ARRAY_FORMAT_TANGENT;
  2793. chunk_tangent=p_tangent;
  2794. }
  2795. void RasterizerStorageGLES3::immediate_color(RID p_immediate,const Color& p_color){
  2796. Immediate *im = immediate_owner.get(p_immediate);
  2797. ERR_FAIL_COND(!im);
  2798. ERR_FAIL_COND(!im->building);
  2799. im->mask|=VS::ARRAY_FORMAT_COLOR;
  2800. chunk_color=p_color;
  2801. }
  2802. void RasterizerStorageGLES3::immediate_uv(RID p_immediate,const Vector2& tex_uv){
  2803. Immediate *im = immediate_owner.get(p_immediate);
  2804. ERR_FAIL_COND(!im);
  2805. ERR_FAIL_COND(!im->building);
  2806. im->mask|=VS::ARRAY_FORMAT_TEX_UV;
  2807. chunk_uv=tex_uv;
  2808. }
  2809. void RasterizerStorageGLES3::immediate_uv2(RID p_immediate,const Vector2& tex_uv){
  2810. Immediate *im = immediate_owner.get(p_immediate);
  2811. ERR_FAIL_COND(!im);
  2812. ERR_FAIL_COND(!im->building);
  2813. im->mask|=VS::ARRAY_FORMAT_TEX_UV2;
  2814. chunk_uv2=tex_uv;
  2815. }
  2816. void RasterizerStorageGLES3::immediate_end(RID p_immediate){
  2817. Immediate *im = immediate_owner.get(p_immediate);
  2818. ERR_FAIL_COND(!im);
  2819. ERR_FAIL_COND(!im->building);
  2820. im->building=false;
  2821. im->instance_change_notify();
  2822. }
  2823. void RasterizerStorageGLES3::immediate_clear(RID p_immediate) {
  2824. Immediate *im = immediate_owner.get(p_immediate);
  2825. ERR_FAIL_COND(!im);
  2826. ERR_FAIL_COND(im->building);
  2827. im->chunks.clear();
  2828. im->instance_change_notify();
  2829. }
  2830. AABB RasterizerStorageGLES3::immediate_get_aabb(RID p_immediate) const {
  2831. Immediate *im = immediate_owner.get(p_immediate);
  2832. ERR_FAIL_COND_V(!im,AABB());
  2833. return im->aabb;
  2834. }
  2835. void RasterizerStorageGLES3::immediate_set_material(RID p_immediate,RID p_material) {
  2836. Immediate *im = immediate_owner.get(p_immediate);
  2837. ERR_FAIL_COND(!im);
  2838. im->material=p_material;
  2839. im->instance_material_change_notify();
  2840. }
  2841. RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const {
  2842. const Immediate *im = immediate_owner.get(p_immediate);
  2843. ERR_FAIL_COND_V(!im,RID());
  2844. return im->material;
  2845. }
  2846. /* SKELETON API */
  2847. RID RasterizerStorageGLES3::skeleton_create(){
  2848. Skeleton *skeleton = memnew( Skeleton );
  2849. return skeleton_owner.make_rid(skeleton);
  2850. }
  2851. void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton){
  2852. Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  2853. ERR_FAIL_COND(!skeleton);
  2854. ERR_FAIL_COND(p_bones<0);
  2855. if (skeleton->size==p_bones && skeleton->use_2d==p_2d_skeleton)
  2856. return;
  2857. if (skeleton->ubo) {
  2858. glDeleteBuffers(1,&skeleton->ubo);
  2859. skeleton->ubo=0;
  2860. }
  2861. skeleton->size=p_bones;
  2862. if (p_2d_skeleton) {
  2863. skeleton->bones.resize(p_bones*8);
  2864. for(int i=0;i<skeleton->bones.size();i+=8) {
  2865. skeleton->bones[i+0]=1;
  2866. skeleton->bones[i+1]=0;
  2867. skeleton->bones[i+2]=0;
  2868. skeleton->bones[i+3]=0;
  2869. skeleton->bones[i+4]=0;
  2870. skeleton->bones[i+5]=1;
  2871. skeleton->bones[i+6]=0;
  2872. skeleton->bones[i+7]=0;
  2873. }
  2874. } else {
  2875. skeleton->bones.resize(p_bones*12);
  2876. for(int i=0;i<skeleton->bones.size();i+=12) {
  2877. skeleton->bones[i+0]=1;
  2878. skeleton->bones[i+1]=0;
  2879. skeleton->bones[i+2]=0;
  2880. skeleton->bones[i+3]=0;
  2881. skeleton->bones[i+4]=0;
  2882. skeleton->bones[i+5]=1;
  2883. skeleton->bones[i+6]=0;
  2884. skeleton->bones[i+7]=0;
  2885. skeleton->bones[i+8]=0;
  2886. skeleton->bones[i+9]=0;
  2887. skeleton->bones[i+10]=1;
  2888. skeleton->bones[i+11]=0;
  2889. }
  2890. }
  2891. if (p_bones) {
  2892. glGenBuffers(1, &skeleton->ubo);
  2893. glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo);
  2894. glBufferData(GL_UNIFORM_BUFFER, skeleton->bones.size()*sizeof(float), NULL, GL_DYNAMIC_DRAW);
  2895. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  2896. }
  2897. if (!skeleton->update_list.in_list()) {
  2898. skeleton_update_list.add(&skeleton->update_list);
  2899. }
  2900. }
  2901. int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const{
  2902. Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  2903. ERR_FAIL_COND_V(!skeleton,0);
  2904. return skeleton->size;
  2905. }
  2906. void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform){
  2907. Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  2908. ERR_FAIL_COND(!skeleton);
  2909. ERR_FAIL_INDEX(p_bone,skeleton->size);
  2910. ERR_FAIL_COND(skeleton->use_2d);
  2911. float * bones = skeleton->bones.ptr();
  2912. bones[p_bone*12+ 0]=p_transform.basis.elements[0][0];
  2913. bones[p_bone*12+ 1]=p_transform.basis.elements[0][1];
  2914. bones[p_bone*12+ 2]=p_transform.basis.elements[0][2];
  2915. bones[p_bone*12+ 3]=p_transform.origin.x;
  2916. bones[p_bone*12+ 4]=p_transform.basis.elements[1][0];
  2917. bones[p_bone*12+ 5]=p_transform.basis.elements[1][1];
  2918. bones[p_bone*12+ 6]=p_transform.basis.elements[1][2];
  2919. bones[p_bone*12+ 7]=p_transform.origin.y;
  2920. bones[p_bone*12+ 8]=p_transform.basis.elements[2][0];
  2921. bones[p_bone*12+ 9]=p_transform.basis.elements[2][1];
  2922. bones[p_bone*12+10]=p_transform.basis.elements[2][2];
  2923. bones[p_bone*12+11]=p_transform.origin.z;
  2924. if (!skeleton->update_list.in_list()) {
  2925. skeleton_update_list.add(&skeleton->update_list);
  2926. }
  2927. }
  2928. Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton,int p_bone) const{
  2929. Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  2930. ERR_FAIL_COND_V(!skeleton,Transform());
  2931. ERR_FAIL_INDEX_V(p_bone,skeleton->size,Transform());
  2932. ERR_FAIL_COND_V(skeleton->use_2d,Transform());
  2933. float * bones = skeleton->bones.ptr();
  2934. Transform mtx;
  2935. mtx.basis.elements[0][0]=bones[p_bone*12+ 0];
  2936. mtx.basis.elements[0][1]=bones[p_bone*12+ 1];
  2937. mtx.basis.elements[0][2]=bones[p_bone*12+ 2];
  2938. mtx.origin.x=bones[p_bone*12+ 3];
  2939. mtx.basis.elements[1][0]=bones[p_bone*12+ 4];
  2940. mtx.basis.elements[1][1]=bones[p_bone*12+ 5];
  2941. mtx.basis.elements[1][2]=bones[p_bone*12+ 6];
  2942. mtx.origin.y=bones[p_bone*12+ 7];
  2943. mtx.basis.elements[2][0]=bones[p_bone*12+ 8];
  2944. mtx.basis.elements[2][1]=bones[p_bone*12+ 9];
  2945. mtx.basis.elements[2][2]=bones[p_bone*12+10];
  2946. mtx.origin.z=bones[p_bone*12+11];
  2947. return mtx;
  2948. }
  2949. void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform){
  2950. Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  2951. ERR_FAIL_COND(!skeleton);
  2952. ERR_FAIL_INDEX(p_bone,skeleton->size);
  2953. ERR_FAIL_COND(!skeleton->use_2d);
  2954. float * bones = skeleton->bones.ptr();
  2955. bones[p_bone*12+ 0]=p_transform.elements[0][0];
  2956. bones[p_bone*12+ 1]=p_transform.elements[1][0];
  2957. bones[p_bone*12+ 2]=0;
  2958. bones[p_bone*12+ 3]=p_transform.elements[2][0];
  2959. bones[p_bone*12+ 4]=p_transform.elements[0][1];
  2960. bones[p_bone*12+ 5]=p_transform.elements[1][1];
  2961. bones[p_bone*12+ 6]=0;
  2962. bones[p_bone*12+ 7]=p_transform.elements[2][1];
  2963. if (!skeleton->update_list.in_list()) {
  2964. skeleton_update_list.add(&skeleton->update_list);
  2965. }
  2966. }
  2967. Matrix32 RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const{
  2968. Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  2969. ERR_FAIL_COND_V(!skeleton,Matrix32());
  2970. ERR_FAIL_INDEX_V(p_bone,skeleton->size,Matrix32());
  2971. ERR_FAIL_COND_V(!skeleton->use_2d,Matrix32());
  2972. Matrix32 mtx;
  2973. float * bones = skeleton->bones.ptr();
  2974. mtx.elements[0][0]=bones[p_bone*12+ 0];
  2975. mtx.elements[1][0]=bones[p_bone*12+ 1];
  2976. mtx.elements[2][0]=bones[p_bone*12+ 3];
  2977. mtx.elements[0][1]=bones[p_bone*12+ 4];
  2978. mtx.elements[1][1]=bones[p_bone*12+ 5];
  2979. mtx.elements[2][1]=bones[p_bone*12+ 7];
  2980. return mtx;
  2981. }
  2982. void RasterizerStorageGLES3::update_dirty_skeletons() {
  2983. while(skeleton_update_list.first()) {
  2984. Skeleton *skeleton = skeleton_update_list.first()->self();
  2985. if (skeleton->size) {
  2986. glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo);
  2987. glBufferSubData(GL_UNIFORM_BUFFER,0,skeleton->bones.size()*sizeof(float),skeleton->bones.ptr());
  2988. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  2989. }
  2990. for (Set<RasterizerScene::InstanceBase*>::Element *E=skeleton->instances.front();E;E=E->next()) {
  2991. E->get()->base_changed();
  2992. }
  2993. skeleton_update_list.remove(skeleton_update_list.first());
  2994. }
  2995. }
  2996. /* Light API */
  2997. RID RasterizerStorageGLES3::light_create(VS::LightType p_type){
  2998. Light *light = memnew( Light );
  2999. light->type=p_type;
  3000. light->param[VS::LIGHT_PARAM_ENERGY]=1.0;
  3001. light->param[VS::LIGHT_PARAM_SPECULAR]=0.5;
  3002. light->param[VS::LIGHT_PARAM_RANGE]=1.0;
  3003. light->param[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
  3004. light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE]=0;
  3005. light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET]=0.1;
  3006. light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET]=0.3;
  3007. light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET]=0.6;
  3008. light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]=0.1;
  3009. light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]=0.1;
  3010. light->color=Color(1,1,1,1);
  3011. light->shadow=false;
  3012. light->negative=false;
  3013. light->cull_mask=0xFFFFFFFF;
  3014. light->directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
  3015. light->omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
  3016. light->omni_shadow_detail=VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL;
  3017. light->directional_blend_splits=false;
  3018. light->version=0;
  3019. return light_owner.make_rid(light);
  3020. }
  3021. void RasterizerStorageGLES3::light_set_color(RID p_light,const Color& p_color){
  3022. Light * light = light_owner.getornull(p_light);
  3023. ERR_FAIL_COND(!light);
  3024. light->color=p_color;
  3025. }
  3026. void RasterizerStorageGLES3::light_set_param(RID p_light,VS::LightParam p_param,float p_value){
  3027. Light * light = light_owner.getornull(p_light);
  3028. ERR_FAIL_COND(!light);
  3029. ERR_FAIL_INDEX(p_param,VS::LIGHT_PARAM_MAX);
  3030. switch(p_param) {
  3031. case VS::LIGHT_PARAM_RANGE:
  3032. case VS::LIGHT_PARAM_SPOT_ANGLE:
  3033. case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
  3034. case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
  3035. case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
  3036. case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
  3037. case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
  3038. case VS::LIGHT_PARAM_SHADOW_BIAS:
  3039. case VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: {
  3040. light->version++;
  3041. light->instance_change_notify();
  3042. } break;
  3043. }
  3044. light->param[p_param]=p_value;
  3045. }
  3046. void RasterizerStorageGLES3::light_set_shadow(RID p_light,bool p_enabled){
  3047. Light * light = light_owner.getornull(p_light);
  3048. ERR_FAIL_COND(!light);
  3049. light->shadow=p_enabled;
  3050. light->version++;
  3051. light->instance_change_notify();
  3052. }
  3053. void RasterizerStorageGLES3::light_set_shadow_color(RID p_light,const Color& p_color) {
  3054. Light * light = light_owner.getornull(p_light);
  3055. ERR_FAIL_COND(!light);
  3056. light->shadow_color=p_color;
  3057. }
  3058. void RasterizerStorageGLES3::light_set_projector(RID p_light,RID p_texture){
  3059. Light * light = light_owner.getornull(p_light);
  3060. ERR_FAIL_COND(!light);
  3061. light->projector=p_texture;
  3062. }
  3063. void RasterizerStorageGLES3::light_set_negative(RID p_light,bool p_enable){
  3064. Light * light = light_owner.getornull(p_light);
  3065. ERR_FAIL_COND(!light);
  3066. light->negative=p_enable;
  3067. }
  3068. void RasterizerStorageGLES3::light_set_cull_mask(RID p_light,uint32_t p_mask){
  3069. Light * light = light_owner.getornull(p_light);
  3070. ERR_FAIL_COND(!light);
  3071. light->cull_mask=p_mask;
  3072. light->version++;
  3073. light->instance_change_notify();
  3074. }
  3075. void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) {
  3076. Light * light = light_owner.getornull(p_light);
  3077. ERR_FAIL_COND(!light);
  3078. light->omni_shadow_mode=p_mode;
  3079. light->version++;
  3080. light->instance_change_notify();
  3081. }
  3082. VS::LightOmniShadowMode RasterizerStorageGLES3::light_omni_get_shadow_mode(RID p_light) {
  3083. const Light * light = light_owner.getornull(p_light);
  3084. ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_CUBE);
  3085. return light->omni_shadow_mode;
  3086. }
  3087. void RasterizerStorageGLES3::light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail) {
  3088. Light * light = light_owner.getornull(p_light);
  3089. ERR_FAIL_COND(!light);
  3090. light->omni_shadow_detail=p_detail;
  3091. light->version++;
  3092. light->instance_change_notify();
  3093. }
  3094. void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode){
  3095. Light * light = light_owner.getornull(p_light);
  3096. ERR_FAIL_COND(!light);
  3097. light->directional_shadow_mode=p_mode;
  3098. light->version++;
  3099. light->instance_change_notify();
  3100. }
  3101. void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light,bool p_enable) {
  3102. Light * light = light_owner.getornull(p_light);
  3103. ERR_FAIL_COND(!light);
  3104. light->directional_blend_splits=p_enable;
  3105. light->version++;
  3106. light->instance_change_notify();
  3107. }
  3108. bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const {
  3109. const Light * light = light_owner.getornull(p_light);
  3110. ERR_FAIL_COND_V(!light,false);
  3111. return light->directional_blend_splits;
  3112. }
  3113. VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) {
  3114. const Light * light = light_owner.getornull(p_light);
  3115. ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
  3116. return light->directional_shadow_mode;
  3117. }
  3118. VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const {
  3119. const Light * light = light_owner.getornull(p_light);
  3120. ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL);
  3121. return light->type;
  3122. }
  3123. float RasterizerStorageGLES3::light_get_param(RID p_light,VS::LightParam p_param) {
  3124. const Light * light = light_owner.getornull(p_light);
  3125. ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL);
  3126. return light->param[p_param];
  3127. }
  3128. Color RasterizerStorageGLES3::light_get_color(RID p_light) {
  3129. const Light * light = light_owner.getornull(p_light);
  3130. ERR_FAIL_COND_V(!light,Color());
  3131. return light->color;
  3132. }
  3133. bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const {
  3134. const Light * light = light_owner.getornull(p_light);
  3135. ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL);
  3136. return light->shadow;
  3137. }
  3138. uint64_t RasterizerStorageGLES3::light_get_version(RID p_light) const {
  3139. const Light * light = light_owner.getornull(p_light);
  3140. ERR_FAIL_COND_V(!light,0);
  3141. return light->version;
  3142. }
  3143. AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const {
  3144. const Light * light = light_owner.getornull(p_light);
  3145. ERR_FAIL_COND_V(!light,AABB());
  3146. switch( light->type ) {
  3147. case VS::LIGHT_SPOT: {
  3148. float len=light->param[VS::LIGHT_PARAM_RANGE];
  3149. float size=Math::tan(Math::deg2rad(light->param[VS::LIGHT_PARAM_SPOT_ANGLE]))*len;
  3150. return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
  3151. } break;
  3152. case VS::LIGHT_OMNI: {
  3153. float r = light->param[VS::LIGHT_PARAM_RANGE];
  3154. return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 );
  3155. } break;
  3156. case VS::LIGHT_DIRECTIONAL: {
  3157. return AABB();
  3158. } break;
  3159. default: {}
  3160. }
  3161. ERR_FAIL_V( AABB() );
  3162. return AABB();
  3163. }
  3164. /* PROBE API */
  3165. RID RasterizerStorageGLES3::reflection_probe_create(){
  3166. ReflectionProbe *reflection_probe = memnew( ReflectionProbe );
  3167. reflection_probe->intensity=1.0;
  3168. reflection_probe->interior_ambient=Color();
  3169. reflection_probe->interior_ambient_energy=1.0;
  3170. reflection_probe->max_distance=0;
  3171. reflection_probe->extents=Vector3(1,1,1);
  3172. reflection_probe->origin_offset=Vector3(0,0,0);
  3173. reflection_probe->interior=false;
  3174. reflection_probe->box_projection=false;
  3175. reflection_probe->enable_shadows=false;
  3176. reflection_probe->cull_mask=(1<<20)-1;
  3177. reflection_probe->update_mode=VS::REFLECTION_PROBE_UPDATE_ONCE;
  3178. return reflection_probe_owner.make_rid(reflection_probe);
  3179. }
  3180. void RasterizerStorageGLES3::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {
  3181. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3182. ERR_FAIL_COND(!reflection_probe);
  3183. reflection_probe->update_mode=p_mode;
  3184. reflection_probe->instance_change_notify();
  3185. }
  3186. void RasterizerStorageGLES3::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
  3187. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3188. ERR_FAIL_COND(!reflection_probe);
  3189. reflection_probe->intensity=p_intensity;
  3190. }
  3191. void RasterizerStorageGLES3::reflection_probe_set_interior_ambient(RID p_probe, const Color& p_ambient) {
  3192. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3193. ERR_FAIL_COND(!reflection_probe);
  3194. reflection_probe->interior_ambient=p_ambient;
  3195. }
  3196. void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {
  3197. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3198. ERR_FAIL_COND(!reflection_probe);
  3199. reflection_probe->interior_ambient_energy=p_energy;
  3200. }
  3201. void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) {
  3202. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3203. ERR_FAIL_COND(!reflection_probe);
  3204. reflection_probe->interior_ambient_probe_contrib=p_contrib;
  3205. }
  3206. void RasterizerStorageGLES3::reflection_probe_set_max_distance(RID p_probe, float p_distance){
  3207. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3208. ERR_FAIL_COND(!reflection_probe);
  3209. reflection_probe->max_distance=p_distance;
  3210. reflection_probe->instance_change_notify();
  3211. }
  3212. void RasterizerStorageGLES3::reflection_probe_set_extents(RID p_probe, const Vector3& p_extents){
  3213. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3214. ERR_FAIL_COND(!reflection_probe);
  3215. reflection_probe->extents=p_extents;
  3216. reflection_probe->instance_change_notify();
  3217. }
  3218. void RasterizerStorageGLES3::reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset){
  3219. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3220. ERR_FAIL_COND(!reflection_probe);
  3221. reflection_probe->origin_offset=p_offset;
  3222. reflection_probe->instance_change_notify();
  3223. }
  3224. void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool p_enable){
  3225. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3226. ERR_FAIL_COND(!reflection_probe);
  3227. reflection_probe->interior=p_enable;
  3228. }
  3229. void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable){
  3230. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3231. ERR_FAIL_COND(!reflection_probe);
  3232. reflection_probe->box_projection=p_enable;
  3233. }
  3234. void RasterizerStorageGLES3::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable){
  3235. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3236. ERR_FAIL_COND(!reflection_probe);
  3237. reflection_probe->enable_shadows=p_enable;
  3238. reflection_probe->instance_change_notify();
  3239. }
  3240. void RasterizerStorageGLES3::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers){
  3241. ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3242. ERR_FAIL_COND(!reflection_probe);
  3243. reflection_probe->cull_mask=p_layers;
  3244. reflection_probe->instance_change_notify();
  3245. }
  3246. AABB RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const {
  3247. const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3248. ERR_FAIL_COND_V(!reflection_probe,AABB());
  3249. AABB aabb;
  3250. aabb.pos=-reflection_probe->extents;
  3251. aabb.size=reflection_probe->extents*2.0;
  3252. return aabb;
  3253. }
  3254. VS::ReflectionProbeUpdateMode RasterizerStorageGLES3::reflection_probe_get_update_mode(RID p_probe) const{
  3255. const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3256. ERR_FAIL_COND_V(!reflection_probe,VS::REFLECTION_PROBE_UPDATE_ALWAYS);
  3257. return reflection_probe->update_mode;
  3258. }
  3259. uint32_t RasterizerStorageGLES3::reflection_probe_get_cull_mask(RID p_probe) const {
  3260. const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3261. ERR_FAIL_COND_V(!reflection_probe,0);
  3262. return reflection_probe->cull_mask;
  3263. }
  3264. Vector3 RasterizerStorageGLES3::reflection_probe_get_extents(RID p_probe) const {
  3265. const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3266. ERR_FAIL_COND_V(!reflection_probe,Vector3());
  3267. return reflection_probe->extents;
  3268. }
  3269. Vector3 RasterizerStorageGLES3::reflection_probe_get_origin_offset(RID p_probe) const{
  3270. const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3271. ERR_FAIL_COND_V(!reflection_probe,Vector3());
  3272. return reflection_probe->origin_offset;
  3273. }
  3274. bool RasterizerStorageGLES3::reflection_probe_renders_shadows(RID p_probe) const {
  3275. const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3276. ERR_FAIL_COND_V(!reflection_probe,false);
  3277. return reflection_probe->enable_shadows;
  3278. }
  3279. float RasterizerStorageGLES3::reflection_probe_get_origin_max_distance(RID p_probe) const{
  3280. const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
  3281. ERR_FAIL_COND_V(!reflection_probe,0);
  3282. return reflection_probe->max_distance;
  3283. }
  3284. /* ROOM API */
  3285. RID RasterizerStorageGLES3::room_create(){
  3286. return RID();
  3287. }
  3288. void RasterizerStorageGLES3::room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform){
  3289. }
  3290. void RasterizerStorageGLES3::room_clear_bounds(RID p_room){
  3291. }
  3292. /* PORTAL API */
  3293. // portals are only (x/y) points, forming a convex shape, which its clockwise
  3294. // order points outside. (z is 0);
  3295. RID RasterizerStorageGLES3::portal_create(){
  3296. return RID();
  3297. }
  3298. void RasterizerStorageGLES3::portal_set_shape(RID p_portal, const Vector<Point2>& p_shape){
  3299. }
  3300. void RasterizerStorageGLES3::portal_set_enabled(RID p_portal, bool p_enabled){
  3301. }
  3302. void RasterizerStorageGLES3::portal_set_disable_distance(RID p_portal, float p_distance){
  3303. }
  3304. void RasterizerStorageGLES3::portal_set_disabled_color(RID p_portal, const Color& p_color){
  3305. }
  3306. RID RasterizerStorageGLES3::gi_probe_create() {
  3307. GIProbe *gip = memnew( GIProbe );
  3308. gip->bounds=AABB(Vector3(),Vector3(1,1,1));
  3309. gip->dynamic_range=1.0;
  3310. gip->energy=1.0;
  3311. gip->interior=false;
  3312. gip->compress=false;
  3313. gip->version=1;
  3314. gip->cell_size=1.0;
  3315. return gi_probe_owner.make_rid(gip);
  3316. }
  3317. void RasterizerStorageGLES3::gi_probe_set_bounds(RID p_probe,const AABB& p_bounds){
  3318. GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3319. ERR_FAIL_COND(!gip);
  3320. gip->bounds=p_bounds;
  3321. gip->version++;
  3322. gip->instance_change_notify();
  3323. }
  3324. AABB RasterizerStorageGLES3::gi_probe_get_bounds(RID p_probe) const{
  3325. const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3326. ERR_FAIL_COND_V(!gip,AABB());
  3327. return gip->bounds;
  3328. }
  3329. void RasterizerStorageGLES3::gi_probe_set_cell_size(RID p_probe,float p_size) {
  3330. GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3331. ERR_FAIL_COND(!gip);
  3332. gip->cell_size=p_size;
  3333. gip->version++;
  3334. gip->instance_change_notify();
  3335. }
  3336. float RasterizerStorageGLES3::gi_probe_get_cell_size(RID p_probe) const {
  3337. const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3338. ERR_FAIL_COND_V(!gip,0);
  3339. return gip->cell_size;
  3340. }
  3341. void RasterizerStorageGLES3::gi_probe_set_to_cell_xform(RID p_probe,const Transform& p_xform) {
  3342. GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3343. ERR_FAIL_COND(!gip);
  3344. gip->to_cell=p_xform;
  3345. }
  3346. Transform RasterizerStorageGLES3::gi_probe_get_to_cell_xform(RID p_probe) const {
  3347. const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3348. ERR_FAIL_COND_V(!gip,Transform());
  3349. return gip->to_cell;
  3350. }
  3351. void RasterizerStorageGLES3::gi_probe_set_dynamic_data(RID p_probe,const DVector<int>& p_data){
  3352. GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3353. ERR_FAIL_COND(!gip);
  3354. gip->dynamic_data=p_data;
  3355. gip->version++;
  3356. gip->instance_change_notify();
  3357. }
  3358. DVector<int> RasterizerStorageGLES3::gi_probe_get_dynamic_data(RID p_probe) const{
  3359. const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3360. ERR_FAIL_COND_V(!gip,DVector<int>());
  3361. return gip->dynamic_data;
  3362. }
  3363. void RasterizerStorageGLES3::gi_probe_set_dynamic_range(RID p_probe,int p_range){
  3364. GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3365. ERR_FAIL_COND(!gip);
  3366. gip->dynamic_range=p_range;
  3367. }
  3368. int RasterizerStorageGLES3::gi_probe_get_dynamic_range(RID p_probe) const{
  3369. const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3370. ERR_FAIL_COND_V(!gip,0);
  3371. return gip->dynamic_range;
  3372. }
  3373. void RasterizerStorageGLES3::gi_probe_set_energy(RID p_probe,float p_range){
  3374. GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3375. ERR_FAIL_COND(!gip);
  3376. gip->energy=p_range;
  3377. }
  3378. void RasterizerStorageGLES3::gi_probe_set_interior(RID p_probe,bool p_enable) {
  3379. GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3380. ERR_FAIL_COND(!gip);
  3381. gip->interior=p_enable;
  3382. }
  3383. bool RasterizerStorageGLES3::gi_probe_is_interior(RID p_probe) const{
  3384. const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3385. ERR_FAIL_COND_V(!gip,false);
  3386. return gip->interior;
  3387. }
  3388. void RasterizerStorageGLES3::gi_probe_set_compress(RID p_probe,bool p_enable) {
  3389. GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3390. ERR_FAIL_COND(!gip);
  3391. gip->compress=p_enable;
  3392. }
  3393. bool RasterizerStorageGLES3::gi_probe_is_compressed(RID p_probe) const{
  3394. const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3395. ERR_FAIL_COND_V(!gip,false);
  3396. return gip->compress;
  3397. }
  3398. float RasterizerStorageGLES3::gi_probe_get_energy(RID p_probe) const{
  3399. const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3400. ERR_FAIL_COND_V(!gip,0);
  3401. return gip->energy;
  3402. }
  3403. uint32_t RasterizerStorageGLES3::gi_probe_get_version(RID p_probe) {
  3404. const GIProbe *gip = gi_probe_owner.getornull(p_probe);
  3405. ERR_FAIL_COND_V(!gip,0);
  3406. return gip->version;
  3407. }
  3408. RasterizerStorage::GIProbeCompression RasterizerStorageGLES3::gi_probe_get_dynamic_data_get_preferred_compression() const {
  3409. if (config.s3tc_supported) {
  3410. return GI_PROBE_S3TC;
  3411. } else {
  3412. return GI_PROBE_UNCOMPRESSED;
  3413. }
  3414. }
  3415. RID RasterizerStorageGLES3::gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) {
  3416. GIProbeData *gipd = memnew( GIProbeData );
  3417. gipd->width=p_width;
  3418. gipd->height=p_height;
  3419. gipd->depth=p_depth;
  3420. gipd->compression=p_compression;
  3421. glActiveTexture(GL_TEXTURE0);
  3422. glGenTextures(1,&gipd->tex_id);
  3423. glBindTexture(GL_TEXTURE_3D,gipd->tex_id);
  3424. int level=0;
  3425. int min_size=1;
  3426. if (gipd->compression==GI_PROBE_S3TC) {
  3427. min_size=4;
  3428. }
  3429. print_line("dyndata create");
  3430. while(true) {
  3431. if (gipd->compression==GI_PROBE_S3TC) {
  3432. int size = p_width * p_height * p_depth;
  3433. glCompressedTexImage3D(GL_TEXTURE_3D,level,_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT,p_width,p_height,p_depth,0, size,NULL);
  3434. } else {
  3435. glTexImage3D(GL_TEXTURE_3D,level,GL_RGBA8,p_width,p_height,p_depth,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
  3436. }
  3437. if (p_width<=min_size || p_height<=min_size || p_depth<=min_size)
  3438. break;
  3439. p_width>>=1;
  3440. p_height>>=1;
  3441. p_depth>>=1;
  3442. level++;
  3443. }
  3444. glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  3445. glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  3446. glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  3447. glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  3448. glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
  3449. glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
  3450. glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, level);
  3451. gipd->levels=level+1;
  3452. return gi_probe_data_owner.make_rid(gipd);
  3453. }
  3454. void RasterizerStorageGLES3::gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) {
  3455. GIProbeData *gipd = gi_probe_data_owner.getornull(p_gi_probe_data);
  3456. ERR_FAIL_COND(!gipd);
  3457. /*
  3458. Vector<uint8_t> data;
  3459. data.resize((gipd->width>>p_mipmap)*(gipd->height>>p_mipmap)*(gipd->depth>>p_mipmap)*4);
  3460. for(int i=0;i<(gipd->width>>p_mipmap);i++) {
  3461. for(int j=0;j<(gipd->height>>p_mipmap);j++) {
  3462. for(int k=0;k<(gipd->depth>>p_mipmap);k++) {
  3463. int ofs = (k*(gipd->height>>p_mipmap)*(gipd->width>>p_mipmap)) + j *(gipd->width>>p_mipmap) + i;
  3464. ofs*=4;
  3465. data[ofs+0]=i*0xFF/(gipd->width>>p_mipmap);
  3466. data[ofs+1]=j*0xFF/(gipd->height>>p_mipmap);
  3467. data[ofs+2]=k*0xFF/(gipd->depth>>p_mipmap);
  3468. data[ofs+3]=0xFF;
  3469. }
  3470. }
  3471. }
  3472. */
  3473. glActiveTexture(GL_TEXTURE0);
  3474. glBindTexture(GL_TEXTURE_3D,gipd->tex_id);
  3475. if (gipd->compression==GI_PROBE_S3TC) {
  3476. int size = (gipd->width>>p_mipmap) * (gipd->height>>p_mipmap) * p_slice_count;
  3477. glCompressedTexSubImage3D(GL_TEXTURE_3D,p_mipmap,0,0,p_depth_slice,gipd->width>>p_mipmap,gipd->height>>p_mipmap,p_slice_count,_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT,size, p_data);
  3478. } else {
  3479. glTexSubImage3D(GL_TEXTURE_3D,p_mipmap,0,0,p_depth_slice,gipd->width>>p_mipmap,gipd->height>>p_mipmap,p_slice_count,GL_RGBA,GL_UNSIGNED_BYTE,p_data);
  3480. }
  3481. //glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,p_data);
  3482. //glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,data.ptr());
  3483. }
  3484. ///////
  3485. RID RasterizerStorageGLES3::particles_create() {
  3486. Particles *particles = memnew( Particles );
  3487. return particles_owner.make_rid(particles);
  3488. }
  3489. void RasterizerStorageGLES3::particles_set_emitting(RID p_particles,bool p_emitting) {
  3490. Particles *particles = particles_owner.getornull(p_particles);
  3491. ERR_FAIL_COND(!particles);
  3492. particles->emitting=p_emitting;
  3493. }
  3494. void RasterizerStorageGLES3::particles_set_amount(RID p_particles,int p_amount) {
  3495. Particles *particles = particles_owner.getornull(p_particles);
  3496. ERR_FAIL_COND(!particles);
  3497. int floats = p_amount*24;
  3498. float * data = memnew_arr(float,floats);
  3499. for(int i=0;i<floats;i++) {
  3500. data[i]=0;
  3501. }
  3502. glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[0]);
  3503. glBufferData(GL_ARRAY_BUFFER,floats*sizeof(float),data,GL_DYNAMIC_DRAW);
  3504. glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[1]);
  3505. glBufferData(GL_ARRAY_BUFFER,floats*sizeof(float),data,GL_DYNAMIC_DRAW);
  3506. glBindBuffer(GL_ARRAY_BUFFER,0);
  3507. particles->prev_ticks=0;
  3508. particles->phase=0;
  3509. particles->prev_phase=0;
  3510. memdelete_arr(data);
  3511. }
  3512. void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles,float p_lifetime){
  3513. Particles *particles = particles_owner.getornull(p_particles);
  3514. ERR_FAIL_COND(!particles);
  3515. particles->lifetime=p_lifetime;
  3516. }
  3517. void RasterizerStorageGLES3::particles_set_pre_process_time(RID p_particles,float p_time) {
  3518. Particles *particles = particles_owner.getornull(p_particles);
  3519. ERR_FAIL_COND(!particles);
  3520. particles->pre_process_time=p_time;
  3521. }
  3522. void RasterizerStorageGLES3::particles_set_explosiveness_ratio(RID p_particles,float p_ratio) {
  3523. Particles *particles = particles_owner.getornull(p_particles);
  3524. ERR_FAIL_COND(!particles);
  3525. particles->explosiveness=p_ratio;
  3526. }
  3527. void RasterizerStorageGLES3::particles_set_randomness_ratio(RID p_particles,float p_ratio) {
  3528. Particles *particles = particles_owner.getornull(p_particles);
  3529. ERR_FAIL_COND(!particles);
  3530. particles->randomness=p_ratio;
  3531. }
  3532. void RasterizerStorageGLES3::particles_set_custom_aabb(RID p_particles,const AABB& p_aabb) {
  3533. Particles *particles = particles_owner.getornull(p_particles);
  3534. ERR_FAIL_COND(!particles);
  3535. particles->custom_aabb=p_aabb;
  3536. }
  3537. void RasterizerStorageGLES3::particles_set_gravity(RID p_particles,const Vector3& p_gravity) {
  3538. Particles *particles = particles_owner.getornull(p_particles);
  3539. ERR_FAIL_COND(!particles);
  3540. particles->gravity=p_gravity;
  3541. }
  3542. void RasterizerStorageGLES3::particles_set_use_local_coordinates(RID p_particles,bool p_enable) {
  3543. Particles *particles = particles_owner.getornull(p_particles);
  3544. ERR_FAIL_COND(!particles);
  3545. particles->use_local_coords=p_enable;
  3546. }
  3547. void RasterizerStorageGLES3::particles_set_process_material(RID p_particles,RID p_material) {
  3548. Particles *particles = particles_owner.getornull(p_particles);
  3549. ERR_FAIL_COND(!particles);
  3550. particles->process_material=p_material;
  3551. }
  3552. void RasterizerStorageGLES3::particles_set_emission_shape(RID p_particles, VS::ParticlesEmissionShape p_shape) {
  3553. Particles *particles = particles_owner.getornull(p_particles);
  3554. ERR_FAIL_COND(!particles);
  3555. particles->emission_shape=p_shape;
  3556. }
  3557. void RasterizerStorageGLES3::particles_set_emission_sphere_radius(RID p_particles,float p_radius) {
  3558. Particles *particles = particles_owner.getornull(p_particles);
  3559. ERR_FAIL_COND(!particles);
  3560. particles->emission_sphere_radius=p_radius;
  3561. }
  3562. void RasterizerStorageGLES3::particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents) {
  3563. Particles *particles = particles_owner.getornull(p_particles);
  3564. ERR_FAIL_COND(!particles);
  3565. particles->emission_box_extents=p_extents;
  3566. }
  3567. void RasterizerStorageGLES3::particles_set_emission_points(RID p_particles,const DVector<Vector3>& p_points) {
  3568. Particles *particles = particles_owner.getornull(p_particles);
  3569. ERR_FAIL_COND(!particles);
  3570. particles->emission_points=p_points;
  3571. }
  3572. void RasterizerStorageGLES3::particles_set_draw_order(RID p_particles,VS::ParticlesDrawOrder p_order) {
  3573. Particles *particles = particles_owner.getornull(p_particles);
  3574. ERR_FAIL_COND(!particles);
  3575. particles->draw_order=p_order;
  3576. }
  3577. void RasterizerStorageGLES3::particles_set_draw_passes(RID p_particles,int p_count) {
  3578. Particles *particles = particles_owner.getornull(p_particles);
  3579. ERR_FAIL_COND(!particles);
  3580. particles->draw_passes.resize(p_count);
  3581. }
  3582. void RasterizerStorageGLES3::particles_set_draw_pass_material(RID p_particles,int p_pass, RID p_material) {
  3583. Particles *particles = particles_owner.getornull(p_particles);
  3584. ERR_FAIL_COND(!particles);
  3585. ERR_FAIL_INDEX(p_pass,particles->draw_passes.size());
  3586. particles->draw_passes[p_pass].material=p_material;
  3587. }
  3588. void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh) {
  3589. Particles *particles = particles_owner.getornull(p_particles);
  3590. ERR_FAIL_COND(!particles);
  3591. ERR_FAIL_INDEX(p_pass,particles->draw_passes.size());
  3592. particles->draw_passes[p_pass].mesh=p_mesh;
  3593. }
  3594. AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) {
  3595. const Particles *particles = particles_owner.getornull(p_particles);
  3596. ERR_FAIL_COND_V(!particles,AABB());
  3597. return particles->computed_aabb;
  3598. }
  3599. void RasterizerStorageGLES3::update_particles() {
  3600. glEnable(GL_RASTERIZER_DISCARD);
  3601. glBindVertexArray(0);
  3602. while (particle_update_list.first()) {
  3603. //use transform feedback to process particles
  3604. Particles *particles = particle_update_list.first()->self();
  3605. Material *material = material_owner.getornull(particles->process_material);
  3606. if (!material || !material->shader || material->shader->mode!=VS::SHADER_PARTICLES) {
  3607. shaders.particles.set_custom_shader(0);
  3608. } else {
  3609. shaders.particles.set_custom_shader( material->shader->custom_code_id );
  3610. if (material->ubo_id) {
  3611. glBindBufferBase(GL_UNIFORM_BUFFER,0,material->ubo_id);
  3612. }
  3613. int tc = material->textures.size();
  3614. RID* textures = material->textures.ptr();
  3615. ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = material->shader->texture_hints.ptr();
  3616. for(int i=0;i<tc;i++) {
  3617. glActiveTexture(GL_TEXTURE0+i);
  3618. GLenum target;
  3619. GLuint tex;
  3620. RasterizerStorageGLES3::Texture *t = texture_owner.getornull( textures[i] );
  3621. if (!t) {
  3622. //check hints
  3623. target=GL_TEXTURE_2D;
  3624. switch(texture_hints[i]) {
  3625. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  3626. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  3627. tex=resources.black_tex;
  3628. } break;
  3629. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  3630. tex=resources.aniso_tex;
  3631. } break;
  3632. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  3633. tex=resources.normal_tex;
  3634. } break;
  3635. default: {
  3636. tex=resources.white_tex;
  3637. } break;
  3638. }
  3639. } else {
  3640. target=t->target;
  3641. tex = t->tex_id;
  3642. }
  3643. glBindTexture(target,tex);
  3644. }
  3645. }
  3646. shaders.particles.bind();
  3647. shaders.particles.set_uniform(ParticlesShaderGLES3::ORIGIN,particles->origin);
  3648. float new_phase = Math::fmod(particles->phase+(frame.delta/particles->lifetime),1.0);
  3649. shaders.particles.set_uniform(ParticlesShaderGLES3::SYSTEM_PHASE,new_phase);
  3650. shaders.particles.set_uniform(ParticlesShaderGLES3::PREV_SYSTEM_PHASE,particles->phase);
  3651. particles->phase = new_phase;
  3652. shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES,particles->amount);
  3653. shaders.particles.set_uniform(ParticlesShaderGLES3::TIME,0.0);
  3654. shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS,particles->explosiveness);
  3655. shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA,frame.delta);
  3656. shaders.particles.set_uniform(ParticlesShaderGLES3::GRAVITY,particles->gravity);
  3657. shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT,0);
  3658. glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[0]);
  3659. glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->particle_buffers[1]);
  3660. for(int i=0;i<6;i++) {
  3661. glEnableVertexAttribArray(i);
  3662. glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,sizeof(float)*4*6,((uint8_t*)0)+(i*16));
  3663. }
  3664. glBeginTransformFeedback(GL_POINTS);
  3665. glDrawArrays(GL_POINTS,0,particles->amount);
  3666. glEndTransformFeedback();
  3667. particle_update_list.remove(particle_update_list.first());
  3668. SWAP(particles->particle_buffers[0],particles->particle_buffers[1]);
  3669. }
  3670. glDisable(GL_RASTERIZER_DISCARD);
  3671. for(int i=0;i<6;i++) {
  3672. glDisableVertexAttribArray(i);
  3673. }
  3674. }
  3675. ////////
  3676. void RasterizerStorageGLES3::instance_add_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance) {
  3677. Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  3678. ERR_FAIL_COND(!skeleton);
  3679. skeleton->instances.insert(p_instance);
  3680. }
  3681. void RasterizerStorageGLES3::instance_remove_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance) {
  3682. Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
  3683. ERR_FAIL_COND(!skeleton);
  3684. skeleton->instances.erase(p_instance);
  3685. }
  3686. void RasterizerStorageGLES3::instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance) {
  3687. Instantiable *inst=NULL;
  3688. switch(p_instance->base_type) {
  3689. case VS::INSTANCE_MESH: {
  3690. inst = mesh_owner.getornull(p_base);
  3691. ERR_FAIL_COND(!inst);
  3692. } break;
  3693. case VS::INSTANCE_MULTIMESH: {
  3694. inst = multimesh_owner.getornull(p_base);
  3695. ERR_FAIL_COND(!inst);
  3696. } break;
  3697. case VS::INSTANCE_IMMEDIATE: {
  3698. inst = immediate_owner.getornull(p_base);
  3699. ERR_FAIL_COND(!inst);
  3700. } break;
  3701. case VS::INSTANCE_REFLECTION_PROBE: {
  3702. inst = reflection_probe_owner.getornull(p_base);
  3703. ERR_FAIL_COND(!inst);
  3704. } break;
  3705. case VS::INSTANCE_LIGHT: {
  3706. inst = light_owner.getornull(p_base);
  3707. ERR_FAIL_COND(!inst);
  3708. } break;
  3709. case VS::INSTANCE_GI_PROBE: {
  3710. inst = gi_probe_owner.getornull(p_base);
  3711. ERR_FAIL_COND(!inst);
  3712. } break;
  3713. default: {
  3714. if (!inst) {
  3715. ERR_FAIL();
  3716. }
  3717. }
  3718. }
  3719. inst->instance_list.add( &p_instance->dependency_item );
  3720. }
  3721. void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance){
  3722. Instantiable *inst=NULL;
  3723. switch(p_instance->base_type) {
  3724. case VS::INSTANCE_MESH: {
  3725. inst = mesh_owner.getornull(p_base);
  3726. ERR_FAIL_COND(!inst);
  3727. } break;
  3728. case VS::INSTANCE_MULTIMESH: {
  3729. inst = multimesh_owner.getornull(p_base);
  3730. ERR_FAIL_COND(!inst);
  3731. } break;
  3732. case VS::INSTANCE_IMMEDIATE: {
  3733. inst = immediate_owner.getornull(p_base);
  3734. ERR_FAIL_COND(!inst);
  3735. } break;
  3736. case VS::INSTANCE_REFLECTION_PROBE: {
  3737. inst = reflection_probe_owner.getornull(p_base);
  3738. ERR_FAIL_COND(!inst);
  3739. } break;
  3740. case VS::INSTANCE_LIGHT: {
  3741. inst = light_owner.getornull(p_base);
  3742. ERR_FAIL_COND(!inst);
  3743. } break;
  3744. case VS::INSTANCE_GI_PROBE: {
  3745. inst = gi_probe_owner.getornull(p_base);
  3746. ERR_FAIL_COND(!inst);
  3747. } break;
  3748. default: {
  3749. if (!inst) {
  3750. ERR_FAIL();
  3751. }
  3752. }
  3753. }
  3754. ERR_FAIL_COND(!inst);
  3755. inst->instance_list.remove( &p_instance->dependency_item );
  3756. }
  3757. /* RENDER TARGET */
  3758. void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
  3759. if (rt->fbo) {
  3760. glDeleteFramebuffers(1,&rt->fbo);
  3761. glDeleteTextures(1,&rt->color);
  3762. rt->fbo=0;
  3763. }
  3764. if (rt->buffers.fbo) {
  3765. glDeleteFramebuffers(1,&rt->buffers.fbo);
  3766. glDeleteRenderbuffers(1,&rt->buffers.depth);
  3767. glDeleteRenderbuffers(1,&rt->buffers.diffuse);
  3768. glDeleteRenderbuffers(1,&rt->buffers.specular);
  3769. glDeleteRenderbuffers(1,&rt->buffers.normal_rough);
  3770. glDeleteRenderbuffers(1,&rt->buffers.motion_sss);
  3771. glDeleteFramebuffers(1,&rt->buffers.effect_fbo);
  3772. glDeleteTextures(1,&rt->buffers.effect);
  3773. rt->buffers.fbo=0;
  3774. }
  3775. if (rt->depth) {
  3776. glDeleteTextures(1,&rt->depth);
  3777. rt->depth=0;
  3778. }
  3779. if (rt->effects.ssao.blur_fbo[0]) {
  3780. glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[0]);
  3781. glDeleteTextures(1,&rt->effects.ssao.blur_red[0]);
  3782. glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[1]);
  3783. glDeleteTextures(1,&rt->effects.ssao.blur_red[1]);
  3784. for(int i=0;i<rt->effects.ssao.depth_mipmap_fbos.size();i++) {
  3785. glDeleteFramebuffers(1,&rt->effects.ssao.depth_mipmap_fbos[i]);
  3786. }
  3787. rt->effects.ssao.depth_mipmap_fbos.clear();
  3788. glDeleteTextures(1,&rt->effects.ssao.linear_depth);
  3789. }
  3790. if (rt->exposure.fbo) {
  3791. glDeleteFramebuffers(1,&rt->exposure.fbo);
  3792. glDeleteTextures(1,&rt->exposure.color);
  3793. }
  3794. Texture *tex = texture_owner.get(rt->texture);
  3795. tex->alloc_height=0;
  3796. tex->alloc_width=0;
  3797. tex->width=0;
  3798. tex->height=0;
  3799. for(int i=0;i<2;i++) {
  3800. for(int j=0;j<rt->effects.mip_maps[i].sizes.size();j++) {
  3801. glDeleteFramebuffers(1,&rt->effects.mip_maps[i].sizes[j].fbo);
  3802. }
  3803. glDeleteTextures(1,&rt->effects.mip_maps[i].color);
  3804. rt->effects.mip_maps[i].sizes.clear();
  3805. rt->effects.mip_maps[i].levels=0;
  3806. }
  3807. /*
  3808. if (rt->effects.screen_space_depth) {
  3809. glDeleteTextures(1,&rt->effects.screen_space_depth);
  3810. rt->effects.screen_space_depth=0;
  3811. }
  3812. */
  3813. }
  3814. void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
  3815. if (rt->width<=0 || rt->height<=0)
  3816. return;
  3817. GLuint color_internal_format;
  3818. GLuint color_format;
  3819. GLuint color_type;
  3820. Image::Format image_format;
  3821. if (!rt->flags[RENDER_TARGET_HDR] || rt->flags[RENDER_TARGET_NO_3D]) {
  3822. color_internal_format=GL_RGBA8;
  3823. color_format=GL_RGBA;
  3824. color_type=GL_UNSIGNED_BYTE;
  3825. image_format=Image::FORMAT_RGBA8;
  3826. } else {
  3827. color_internal_format=GL_RGBA16F;
  3828. color_format=GL_RGBA;
  3829. color_type=GL_HALF_FLOAT;
  3830. image_format=Image::FORMAT_RGBAH;
  3831. }
  3832. {
  3833. /* FRONT FBO */
  3834. glActiveTexture(GL_TEXTURE0);
  3835. glGenFramebuffers(1, &rt->fbo);
  3836. glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  3837. glGenTextures(1, &rt->depth);
  3838. glBindTexture(GL_TEXTURE_2D, rt->depth);
  3839. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->width, rt->height, 0,
  3840. GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  3841. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  3842. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  3843. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  3844. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  3845. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  3846. GL_TEXTURE_2D, rt->depth, 0);
  3847. glGenTextures(1, &rt->color);
  3848. glBindTexture(GL_TEXTURE_2D, rt->color);
  3849. glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
  3850. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  3851. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  3852. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  3853. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  3854. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
  3855. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  3856. glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
  3857. ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
  3858. Texture *tex = texture_owner.get(rt->texture);
  3859. tex->format=image_format;
  3860. tex->gl_format_cache=color_format;
  3861. tex->gl_type_cache=color_type;
  3862. tex->gl_internal_format_cache=color_internal_format;
  3863. tex->tex_id=rt->color;
  3864. tex->width=rt->width;
  3865. tex->alloc_width=rt->width;
  3866. tex->height=rt->height;
  3867. tex->alloc_height=rt->height;
  3868. texture_set_flags(rt->texture,tex->flags);
  3869. }
  3870. /* BACK FBO */
  3871. if (config.render_arch==RENDER_ARCH_DESKTOP && !rt->flags[RENDER_TARGET_NO_3D]) {
  3872. static const int msaa_value[]={0,2,4,8,16};
  3873. int msaa=msaa_value[rt->msaa];
  3874. //regular fbo
  3875. glGenFramebuffers(1, &rt->buffers.fbo);
  3876. glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.fbo);
  3877. glGenRenderbuffers(1, &rt->buffers.depth);
  3878. glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth);
  3879. if (msaa==0)
  3880. glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8,rt->width,rt->height);
  3881. else
  3882. glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_DEPTH24_STENCIL8,rt->width,rt->height);
  3883. glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,rt->buffers.depth);
  3884. glGenRenderbuffers(1, &rt->buffers.diffuse);
  3885. glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.diffuse);
  3886. if (msaa==0)
  3887. glRenderbufferStorage(GL_RENDERBUFFER,color_internal_format,rt->width,rt->height);
  3888. else
  3889. glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA16F,rt->width,rt->height);
  3890. glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,rt->buffers.diffuse);
  3891. glGenRenderbuffers(1, &rt->buffers.specular);
  3892. glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular);
  3893. if (msaa==0)
  3894. glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA16F,rt->width,rt->height);
  3895. else
  3896. glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,color_internal_format,rt->width,rt->height);
  3897. glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT1,GL_RENDERBUFFER,rt->buffers.specular);
  3898. glGenRenderbuffers(1, &rt->buffers.normal_rough);
  3899. glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough);
  3900. if (msaa==0)
  3901. glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8,rt->width,rt->height);
  3902. else
  3903. glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA8,rt->width,rt->height);
  3904. glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT2,GL_RENDERBUFFER,rt->buffers.normal_rough);
  3905. glGenRenderbuffers(1, &rt->buffers.motion_sss);
  3906. glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.motion_sss);
  3907. if (msaa==0)
  3908. glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8,rt->width,rt->height);
  3909. else
  3910. glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA8,rt->width,rt->height);
  3911. glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT3,GL_RENDERBUFFER,rt->buffers.motion_sss);
  3912. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  3913. glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
  3914. if (status != GL_FRAMEBUFFER_COMPLETE) {
  3915. printf("err status: %x\n",status);
  3916. _render_target_clear(rt);
  3917. ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
  3918. }
  3919. glBindRenderbuffer(GL_RENDERBUFFER,0);
  3920. // effect resolver
  3921. glGenFramebuffers(1, &rt->buffers.effect_fbo);
  3922. glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo);
  3923. glGenTextures(1, &rt->buffers.effect);
  3924. glBindTexture(GL_TEXTURE_2D, rt->buffers.effect);
  3925. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0,
  3926. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  3927. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  3928. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  3929. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  3930. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  3931. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  3932. GL_TEXTURE_2D, rt->buffers.effect, 0);
  3933. if (status != GL_FRAMEBUFFER_COMPLETE) {
  3934. printf("err status: %x\n",status);
  3935. _render_target_clear(rt);
  3936. ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
  3937. }
  3938. glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
  3939. if (status != GL_FRAMEBUFFER_COMPLETE) {
  3940. _render_target_clear(rt);
  3941. ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
  3942. }
  3943. for(int i=0;i<2;i++) {
  3944. ERR_FAIL_COND( rt->effects.mip_maps[i].sizes.size() );
  3945. int w=rt->width;
  3946. int h=rt->height;
  3947. if (i>0) {
  3948. w>>=1;
  3949. h>>=1;
  3950. }
  3951. glGenTextures(1, &rt->effects.mip_maps[i].color);
  3952. glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[i].color);
  3953. int level=0;
  3954. while(true) {
  3955. RenderTarget::Effects::MipMaps::Size mm;
  3956. glTexImage2D(GL_TEXTURE_2D, level, color_internal_format, w, h, 0, color_format, color_type, NULL);
  3957. mm.width=w;
  3958. mm.height=h;
  3959. rt->effects.mip_maps[i].sizes.push_back(mm);
  3960. w>>=1;
  3961. h>>=1;
  3962. if (w<2 || h<2)
  3963. break;
  3964. level++;
  3965. }
  3966. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  3967. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
  3968. for(int j=0;j<rt->effects.mip_maps[i].sizes.size();j++) {
  3969. RenderTarget::Effects::MipMaps::Size &mm=rt->effects.mip_maps[i].sizes[j];
  3970. glGenFramebuffers(1, &mm.fbo);
  3971. glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
  3972. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,rt->effects.mip_maps[i].color ,j);
  3973. status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  3974. if (status != GL_FRAMEBUFFER_COMPLETE) {
  3975. _render_target_clear(rt);
  3976. ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
  3977. }
  3978. float zero[4]={1,0,1,0};
  3979. glClearBufferfv(GL_COLOR,0,zero);
  3980. }
  3981. glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
  3982. rt->effects.mip_maps[i].levels=level;
  3983. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  3984. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  3985. //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  3986. //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  3987. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  3988. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  3989. }
  3990. ///////////////// ssao
  3991. //AO strength textures
  3992. for(int i=0;i<2;i++) {
  3993. glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]);
  3994. glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]);
  3995. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  3996. GL_TEXTURE_2D, rt->depth, 0);
  3997. glGenTextures(1, &rt->effects.ssao.blur_red[i]);
  3998. glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]);
  3999. glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
  4000. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  4001. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  4002. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  4003. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  4004. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.blur_red[i], 0);
  4005. status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  4006. if (status != GL_FRAMEBUFFER_COMPLETE) {
  4007. _render_target_clear(rt);
  4008. ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
  4009. }
  4010. }
  4011. //5 mip levels for depth texture, but base is read separately
  4012. glGenTextures(1, &rt->effects.ssao.linear_depth);
  4013. glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth);
  4014. int ssao_w=rt->width/2;
  4015. int ssao_h=rt->height/2;
  4016. for(int i=0;i<4;i++) { //5, but 4 mips, base is read directly to save bw
  4017. glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL);
  4018. ssao_w>>=1;
  4019. ssao_h>>=1;
  4020. }
  4021. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  4022. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
  4023. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  4024. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  4025. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  4026. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
  4027. for(int i=0;i<4;i++) { //5, but 4 mips, base is read directly to save bw
  4028. GLuint fbo;
  4029. glGenFramebuffers(1, &fbo);
  4030. glBindFramebuffer(GL_FRAMEBUFFER, fbo);
  4031. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i);
  4032. rt->effects.ssao.depth_mipmap_fbos.push_back(fbo);
  4033. }
  4034. //////Exposure
  4035. glGenFramebuffers(1, &rt->exposure.fbo);
  4036. glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo);
  4037. glGenTextures(1, &rt->exposure.color);
  4038. glBindTexture(GL_TEXTURE_2D, rt->exposure.color);
  4039. glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL);
  4040. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0);
  4041. status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  4042. if (status != GL_FRAMEBUFFER_COMPLETE) {
  4043. _render_target_clear(rt);
  4044. ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
  4045. }
  4046. }
  4047. }
  4048. RID RasterizerStorageGLES3::render_target_create(){
  4049. RenderTarget *rt = memnew( RenderTarget );
  4050. Texture * t = memnew( Texture );
  4051. t->flags=0;
  4052. t->width=0;
  4053. t->height=0;
  4054. t->alloc_height=0;
  4055. t->alloc_width=0;
  4056. t->format=Image::FORMAT_R8;
  4057. t->target=GL_TEXTURE_2D;
  4058. t->gl_format_cache=0;
  4059. t->gl_internal_format_cache=0;
  4060. t->gl_type_cache=0;
  4061. t->data_size=0;
  4062. t->compressed=false;
  4063. t->srgb=false;
  4064. t->total_data_size=0;
  4065. t->ignore_mipmaps=false;
  4066. t->mipmaps=0;
  4067. t->active=true;
  4068. t->tex_id=0;
  4069. rt->texture=texture_owner.make_rid(t);
  4070. return render_target_owner.make_rid(rt);
  4071. }
  4072. void RasterizerStorageGLES3::render_target_set_size(RID p_render_target,int p_width, int p_height){
  4073. RenderTarget *rt = render_target_owner.getornull(p_render_target);
  4074. ERR_FAIL_COND(!rt);
  4075. if (rt->width==p_width && rt->height==p_height)
  4076. return;
  4077. _render_target_clear(rt);
  4078. rt->width=p_width;
  4079. rt->height=p_height;
  4080. _render_target_allocate(rt);
  4081. }
  4082. RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const{
  4083. RenderTarget *rt = render_target_owner.getornull(p_render_target);
  4084. ERR_FAIL_COND_V(!rt,RID());
  4085. return rt->texture;
  4086. }
  4087. void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value) {
  4088. RenderTarget *rt = render_target_owner.getornull(p_render_target);
  4089. ERR_FAIL_COND(!rt);
  4090. rt->flags[p_flag]=p_value;
  4091. switch(p_flag) {
  4092. case RENDER_TARGET_NO_3D:
  4093. case RENDER_TARGET_TRANSPARENT: {
  4094. //must reset for these formats
  4095. _render_target_clear(rt);
  4096. _render_target_allocate(rt);
  4097. } break;
  4098. default: {}
  4099. }
  4100. }
  4101. bool RasterizerStorageGLES3::render_target_renedered_in_frame(RID p_render_target){
  4102. return false;
  4103. }
  4104. void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa) {
  4105. RenderTarget *rt = render_target_owner.getornull(p_render_target);
  4106. ERR_FAIL_COND(!rt);
  4107. if (rt->msaa==p_msaa)
  4108. return;
  4109. _render_target_clear(rt);
  4110. rt->msaa=p_msaa;
  4111. _render_target_allocate(rt);
  4112. }
  4113. /* CANVAS SHADOW */
  4114. RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
  4115. CanvasLightShadow *cls = memnew( CanvasLightShadow );
  4116. if (p_width>config.max_texture_size)
  4117. p_width=config.max_texture_size;
  4118. cls->size=p_width;
  4119. cls->height=16;
  4120. glActiveTexture(GL_TEXTURE0);
  4121. glGenFramebuffers(1, &cls->fbo);
  4122. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  4123. glGenRenderbuffers(1, &cls->depth);
  4124. glBindRenderbuffer(GL_RENDERBUFFER, cls->depth );
  4125. glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT24, cls->size, cls->height);
  4126. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
  4127. glBindRenderbuffer(GL_RENDERBUFFER, 0 );
  4128. glGenTextures(1,&cls->distance);
  4129. glBindTexture(GL_TEXTURE_2D, cls->distance);
  4130. if (config.use_rgba_2d_shadows) {
  4131. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  4132. } else {
  4133. glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL);
  4134. }
  4135. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  4136. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  4137. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  4138. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  4139. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0);
  4140. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  4141. //printf("errnum: %x\n",status);
  4142. glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo);
  4143. ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() );
  4144. return canvas_light_shadow_owner.make_rid(cls);
  4145. }
  4146. /* LIGHT SHADOW MAPPING */
  4147. RID RasterizerStorageGLES3::canvas_light_occluder_create() {
  4148. CanvasOccluder *co = memnew( CanvasOccluder );
  4149. co->index_id=0;
  4150. co->vertex_id=0;
  4151. co->len=0;
  4152. return canvas_occluder_owner.make_rid(co);
  4153. }
  4154. void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines) {
  4155. CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
  4156. ERR_FAIL_COND(!co);
  4157. co->lines=p_lines;
  4158. if (p_lines.size()!=co->len) {
  4159. if (co->index_id)
  4160. glDeleteBuffers(1,&co->index_id);
  4161. if (co->vertex_id)
  4162. glDeleteBuffers(1,&co->vertex_id);
  4163. co->index_id=0;
  4164. co->vertex_id=0;
  4165. co->len=0;
  4166. }
  4167. if (p_lines.size()) {
  4168. DVector<float> geometry;
  4169. DVector<uint16_t> indices;
  4170. int lc = p_lines.size();
  4171. geometry.resize(lc*6);
  4172. indices.resize(lc*3);
  4173. DVector<float>::Write vw=geometry.write();
  4174. DVector<uint16_t>::Write iw=indices.write();
  4175. DVector<Vector2>::Read lr=p_lines.read();
  4176. const int POLY_HEIGHT = 16384;
  4177. for(int i=0;i<lc/2;i++) {
  4178. vw[i*12+0]=lr[i*2+0].x;
  4179. vw[i*12+1]=lr[i*2+0].y;
  4180. vw[i*12+2]=POLY_HEIGHT;
  4181. vw[i*12+3]=lr[i*2+1].x;
  4182. vw[i*12+4]=lr[i*2+1].y;
  4183. vw[i*12+5]=POLY_HEIGHT;
  4184. vw[i*12+6]=lr[i*2+1].x;
  4185. vw[i*12+7]=lr[i*2+1].y;
  4186. vw[i*12+8]=-POLY_HEIGHT;
  4187. vw[i*12+9]=lr[i*2+0].x;
  4188. vw[i*12+10]=lr[i*2+0].y;
  4189. vw[i*12+11]=-POLY_HEIGHT;
  4190. iw[i*6+0]=i*4+0;
  4191. iw[i*6+1]=i*4+1;
  4192. iw[i*6+2]=i*4+2;
  4193. iw[i*6+3]=i*4+2;
  4194. iw[i*6+4]=i*4+3;
  4195. iw[i*6+5]=i*4+0;
  4196. }
  4197. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  4198. if (!co->vertex_id) {
  4199. glGenBuffers(1,&co->vertex_id);
  4200. glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
  4201. glBufferData(GL_ARRAY_BUFFER,lc*6*sizeof(real_t),vw.ptr(),GL_STATIC_DRAW);
  4202. } else {
  4203. glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id);
  4204. glBufferSubData(GL_ARRAY_BUFFER,0,lc*6*sizeof(real_t),vw.ptr());
  4205. }
  4206. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  4207. if (!co->index_id) {
  4208. glGenBuffers(1,&co->index_id);
  4209. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
  4210. glBufferData(GL_ELEMENT_ARRAY_BUFFER,lc*3*sizeof(uint16_t),iw.ptr(),GL_STATIC_DRAW);
  4211. } else {
  4212. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id);
  4213. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,lc*3*sizeof(uint16_t),iw.ptr());
  4214. }
  4215. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
  4216. co->len=lc;
  4217. }
  4218. }
  4219. VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
  4220. if (mesh_owner.owns(p_rid)) {
  4221. return VS::INSTANCE_MESH;
  4222. }
  4223. if (multimesh_owner.owns(p_rid)) {
  4224. return VS::INSTANCE_MULTIMESH;
  4225. }
  4226. if (immediate_owner.owns(p_rid)) {
  4227. return VS::INSTANCE_IMMEDIATE;
  4228. }
  4229. if (light_owner.owns(p_rid)) {
  4230. return VS::INSTANCE_LIGHT;
  4231. }
  4232. if (reflection_probe_owner.owns(p_rid)) {
  4233. return VS::INSTANCE_REFLECTION_PROBE;
  4234. }
  4235. if (gi_probe_owner.owns(p_rid)) {
  4236. return VS::INSTANCE_GI_PROBE;
  4237. }
  4238. return VS::INSTANCE_NONE;
  4239. }
  4240. bool RasterizerStorageGLES3::free(RID p_rid){
  4241. if (render_target_owner.owns(p_rid)) {
  4242. RenderTarget *rt = render_target_owner.getornull(p_rid);
  4243. _render_target_clear(rt);
  4244. Texture *t=texture_owner.get(rt->texture);
  4245. texture_owner.free(rt->texture);
  4246. memdelete(t);
  4247. render_target_owner.free(p_rid);
  4248. memdelete(rt);
  4249. } else if (texture_owner.owns(p_rid)) {
  4250. // delete the texture
  4251. Texture *texture = texture_owner.get(p_rid);
  4252. ERR_FAIL_COND_V(texture->render_target,true); //cant free the render target texture, dude
  4253. info.texture_mem-=texture->total_data_size;
  4254. texture_owner.free(p_rid);
  4255. memdelete(texture);
  4256. } else if (skybox_owner.owns(p_rid)) {
  4257. // delete the skybox
  4258. SkyBox *skybox = skybox_owner.get(p_rid);
  4259. skybox_set_texture(p_rid,RID(),256);
  4260. skybox_owner.free(p_rid);
  4261. memdelete(skybox);
  4262. } else if (shader_owner.owns(p_rid)) {
  4263. // delete the texture
  4264. Shader *shader = shader_owner.get(p_rid);
  4265. if (shader->shader)
  4266. shader->shader->free_custom_shader(shader->custom_code_id);
  4267. if (shader->dirty_list.in_list())
  4268. _shader_dirty_list.remove(&shader->dirty_list);
  4269. while (shader->materials.first()) {
  4270. Material *mat = shader->materials.first()->self();
  4271. mat->shader=NULL;
  4272. _material_make_dirty(mat);
  4273. shader->materials.remove( shader->materials.first() );
  4274. }
  4275. //material_shader.free_custom_shader(shader->custom_code_id);
  4276. shader_owner.free(p_rid);
  4277. memdelete(shader);
  4278. } else if (material_owner.owns(p_rid)) {
  4279. // delete the texture
  4280. Material *material = material_owner.get(p_rid);
  4281. if (material->shader) {
  4282. material->shader->materials.remove( & material->list );
  4283. }
  4284. if (material->ubo_id) {
  4285. glDeleteBuffers(1,&material->ubo_id);
  4286. }
  4287. //remove from owners
  4288. for (Map<Geometry*,int>::Element *E=material->geometry_owners.front();E;E=E->next()) {
  4289. Geometry *g = E->key();
  4290. g->material=RID();
  4291. }
  4292. for (Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.front();E;E=E->next()) {
  4293. RasterizerScene::InstanceBase*ins=E->key();
  4294. if (ins->material_override==p_rid) {
  4295. ins->material_override=RID();
  4296. }
  4297. for(int i=0;i<ins->materials.size();i++) {
  4298. if (ins->materials[i]==p_rid) {
  4299. ins->materials[i]=RID();
  4300. }
  4301. }
  4302. }
  4303. material_owner.free(p_rid);
  4304. memdelete(material);
  4305. } else if (skeleton_owner.owns(p_rid)) {
  4306. // delete the texture
  4307. Skeleton *skeleton = skeleton_owner.get(p_rid);
  4308. if (skeleton->update_list.in_list()) {
  4309. skeleton_update_list.remove(&skeleton->update_list);
  4310. }
  4311. for (Set<RasterizerScene::InstanceBase*>::Element *E=skeleton->instances.front();E;E=E->next()) {
  4312. E->get()->skeleton=RID();
  4313. }
  4314. skeleton_allocate(p_rid,0,false);
  4315. skeleton_owner.free(p_rid);
  4316. memdelete(skeleton);
  4317. } else if (mesh_owner.owns(p_rid)) {
  4318. // delete the texture
  4319. Mesh *mesh = mesh_owner.get(p_rid);
  4320. mesh->instance_remove_deps();
  4321. mesh_clear(p_rid);
  4322. mesh_owner.free(p_rid);
  4323. memdelete(mesh);
  4324. } else if (multimesh_owner.owns(p_rid)) {
  4325. // delete the texture
  4326. MultiMesh *multimesh = multimesh_owner.get(p_rid);
  4327. multimesh->instance_remove_deps();
  4328. multimesh_allocate(p_rid,0,VS::MULTIMESH_TRANSFORM_2D,VS::MULTIMESH_COLOR_NONE); //frees multimesh
  4329. update_dirty_multimeshes();
  4330. multimesh_owner.free(p_rid);
  4331. memdelete(multimesh);
  4332. } else if (immediate_owner.owns(p_rid)) {
  4333. Immediate *immediate = immediate_owner.get(p_rid);
  4334. immediate->instance_remove_deps();
  4335. immediate_owner.free(p_rid);
  4336. memdelete(immediate);
  4337. } else if (light_owner.owns(p_rid)) {
  4338. // delete the texture
  4339. Light *light = light_owner.get(p_rid);
  4340. light->instance_remove_deps();
  4341. light_owner.free(p_rid);
  4342. memdelete(light);
  4343. } else if (reflection_probe_owner.owns(p_rid)) {
  4344. // delete the texture
  4345. ReflectionProbe *reflection_probe = reflection_probe_owner.get(p_rid);
  4346. reflection_probe->instance_remove_deps();
  4347. reflection_probe_owner.free(p_rid);
  4348. memdelete(reflection_probe);
  4349. } else if (gi_probe_owner.owns(p_rid)) {
  4350. // delete the texture
  4351. GIProbe *gi_probe = gi_probe_owner.get(p_rid);
  4352. gi_probe_owner.free(p_rid);
  4353. memdelete(gi_probe);
  4354. } else if (gi_probe_data_owner.owns(p_rid)) {
  4355. // delete the texture
  4356. GIProbeData *gi_probe_data = gi_probe_data_owner.get(p_rid);
  4357. print_line("dyndata delete");
  4358. glDeleteTextures(1,&gi_probe_data->tex_id);
  4359. gi_probe_owner.free(p_rid);
  4360. memdelete(gi_probe_data);
  4361. } else if (canvas_occluder_owner.owns(p_rid)) {
  4362. CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
  4363. if (co->index_id)
  4364. glDeleteBuffers(1,&co->index_id);
  4365. if (co->vertex_id)
  4366. glDeleteBuffers(1,&co->vertex_id);
  4367. canvas_occluder_owner.free(p_rid);
  4368. memdelete(co);
  4369. } else if (canvas_light_shadow_owner.owns(p_rid)) {
  4370. CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
  4371. glDeleteFramebuffers(1,&cls->fbo);
  4372. glDeleteRenderbuffers(1,&cls->depth);
  4373. glDeleteTextures(1,&cls->distance);
  4374. canvas_light_shadow_owner.free(p_rid);
  4375. memdelete(cls);
  4376. } else {
  4377. return false;
  4378. }
  4379. return true;
  4380. }
  4381. ////////////////////////////////////////////
  4382. void RasterizerStorageGLES3::initialize() {
  4383. config.render_arch=RENDER_ARCH_DESKTOP;
  4384. //config.fbo_deferred=int(Globals::get_singleton()->get("rendering/gles3/lighting_technique"));
  4385. config.system_fbo=0;
  4386. //// extensions config
  4387. ///
  4388. {
  4389. int max_extensions=0;
  4390. print_line("getting extensions");
  4391. glGetIntegerv(GL_NUM_EXTENSIONS,&max_extensions);
  4392. print_line("total "+itos(max_extensions));
  4393. for(int i=0;i<max_extensions;i++) {
  4394. const GLubyte *s = glGetStringi( GL_EXTENSIONS,i );
  4395. if (!s)
  4396. break;
  4397. config.extensions.insert((const char*)s);
  4398. }
  4399. }
  4400. config.shrink_textures_x2=false;
  4401. config.use_fast_texture_filter=int(Globals::get_singleton()->get("rendering/gles3/use_nearest_mipmap_filter"));
  4402. config.use_anisotropic_filter = config.extensions.has("GL_EXT_texture_filter_anisotropic");
  4403. config.s3tc_supported=config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
  4404. config.etc_supported=config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
  4405. config.latc_supported=config.extensions.has("GL_EXT_texture_compression_latc");
  4406. config.bptc_supported=config.extensions.has("GL_ARB_texture_compression_bptc");
  4407. #ifdef GLES_OVER_GL
  4408. config.etc2_supported=false;
  4409. #else
  4410. config.etc2_supported=true;
  4411. #endif
  4412. config.pvrtc_supported=config.extensions.has("GL_IMG_texture_compression_pvrtc");
  4413. config.srgb_decode_supported=config.extensions.has("GL_EXT_texture_sRGB_decode");
  4414. config.anisotropic_level=1.0;
  4415. config.use_anisotropic_filter=config.extensions.has("GL_EXT_texture_filter_anisotropic");
  4416. if (config.use_anisotropic_filter) {
  4417. glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&config.anisotropic_level);
  4418. config.anisotropic_level=MIN(int(Globals::get_singleton()->get("rendering/gles3/anisotropic_filter_level")),config.anisotropic_level);
  4419. }
  4420. frame.clear_request=false;
  4421. shaders.copy.init();
  4422. {
  4423. //default textures
  4424. glGenTextures(1, &resources.white_tex);
  4425. unsigned char whitetexdata[8*8*3];
  4426. for(int i=0;i<8*8*3;i++) {
  4427. whitetexdata[i]=255;
  4428. }
  4429. glActiveTexture(GL_TEXTURE0);
  4430. glBindTexture(GL_TEXTURE_2D,resources.white_tex);
  4431. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
  4432. glGenerateMipmap(GL_TEXTURE_2D);
  4433. glBindTexture(GL_TEXTURE_2D,0);
  4434. glGenTextures(1, &resources.black_tex);
  4435. unsigned char blacktexdata[8*8*3];
  4436. for(int i=0;i<8*8*3;i++) {
  4437. blacktexdata[i]=0;
  4438. }
  4439. glActiveTexture(GL_TEXTURE0);
  4440. glBindTexture(GL_TEXTURE_2D,resources.black_tex);
  4441. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,blacktexdata);
  4442. glGenerateMipmap(GL_TEXTURE_2D);
  4443. glBindTexture(GL_TEXTURE_2D,0);
  4444. glGenTextures(1, &resources.normal_tex);
  4445. unsigned char normaltexdata[8*8*3];
  4446. for(int i=0;i<8*8*3;i+=3) {
  4447. normaltexdata[i+0]=128;
  4448. normaltexdata[i+1]=128;
  4449. normaltexdata[i+2]=255;
  4450. }
  4451. glActiveTexture(GL_TEXTURE0);
  4452. glBindTexture(GL_TEXTURE_2D,resources.normal_tex);
  4453. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,normaltexdata);
  4454. glGenerateMipmap(GL_TEXTURE_2D);
  4455. glBindTexture(GL_TEXTURE_2D,0);
  4456. glGenTextures(1, &resources.aniso_tex);
  4457. unsigned char anisotexdata[8*8*3];
  4458. for(int i=0;i<8*8*3;i+=3) {
  4459. anisotexdata[i+0]=255;
  4460. anisotexdata[i+1]=128;
  4461. anisotexdata[i+2]=0;
  4462. }
  4463. glActiveTexture(GL_TEXTURE0);
  4464. glBindTexture(GL_TEXTURE_2D,resources.aniso_tex);
  4465. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,anisotexdata);
  4466. glGenerateMipmap(GL_TEXTURE_2D);
  4467. glBindTexture(GL_TEXTURE_2D,0);
  4468. }
  4469. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&config.max_texture_image_units);
  4470. glGetIntegerv(GL_MAX_TEXTURE_SIZE,&config.max_texture_size);
  4471. #ifdef GLES_OVER_GL
  4472. config.use_rgba_2d_shadows=false;
  4473. #else
  4474. config.use_rgba_2d_shadows=true;
  4475. #endif
  4476. //generic quadie for copying
  4477. {
  4478. //quad buffers
  4479. glGenBuffers(1,&resources.quadie);
  4480. glBindBuffer(GL_ARRAY_BUFFER,resources.quadie);
  4481. {
  4482. const float qv[16]={
  4483. -1,-1,
  4484. 0, 0,
  4485. -1, 1,
  4486. 0, 1,
  4487. 1, 1,
  4488. 1, 1,
  4489. 1,-1,
  4490. 1, 0,
  4491. };
  4492. glBufferData(GL_ARRAY_BUFFER,sizeof(float)*16,qv,GL_STATIC_DRAW);
  4493. }
  4494. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  4495. glGenVertexArrays(1,&resources.quadie_array);
  4496. glBindVertexArray(resources.quadie_array);
  4497. glBindBuffer(GL_ARRAY_BUFFER,resources.quadie);
  4498. glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,0);
  4499. glEnableVertexAttribArray(0);
  4500. glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,((uint8_t*)NULL)+8);
  4501. glEnableVertexAttribArray(4);
  4502. glBindVertexArray(0);
  4503. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  4504. }
  4505. //generic quadie for copying without touching skybox
  4506. {
  4507. //transform feedback buffers
  4508. uint32_t xf_feedback_size = GLOBAL_DEF("rendering/gles3/blend_shape_max_buffer_size_kb",4096);
  4509. for(int i=0;i<2;i++) {
  4510. glGenBuffers(1,&resources.transform_feedback_buffers[i]);
  4511. glBindBuffer(GL_ARRAY_BUFFER,resources.transform_feedback_buffers[i]);
  4512. glBufferData(GL_ARRAY_BUFFER,xf_feedback_size*1024,NULL,GL_STREAM_DRAW);
  4513. }
  4514. shaders.blend_shapes.init();;
  4515. glGenVertexArrays(1,&resources.transform_feedback_array);
  4516. }
  4517. shaders.cubemap_filter.init();
  4518. shaders.particles.init();
  4519. glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
  4520. frame.count=0;
  4521. frame.prev_tick=0;
  4522. frame.delta=0;
  4523. config.keep_original_textures=false;
  4524. }
  4525. void RasterizerStorageGLES3::finalize() {
  4526. glDeleteTextures(1, &resources.white_tex);
  4527. glDeleteTextures(1, &resources.black_tex);
  4528. glDeleteTextures(1, &resources.normal_tex);
  4529. }
  4530. RasterizerStorageGLES3::RasterizerStorageGLES3()
  4531. {
  4532. }