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- /*************************************************************************/
- /* rasterizer_gles2.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef RASTERIZER_GLES2_H
- #define RASTERIZER_GLES2_H
- #include "servers/visual/rasterizer.h"
- #ifdef GLES2_ENABLED
- #include "image.h"
- #include "rid.h"
- #include "servers/visual_server.h"
- #include "list.h"
- #include "map.h"
- #include "camera_matrix.h"
- #include "sort.h"
- #include "self_list.h"
- #include "platform_config.h"
- #ifndef GLES2_INCLUDE_H
- #include <GLES2/gl2.h>
- #else
- #include GLES2_INCLUDE_H
- #endif
- #include "drivers/gles2/shaders/material.glsl.h"
- #include "drivers/gles2/shaders/canvas.glsl.h"
- #include "drivers/gles2/shaders/blur.glsl.h"
- #include "drivers/gles2/shaders/copy.glsl.h"
- #include "drivers/gles2/shader_compiler_gles2.h"
- #include "servers/visual/particle_system_sw.h"
- /**
- @author Juan Linietsky <[email protected]>
- */
- class RasterizerGLES2 : public Rasterizer {
- enum {
- MAX_SCENE_LIGHTS=2048,
- LIGHT_SPOT_BIT=0x80,
- DEFAULT_SKINNED_BUFFER_SIZE = 2048 * 1024, // 10k vertices
- MAX_HW_LIGHTS = 1,
- };
- uint8_t *skinned_buffer;
- int skinned_buffer_size;
- bool pvr_supported;
- bool pvr_srgb_supported;
- bool s3tc_supported;
- bool s3tc_srgb_supported;
- bool latc_supported;
- bool etc_supported;
- bool atitc_supported;
- bool npo2_textures_available;
- bool read_depth_supported;
- bool use_framebuffers;
- bool full_float_fb_supported;
- bool use_shadow_mapping;
- bool use_fp16_fb;
- bool srgb_supported;
- bool float_supported;
- bool float_linear_supported;
- ShadowFilterTechnique shadow_filter;
- bool use_shadow_esm;
- bool use_shadow_pcf;
- bool use_hw_skeleton_xform;
- bool use_depth24;
- bool use_texture_instancing;
- bool use_attribute_instancing;
- bool use_rgba_shadowmaps;
- bool use_anisotropic_filter;
- float anisotropic_level;
- bool use_half_float;
- Vector<float> skel_default;
- Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,GLenum& r_gl_internal_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed);
- class RenderTarget;
- struct Texture {
- uint32_t flags;
- int width,height;
- int alloc_width, alloc_height;
- Image::Format format;
- GLenum target;
- GLenum gl_format_cache;
- GLenum gl_internal_format_cache;
- int gl_components_cache;
- int data_size; //original data size, useful for retrieving back
- bool has_alpha;
- bool format_has_alpha;
- bool compressed;
- bool disallow_mipmaps;
- int total_data_size;
- bool ignore_mipmaps;
- ObjectID reloader;
- StringName reloader_func;
- Image image[6];
- bool active;
- GLuint tex_id;
- RenderTarget *render_target;
- Texture() {
- ignore_mipmaps=false;
- render_target=NULL;
- flags=width=height=0;
- tex_id=0;
- data_size=0;
- format=Image::FORMAT_GRAYSCALE;
- gl_components_cache=0;
- format_has_alpha=false;
- has_alpha=false;
- active=false;
- disallow_mipmaps=false;
- compressed=false;
- total_data_size=0;
- target=GL_TEXTURE_2D;
- reloader=0;
- }
- ~Texture() {
- if (tex_id!=0) {
- glDeleteTextures(1,&tex_id);
- }
- }
- };
- mutable RID_Owner<Texture> texture_owner;
- struct Shader {
- String vertex_code;
- String fragment_code;
- String light_code;
- int vertex_line;
- int fragment_line;
- int light_line;
- VS::ShaderMode mode;
- uint32_t custom_code_id;
- uint32_t version;
- bool valid;
- bool has_alpha;
- bool can_zpass;
- bool has_texscreen;
- bool has_screen_uv;
- bool writes_vertex;
- bool uses_discard;
- bool uses_time;
- Map<StringName,ShaderLanguage::Uniform> uniforms;
- StringName first_texture;
- Map<StringName,RID> default_textures;
- SelfList<Shader> dirty_list;
- Shader() : dirty_list(this) {
- valid=false;
- custom_code_id=0;
- has_alpha=false;
- version=1;
- vertex_line=0;
- fragment_line=0;
- light_line=0;
- can_zpass=true;
- has_texscreen=false;
- has_screen_uv=false;
- writes_vertex=false;
- uses_discard=false;
- uses_time=false;
- }
- };
- mutable RID_Owner<Shader> shader_owner;
- mutable SelfList<Shader>::List _shader_dirty_list;
- _FORCE_INLINE_ void _shader_make_dirty(Shader* p_shader);
- void _update_shader( Shader* p_shader) const;
- struct Material {
- bool flags[VS::MATERIAL_FLAG_MAX];
- VS::MaterialBlendMode blend_mode;
- VS::MaterialDepthDrawMode depth_draw_mode;
- float line_width;
- bool has_alpha;
- mutable uint32_t shader_version;
- RID shader; // shader material
- Shader *shader_cache;
- struct UniformData {
- bool inuse;
- bool istexture;
- Variant value;
- int index;
- };
- mutable Map<StringName,UniformData> shader_params;
- uint64_t last_pass;
- Material() {
- for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
- flags[i]=false;
- flags[VS::MATERIAL_FLAG_VISIBLE]=true;
- line_width=1;
- has_alpha=false;
- depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
- blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
- last_pass = 0;
- shader_version=0;
- shader_cache=NULL;
- }
- };
- _FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const;
- mutable RID_Owner<Material> material_owner;
- struct Geometry {
- enum Type {
- GEOMETRY_INVALID,
- GEOMETRY_SURFACE,
- GEOMETRY_IMMEDIATE,
- GEOMETRY_PARTICLES,
- GEOMETRY_MULTISURFACE,
- };
- Type type;
- RID material;
- bool has_alpha;
- bool material_owned;
- Geometry() { has_alpha=false; material_owned = false; }
- virtual ~Geometry() {};
- };
- struct GeometryOwner {
- virtual ~GeometryOwner() {}
- };
- class Mesh;
- struct Surface : public Geometry {
- struct ArrayData {
- uint32_t ofs,size,datatype,count;
- bool normalize;
- bool bind;
- ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;}
- };
- Mesh *mesh;
- Array data;
- Array morph_data;
- ArrayData array[VS::ARRAY_MAX];
- // support for vertex array objects
- GLuint array_object_id;
- // support for vertex buffer object
- GLuint vertex_id; // 0 means, unconfigured
- GLuint index_id; // 0 means, unconfigured
- // no support for the above, array in localmem.
- uint8_t *array_local;
- uint8_t *index_array_local;
- Vector<AABB> skeleton_bone_aabb;
- Vector<bool> skeleton_bone_used;
- //bool packed;
- struct MorphTarget {
- uint32_t configured_format;
- uint8_t *array;
- };
- MorphTarget* morph_targets_local;
- int morph_target_count;
- AABB aabb;
- int array_len;
- int index_array_len;
- int max_bone;
- float vertex_scale;
- float uv_scale;
- float uv2_scale;
- bool alpha_sort;
- VS::PrimitiveType primitive;
- uint32_t format;
- uint32_t configured_format;
- int stride;
- int local_stride;
- uint32_t morph_format;
- bool active;
- Point2 uv_min;
- Point2 uv_max;
- Surface() {
- array_len=0;
- local_stride=0;
- morph_format=0;
- type=GEOMETRY_SURFACE;
- primitive=VS::PRIMITIVE_POINTS;
- index_array_len=0;
- vertex_scale=1.0;
- uv_scale=1.0;
- uv2_scale=1.0;
- alpha_sort=false;
- format=0;
- stride=0;
- morph_targets_local=0;
- morph_target_count=0;
- array_local = index_array_local = 0;
- vertex_id = index_id = 0;
- active=false;
- //packed=false;
- }
- ~Surface() {
- }
- };
- struct Mesh {
- bool active;
- Vector<Surface*> surfaces;
- int morph_target_count;
- VS::MorphTargetMode morph_target_mode;
- AABB custom_aabb;
- mutable uint64_t last_pass;
- Mesh() {
- morph_target_mode=VS::MORPH_MODE_NORMALIZED;
- morph_target_count=0;
- last_pass=0;
- active=false;
- }
- };
- mutable RID_Owner<Mesh> mesh_owner;
- Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main);
- struct MultiMesh;
- struct MultiMeshSurface : public Geometry {
- Surface *surface;
- MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; }
- };
- struct MultiMesh : public GeometryOwner {
- struct Element {
- float matrix[16];
- uint8_t color[4];
- Element() {
- matrix[0]=1;
- matrix[1]=0;
- matrix[2]=0;
- matrix[3]=0;
- matrix[4]=0;
- matrix[5]=1;
- matrix[6]=0;
- matrix[7]=0;
- matrix[8]=0;
- matrix[9]=0;
- matrix[10]=1;
- matrix[11]=0;
- matrix[12]=0;
- matrix[13]=0;
- matrix[14]=0;
- matrix[15]=1;
- };
- };
- AABB aabb;
- RID mesh;
- int visible;
- //IDirect3DVertexBuffer9* instance_buffer;
- Vector<Element> elements;
- Vector<MultiMeshSurface> cache_surfaces;
- mutable uint64_t last_pass;
- GLuint tex_id;
- int tw;
- int th;
- SelfList<MultiMesh> dirty_list;
- MultiMesh() : dirty_list(this) {
- tw=1;
- th=1;
- tex_id=0;
- last_pass=0;
- visible = -1;
- }
- };
- mutable RID_Owner<MultiMesh> multimesh_owner;
- mutable SelfList<MultiMesh>::List _multimesh_dirty_list;
- struct Immediate : public Geometry {
- struct Chunk {
- RID texture;
- VS::PrimitiveType primitive;
- Vector<Vector3> vertices;
- Vector<Vector3> normals;
- Vector<Plane> tangents;
- Vector<Color> colors;
- Vector<Vector2> uvs;
- Vector<Vector2> uvs2;
- };
- List<Chunk> chunks;
- bool building;
- int mask;
- AABB aabb;
- Immediate() { type=GEOMETRY_IMMEDIATE; building=false;}
- };
- mutable RID_Owner<Immediate> immediate_owner;
- struct Particles : public Geometry {
- ParticleSystemSW data; // software particle system
- Particles() {
- type=GEOMETRY_PARTICLES;
- }
- };
- mutable RID_Owner<Particles> particles_owner;
- struct ParticlesInstance : public GeometryOwner {
- RID particles;
- ParticleSystemProcessSW particles_process;
- Transform transform;
- ParticlesInstance() { }
- };
- mutable RID_Owner<ParticlesInstance> particles_instance_owner;
- ParticleSystemDrawInfoSW particle_draw_info;
- struct Skeleton {
- struct Bone {
- float mtx[4][4]; //used
- Bone() {
- for(int i=0;i<4;i++) {
- for(int j=0;j<4;j++) {
- mtx[i][j]=(i==j)?1:0;
- }
- }
- }
- _ALWAYS_INLINE_ void transform_add_mul3(const float * p_src, float* r_dst, float p_weight) const {
- r_dst[0]+=((mtx[0][0]*p_src[0] ) + ( mtx[1][0]*p_src[1] ) + ( mtx[2][0]*p_src[2] ) + mtx[3][0])*p_weight;
- r_dst[1]+=((mtx[0][1]*p_src[0] ) + ( mtx[1][1]*p_src[1] ) + ( mtx[2][1]*p_src[2] ) + mtx[3][1])*p_weight;
- r_dst[2]+=((mtx[0][2]*p_src[0] ) + ( mtx[1][2]*p_src[1] ) + ( mtx[2][2]*p_src[2] ) + mtx[3][2])*p_weight;
- }
- _ALWAYS_INLINE_ void transform3_add_mul3(const float * p_src, float* r_dst, float p_weight) const {
- r_dst[0]+=((mtx[0][0]*p_src[0] ) + ( mtx[1][0]*p_src[1] ) + ( mtx[2][0]*p_src[2] ) )*p_weight;
- r_dst[1]+=((mtx[0][1]*p_src[0] ) + ( mtx[1][1]*p_src[1] ) + ( mtx[2][1]*p_src[2] ) )*p_weight;
- r_dst[2]+=((mtx[0][2]*p_src[0] ) + ( mtx[1][2]*p_src[1] ) + ( mtx[2][2]*p_src[2] ) )*p_weight;
- }
- _ALWAYS_INLINE_ AABB transform_aabb(const AABB& p_aabb) const {
- float vertices[8][3]={
- {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z},
- {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z},
- {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z},
- {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z},
- {p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z},
- {p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z},
- {p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z},
- {p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z}
- };
- AABB ret;
- for (int i=0;i<8;i++) {
- Vector3 xv(
- ((mtx[0][0]*vertices[i][0] ) + ( mtx[1][0]*vertices[i][1] ) + ( mtx[2][0]*vertices[i][2] ) + mtx[3][0] ),
- ((mtx[0][1]*vertices[i][0] ) + ( mtx[1][1]*vertices[i][1] ) + ( mtx[2][1]*vertices[i][2] ) + mtx[3][1] ),
- ((mtx[0][2]*vertices[i][0] ) + ( mtx[1][2]*vertices[i][1] ) + ( mtx[2][2]*vertices[i][2] ) + mtx[3][2] )
- );
- if (i==0)
- ret.pos=xv;
- else
- ret.expand_to(xv);
- }
- return ret;
- }
- };
- GLuint tex_id;
- float pixel_size; //for texture
- Vector<Bone> bones;
- SelfList<Skeleton> dirty_list;
- Skeleton() : dirty_list(this) { tex_id=0; pixel_size=1.0; }
- };
- mutable RID_Owner<Skeleton> skeleton_owner;
- mutable SelfList<Skeleton>::List _skeleton_dirty_list;
- template<bool USE_NORMAL, bool USE_TANGENT,bool INPLACE>
- void _skeleton_xform(const uint8_t * p_src_array, int p_src_stride, uint8_t * p_dst_array, int p_dst_stride, int p_elements,const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms);
- struct Light {
- VS::LightType type;
- float vars[VS::LIGHT_PARAM_MAX];
- Color colors[3];
- bool shadow_enabled;
- RID projector;
- bool volumetric_enabled;
- Color volumetric_color;
- VS::LightOmniShadowMode omni_shadow_mode;
- VS::LightDirectionalShadowMode directional_shadow_mode;
- float directional_shadow_param[3];
- Light() {
- vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1;
- vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
- vars[VS::LIGHT_PARAM_ATTENUATION]=1.0;
- vars[VS::LIGHT_PARAM_ENERGY]=1.0;
- vars[VS::LIGHT_PARAM_RADIUS]=1.0;
- vars[VS::LIGHT_PARAM_SHADOW_DARKENING]=0.0;
- vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.2;
- vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]=1.4;
- vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]=60.0;
- vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]=1;
- colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
- colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
- shadow_enabled=false;
- volumetric_enabled=false;
- directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT]=0.5;
- directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE]=0;
- directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE]=2.0;
- omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DEFAULT;
- directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
- }
- };
- struct Environment {
- VS::EnvironmentBG bg_mode;
- Variant bg_param[VS::ENV_BG_PARAM_MAX];
- bool fx_enabled[VS::ENV_FX_MAX];
- Variant fx_param[VS::ENV_FX_PARAM_MAX];
- Environment() {
- bg_mode=VS::ENV_BG_DEFAULT_COLOR;
- bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0);
- bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID();
- bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID();
- bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0;
- bg_param[VS::ENV_BG_PARAM_SCALE]=1.0;
- bg_param[VS::ENV_BG_PARAM_GLOW]=0.0;
- for(int i=0;i<VS::ENV_FX_MAX;i++)
- fx_enabled[i]=false;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]=1;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE]=1.0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH]=1.0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]=0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]=0.0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]=0.5;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
- fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]=VS::ENV_FX_HDR_TONE_MAPPER_LINEAR;
- fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
- fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
- fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
- fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
- fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
- fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]=8.0;
- fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]=0.5;
- fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]=100.0;
- fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]=1.0;
- fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]=Color(0,0,0);
- fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]=Color(0,0,0);
- fx_param[VS::ENV_FX_PARAM_FOG_BG]=true;
- fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
- fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
- fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;
- }
- };
- mutable RID_Owner<Environment> environment_owner;
- struct SampledLight {
- int w,h;
- GLuint texture;
- float multiplier;
- bool is_float;
- };
- mutable RID_Owner<SampledLight> sampled_light_owner;
- struct ViewportData {
- //1x1 fbo+texture for storing previous HDR value
- GLuint lum_fbo;
- GLuint lum_color;
- ViewportData() { lum_fbo=0; lum_color=0; }
- };
- mutable RID_Owner<ViewportData> viewport_data_owner;
- struct RenderTarget {
- Texture *texture_ptr;
- RID texture;
- GLuint fbo;
- GLuint color;
- GLuint depth;
- int width,height;
- uint64_t last_pass;
- };
- mutable RID_Owner<RenderTarget> render_target_owner;
- struct ShadowBuffer;
- struct LightInstance {
- struct SplitInfo {
- CameraMatrix camera;
- Transform transform;
- float near;
- float far;
- };
- RID light;
- Light *base;
- Transform transform;
- CameraMatrix projection;
- Transform custom_transform[4];
- CameraMatrix custom_projection[4];
- Vector3 light_vector;
- Vector3 spot_vector;
- float linear_att;
- uint64_t shadow_pass;
- uint64_t last_pass;
- uint16_t sort_key;
- Vector2 dp;
- CameraMatrix shadow_projection[4];
- float shadow_split[4];
- ShadowBuffer* near_shadow_buffer;
- void clear_shadow_buffers() {
- clear_near_shadow_buffers();
- }
- void clear_near_shadow_buffers() {
- if (near_shadow_buffer) {
- near_shadow_buffer->owner=NULL;
- near_shadow_buffer=NULL;
- }
- }
- LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; near_shadow_buffer=NULL;}
- };
- mutable RID_Owner<Light> light_owner;
- mutable RID_Owner<LightInstance> light_instance_owner;
- LightInstance *light_instances[MAX_SCENE_LIGHTS];
- LightInstance *directional_lights[4];
- int light_instance_count;
- int directional_light_count;
- int last_light_id;
- bool current_depth_test;
- bool current_depth_mask;
- VS::MaterialBlendMode current_blend_mode;
- bool use_fast_texture_filter;
- bool fragment_lighting;
- RID shadow_material;
- Material *shadow_mat_ptr;
- int max_texture_units;
- GLuint base_framebuffer;
- GLuint gui_quad_buffer;
- struct RenderList {
- enum {
- MAX_ELEMENTS=4096,
- MAX_LIGHTS=4,
- SORT_FLAG_SKELETON=1,
- SORT_FLAG_INSTANCING=2,
- };
- struct Element {
- float depth;
- const InstanceData *instance;
- const Skeleton *skeleton;
- const Geometry *geometry;
- const Geometry *geometry_cmp;
- const Material *material;
- const GeometryOwner *owner;
- bool *additive_ptr;
- bool additive;
- bool mirror;
- union {
- #ifdef BIG_ENDIAN_ENABLED
- struct {
- uint8_t sort_flags;
- uint8_t light_type;
- uint16_t light;
- };
- #else
- struct {
- uint16_t light;
- uint8_t light_type;
- uint8_t sort_flags;
- };
- #endif
- uint32_t sort_key;
- };
- };
- Element _elements[MAX_ELEMENTS];
- Element *elements[MAX_ELEMENTS];
- int element_count;
- void clear() {
- element_count=0;
- }
- struct SortZ {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
- return A->depth > B->depth;
- }
- };
- void sort_z() {
- SortArray<Element*,SortZ> sorter;
- sorter.sort(elements,element_count);
- }
- struct SortMatGeom {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
- // TODO move to a single uint64 (one comparison)
- if (A->material->shader_cache == B->material->shader_cache) {
- if (A->material == B->material) {
- return A->geometry_cmp < B->geometry_cmp;
- } else {
- return (A->material < B->material);
- }
- } else {
- return A->material->shader_cache < B->material->shader_cache;
- }
- }
- };
- void sort_mat_geom() {
- SortArray<Element*,SortMatGeom> sorter;
- sorter.sort(elements,element_count);
- }
- struct SortMatLight {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
- if (A->geometry_cmp == B->geometry_cmp) {
- if (A->material == B->material) {
- return A->light<B->light;
- } else {
- return (A->material < B->material);
- }
- } else {
- return (A->geometry_cmp < B->geometry_cmp);
- }
- }
- };
- void sort_mat_light() {
- SortArray<Element*,SortMatLight> sorter;
- sorter.sort(elements,element_count);
- }
- struct SortMatLightType {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
- if (A->light_type == B->light_type) {
- if (A->material->shader_cache == B->material->shader_cache) {
- if (A->material == B->material) {
- return (A->geometry_cmp < B->geometry_cmp);
- } else {
- return (A->material < B->material);
- }
- } else {
- return (A->material->shader_cache < B->material->shader_cache);
- }
- } else {
- return A->light_type < B->light_type;
- }
- }
- };
- void sort_mat_light_type() {
- SortArray<Element*,SortMatLightType> sorter;
- sorter.sort(elements,element_count);
- }
- struct SortMatLightTypeFlags {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
- if (A->sort_key == B->sort_key) {
- if (A->material->shader_cache == B->material->shader_cache) {
- if (A->material == B->material) {
- return (A->geometry_cmp < B->geometry_cmp);
- } else {
- return (A->material < B->material);
- }
- } else {
- return (A->material->shader_cache < B->material->shader_cache);
- }
- } else {
- return A->sort_key < B->sort_key; //one is null and one is not
- }
- }
- };
- void sort_mat_light_type_flags() {
- SortArray<Element*,SortMatLightTypeFlags> sorter;
- sorter.sort(elements,element_count);
- }
- _FORCE_INLINE_ Element* add_element() {
- if (element_count>MAX_ELEMENTS)
- return NULL;
- elements[element_count]=&_elements[element_count];
- return elements[element_count++];
- }
- RenderList() {
- element_count = 0;
- for (int i=0;i<MAX_ELEMENTS;i++)
- elements[i]=&_elements[i]; // assign elements
- }
- };
- RenderList opaque_render_list;
- RenderList alpha_render_list;
- RID default_material;
- CameraMatrix camera_projection;
- Transform camera_transform;
- Transform camera_transform_inverse;
- float camera_z_near;
- float camera_z_far;
- Size2 camera_vp_size;
- Set<String> extensions;
- bool texscreen_copied;
- bool texscreen_used;
- Plane camera_plane;
- void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner);
- void _render_list_forward(RenderList *p_render_list,const Transform& p_view_transform,const Transform& p_view_transform_inverse, const CameraMatrix& p_projection,bool p_reverse_cull=false,bool p_fragment_light=false,bool p_alpha_pass=false);
- //void _setup_light(LightInstance* p_instance, int p_idx);
- void _setup_light(uint16_t p_light);
- _FORCE_INLINE_ void _setup_shader_params(const Material *p_material);
- bool _setup_material(const Geometry *p_geometry, const Material *p_material, bool p_no_const_light, bool p_opaque_pass);
- void _setup_skeleton(const Skeleton *p_skeleton);
- Error _setup_geometry(const Geometry *p_geometry, const Material* p_material,const Skeleton *p_skeleton, const float *p_morphs);
- void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform);
- /***********/
- /* SHADOWS */
- /***********/
- struct ShadowBuffer {
- int size;
- GLuint fbo;
- GLuint rbo;
- GLuint depth;
- GLuint rgba; //for older devices
- #if 0
- GLuint fbo_blur;
- GLuint rbo_blur;
- GLuint blur;
- #endif
- LightInstance *owner;
- bool init(int p_size,bool p_use_depth);
- ShadowBuffer() { size=0; depth=0; owner=NULL; }
- };
- Vector<ShadowBuffer> near_shadow_buffers;
- ShadowBuffer blur_shadow_buffer;
- Vector<ShadowBuffer> far_shadow_buffers;
- LightInstance *shadow;
- int shadow_pass;
- float shadow_near_far_split_size_ratio;
- bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer>& p_buffers);
- void _debug_draw_shadow(GLuint tex, const Rect2& p_rect);
- void _debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs);
- void _debug_shadows();
- void _debug_luminances();
- void _debug_samplers();
- /***********/
- /* FBOs */
- /***********/
- struct FrameBuffer {
- GLuint fbo;
- GLuint color;
- GLuint depth;
- int width,height;
- int scale;
- bool active;
- int blur_size;
- struct Blur {
- GLuint fbo;
- GLuint color;
- Blur() { fbo=0; color=0; }
- } blur[3];
- struct Luminance {
- int size;
- GLuint fbo;
- GLuint color;
- Luminance() { fbo=0; color=0; size=0;}
- };
- Vector<Luminance> luminance;
- GLuint sample_fbo;
- GLuint sample_color;
- FrameBuffer() {
- blur_size=0;
- }
- } framebuffer;
- void _update_framebuffer();
- void _process_glow_and_bloom();
- //void _update_blur_buffer();
- /*********/
- /* FRAME */
- /*********/
- struct _Rinfo {
- int texture_mem;
- int vertex_count;
- int object_count;
- int mat_change_count;
- int surface_count;
- int shader_change_count;
- int ci_draw_commands;
- int draw_calls;
- } _rinfo;
- RenderTarget *current_rt;
- bool current_rt_transparent;
- bool current_rt_vflip;
- ViewportData *current_vd;
- GLuint white_tex;
- RID canvas_tex;
- float canvas_opacity;
- _FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
- VS::MaterialBlendMode canvas_blend_mode;
- int _setup_geometry_vinfo;
- bool pack_arrays;
- bool keep_copies;
- bool use_reload_hooks;
- bool cull_front;
- bool lights_use_shadow;
- _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false);
- _FORCE_INLINE_ Color _convert_color(const Color& p_color);
- void _process_glow_bloom();
- void _process_hdr();
- void _draw_tex_bg();
- Size2 window_size;
- VS::ViewportRect viewport;
- double last_time;
- double time_delta;
- uint64_t frame;
- uint64_t scene_pass;
- bool draw_next_frame;
- Environment *current_env;
- VS::ScenarioDebugMode current_debug;
- RID overdraw_material;
- mutable MaterialShaderGLES2 material_shader;
- CanvasShaderGLES2 canvas_shader;
- BlurShaderGLES2 blur_shader;
- CopyShaderGLES2 copy_shader;
- mutable ShaderCompilerGLES2 shader_precompiler;
- void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1);
- _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs);
- _FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2);
- void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false );
- void _draw_quad(const Rect2& p_rect);
- void _copy_screen_quad();
- void _copy_to_texscreen();
- Vector3 chunk_vertex;
- Vector3 chunk_normal;
- Plane chunk_tangent;
- Color chunk_color;
- Vector2 chunk_uv;
- Vector2 chunk_uv2;
- GLuint tc0_id_cache;
- GLuint tc0_idx;
- public:
- /* TEXTURE API */
- virtual RID texture_create();
- virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT);
- virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
- virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
- virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
- virtual uint32_t texture_get_flags(RID p_texture) const;
- virtual Image::Format texture_get_format(RID p_texture) const;
- virtual uint32_t texture_get_width(RID p_texture) const;
- virtual uint32_t texture_get_height(RID p_texture) const;
- virtual bool texture_has_alpha(RID p_texture) const;
- virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
- virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
- GLuint _texture_get_name(RID p_tex);
- /* SHADER API */
- virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL);
- virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
- virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
- virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
- virtual String shader_get_fragment_code(RID p_shader) const;
- virtual String shader_get_vertex_code(RID p_shader) const;
- virtual String shader_get_light_code(RID p_shader) const;
- virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
- virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
- virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
- /* COMMON MATERIAL API */
- virtual RID material_create();
- virtual void material_set_shader(RID p_shader_material, RID p_shader);
- virtual RID material_get_shader(RID p_shader_material) const;
- virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
- virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
- virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
- virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
- virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
- virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
- virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
- virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
- virtual void material_set_line_width(RID p_material,float p_line_width);
- virtual float material_get_line_width(RID p_material) const;
- /* MESH API */
- virtual RID mesh_create();
- virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false);
- virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
- virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
- virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat);
- virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
- virtual int mesh_get_morph_target_count(RID p_mesh) const;
- virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
- virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
- virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
- virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
- virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
- virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
- virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
- virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
- virtual void mesh_remove_surface(RID p_mesh,int p_index);
- virtual int mesh_get_surface_count(RID p_mesh) const;
- virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) const;
- virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
- virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
- /* MULTIMESH API */
- virtual RID multimesh_create();
- virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
- virtual int multimesh_get_instance_count(RID p_multimesh) const;
- virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
- virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
- virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
- virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
- virtual RID multimesh_get_mesh(RID p_multimesh) const;
- virtual AABB multimesh_get_aabb(RID p_multimesh) const;;
- virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
- virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
- virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
- virtual int multimesh_get_visible_instances(RID p_multimesh) const;
- /* IMMEDIATE API */
- virtual RID immediate_create();
- virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID());
- virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
- virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
- virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
- virtual void immediate_color(RID p_immediate,const Color& p_color);
- virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
- virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
- virtual void immediate_end(RID p_immediate);
- virtual void immediate_clear(RID p_immediate);
- virtual AABB immediate_get_aabb(RID p_immediate) const;
- virtual void immediate_set_material(RID p_immediate,RID p_material);
- virtual RID immediate_get_material(RID p_immediate) const;
- /* PARTICLES API */
- virtual RID particles_create();
- virtual void particles_set_amount(RID p_particles, int p_amount);
- virtual int particles_get_amount(RID p_particles) const;
- virtual void particles_set_emitting(RID p_particles, bool p_emitting);
- virtual bool particles_is_emitting(RID p_particles) const;
- virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
- virtual AABB particles_get_visibility_aabb(RID p_particles) const;
- virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
- virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
- virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
- virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
- virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
- virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
- virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
- virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
- virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value);
- virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const;
- virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness);
- virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const;
- virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
- virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
- virtual void particles_set_color_phases(RID p_particles, int p_phases);
- virtual int particles_get_color_phases(RID p_particles) const;
- virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
- virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
- virtual void particles_set_attractors(RID p_particles, int p_attractors);
- virtual int particles_get_attractors(RID p_particles) const;
- virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
- virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
- virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
- virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
- virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
- virtual RID particles_get_material(RID p_particles) const;
- virtual AABB particles_get_aabb(RID p_particles) const;
- virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
- virtual bool particles_has_height_from_velocity(RID p_particles) const;
- virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
- virtual bool particles_is_using_local_coordinates(RID p_particles) const;
- /* SKELETON API */
- virtual RID skeleton_create();
- virtual void skeleton_resize(RID p_skeleton,int p_bones);
- virtual int skeleton_get_bone_count(RID p_skeleton) const;
- virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
- virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
- /* LIGHT API */
- virtual RID light_create(VS::LightType p_type);
- virtual VS::LightType light_get_type(RID p_light) const;
- virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color);
- virtual Color light_get_color(RID p_light,VS::LightColor p_type) const;
- virtual void light_set_shadow(RID p_light,bool p_enabled);
- virtual bool light_has_shadow(RID p_light) const;
- virtual void light_set_volumetric(RID p_light,bool p_enabled);
- virtual bool light_is_volumetric(RID p_light) const;
- virtual void light_set_projector(RID p_light,RID p_texture);
- virtual RID light_get_projector(RID p_light) const;
- virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value);
- virtual float light_get_var(RID p_light, VS::LightParam p_var) const;
- virtual void light_set_operator(RID p_light,VS::LightOp p_op);
- virtual VS::LightOp light_get_operator(RID p_light) const;
- virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode);
- virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
- virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
- virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
- virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value);
- virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const;
- virtual AABB light_get_aabb(RID p_poly) const;
- virtual RID light_instance_create(RID p_light);
- virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
- virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const;
- virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
- virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const;
- virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
- virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const;
- virtual void shadow_clear_near();
- virtual bool shadow_allocate_near(RID p_light);
- virtual bool shadow_allocate_far(RID p_light);
- /* SHADOW */
- virtual RID particles_instance_create(RID p_particles);
- virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform);
- /* VIEWPORT */
- virtual RID viewport_data_create();
- virtual RID render_target_create();
- virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
- virtual RID render_target_get_texture(RID p_render_target) const;
- virtual bool render_target_renedered_in_frame(RID p_render_target);
- /* RENDER API */
- /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
- virtual void begin_frame();
- virtual void set_viewport(const VS::ViewportRect& p_viewport);
- virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false);
- virtual void clear_viewport(const Color& p_color);
- virtual void capture_viewport(Image* r_capture);
- virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug);
- virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass );
- virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection);
- virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls
- typedef Map<StringName,Variant> ParamOverrideMap;
- virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data);
- virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data);
- virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data);
- virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data);
- virtual void end_scene();
- virtual void end_shadow_map();
- virtual void end_frame();
- /* CANVAS API */
- virtual void canvas_begin();
- virtual void canvas_disable_blending();
- virtual void canvas_set_opacity(float p_opacity);
- virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
- virtual void canvas_begin_rect(const Matrix32& p_transform);
- virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect);
- virtual void canvas_end_rect();
- virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width);
- virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate);
- virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
- virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width);
- virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor);
- virtual void canvas_set_transform(const Matrix32& p_transform);
- /* ENVIRONMENT */
- virtual RID environment_create();
- virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
- virtual VS::EnvironmentBG environment_get_background(RID p_env) const;
- virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value);
- virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const;
- virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled);
- virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const;
- virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value);
- virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const;
- /* SAMPLED LIGHT */
- virtual RID sampled_light_dp_create(int p_width,int p_height);
- virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier);
- /*MISC*/
- virtual bool is_texture(const RID& p_rid) const;
- virtual bool is_material(const RID& p_rid) const;
- virtual bool is_mesh(const RID& p_rid) const;
- virtual bool is_immediate(const RID& p_rid) const;
- virtual bool is_multimesh(const RID& p_rid) const;
- virtual bool is_particles(const RID &p_beam) const;
- virtual bool is_light(const RID& p_rid) const;
- virtual bool is_light_instance(const RID& p_rid) const;
- virtual bool is_particles_instance(const RID& p_rid) const;
- virtual bool is_skeleton(const RID& p_rid) const;
- virtual bool is_environment(const RID& p_rid) const;
- virtual bool is_shader(const RID& p_rid) const;
- virtual void free(const RID& p_rid);
- virtual void init();
- virtual void finish();
- virtual int get_render_info(VS::RenderInfo p_info);
- void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0));
- virtual void flush_frame(); //not necesary in most cases
- void set_extensions(const char *p_strings);
- virtual bool needs_to_draw_next_frame() const;
- void set_use_framebuffers(bool p_use);
- void reload_vram();
- virtual bool has_feature(VS::Features p_feature) const;
- static RasterizerGLES2* get_singleton();
- RasterizerGLES2(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true,bool p_use_reload_hooks=false);
- virtual ~RasterizerGLES2();
- };
- #endif
- #endif
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