rasterizer_gles2.cpp 209 KB

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  1. /*************************************************************************/
  2. /* rasterizer_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifdef GLES2_ENABLED
  30. #include "rasterizer_gles2.h"
  31. #include "os/os.h"
  32. #include "globals.h"
  33. #include <stdio.h>
  34. #include "servers/visual/shader_language.h"
  35. #include "servers/visual/particle_system_sw.h"
  36. #include "gl_context/context_gl.h"
  37. #include <string.h>
  38. #ifdef GLEW_ENABLED
  39. #define _GL_HALF_FLOAT_OES 0x140B
  40. #else
  41. #define _GL_HALF_FLOAT_OES 0x8D61
  42. #endif
  43. #define _DEPTH_COMPONENT24_OES 0x81A6
  44. #ifdef GLEW_ENABLED
  45. #define _glClearDepth glClearDepth
  46. #else
  47. #define _glClearDepth glClearDepthf
  48. #endif
  49. //#define DEBUG_OPENGL
  50. #ifdef DEBUG_OPENGL
  51. #define DEBUG_TEST_ERROR(m_section)\
  52. {\
  53. print_line("AT: "+String(m_section)); glFlush();\
  54. uint32_t err = glGetError();\
  55. if (err) {\
  56. print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\
  57. }\
  58. }
  59. #else
  60. #define DEBUG_TEST_ERROR(m_section)
  61. #endif
  62. static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
  63. _FORCE_INLINE_ static void _set_color_attrib(const Color& p_color) {
  64. GLfloat c[4]= { p_color.r, p_color.g, p_color.b, p_color.a };
  65. glVertexAttrib4fv( VS::ARRAY_COLOR, c );
  66. }
  67. static _FORCE_INLINE_ uint16_t make_half_float(float f) {
  68. union {
  69. float fv;
  70. uint32_t ui;
  71. } ci;
  72. ci.fv=f;
  73. unsigned int x = ci.ui;
  74. unsigned int sign = (unsigned short)(x >> 31);
  75. unsigned int mantissa;
  76. unsigned int exp;
  77. uint16_t hf;
  78. // get mantissa
  79. mantissa = x & ((1 << 23) - 1);
  80. // get exponent bits
  81. exp = x & (0xFF << 23);
  82. if (exp >= 0x47800000)
  83. {
  84. // check if the original single precision float number is a NaN
  85. if (mantissa && (exp == (0xFF << 23)))
  86. {
  87. // we have a single precision NaN
  88. mantissa = (1 << 23) - 1;
  89. }
  90. else
  91. {
  92. // 16-bit half-float representation stores number as Inf
  93. mantissa = 0;
  94. }
  95. hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) |
  96. (uint16_t)(mantissa >> 13);
  97. }
  98. // check if exponent is <= -15
  99. else if (exp <= 0x38000000)
  100. {
  101. // store a denorm half-float value or zero
  102. exp = (0x38000000 - exp) >> 23;
  103. mantissa >>= (14 + exp);
  104. hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa);
  105. }
  106. else
  107. {
  108. hf = (((uint16_t)sign) << 15) |
  109. (uint16_t)((exp - 0x38000000) >> 13) |
  110. (uint16_t)(mantissa >> 13);
  111. }
  112. return hf;
  113. }
  114. void RasterizerGLES2::_draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents,int p_instanced) {
  115. ERR_FAIL_COND(!p_vertices);
  116. ERR_FAIL_COND(p_points <1 || p_points>4);
  117. bool quad=false;
  118. GLenum type;
  119. switch(p_points) {
  120. case 1: type=GL_POINTS; break;
  121. case 2: type=GL_LINES; break;
  122. case 4: quad=true; p_points=3;
  123. case 3: type=GL_TRIANGLES; break;
  124. };
  125. glBindBuffer(GL_ARRAY_BUFFER,0);
  126. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  127. GLfloat vert_array[18];
  128. GLfloat normal_array[18];
  129. GLfloat color_array[24];
  130. GLfloat tangent_array[24];
  131. GLfloat uv_array[18];
  132. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  133. glVertexAttribPointer( VS::ARRAY_VERTEX, 3 ,GL_FLOAT, false, 0, vert_array );
  134. for (int i=0;i<p_points;i++) {
  135. vert_array[i*3+0]=p_vertices[i].x;
  136. vert_array[i*3+1]=p_vertices[i].y;
  137. vert_array[i*3+2]=p_vertices[i].z;
  138. if (quad) {
  139. int idx=2+i;
  140. if (idx==4)
  141. idx=0;
  142. vert_array[9+i*3+0]=p_vertices[idx].x;
  143. vert_array[9+i*3+1]=p_vertices[idx].y;
  144. vert_array[9+i*3+2]=p_vertices[idx].z;
  145. }
  146. }
  147. if (p_normals) {
  148. glEnableVertexAttribArray(VS::ARRAY_NORMAL);
  149. glVertexAttribPointer( VS::ARRAY_NORMAL, 3 ,GL_FLOAT, false, 0, normal_array );
  150. for (int i=0;i<p_points;i++) {
  151. normal_array[i*3+0]=p_normals[i].x;
  152. normal_array[i*3+1]=p_normals[i].y;
  153. normal_array[i*3+2]=p_normals[i].z;
  154. if (quad) {
  155. int idx=2+i;
  156. if (idx==4)
  157. idx=0;
  158. normal_array[9+i*3+0]=p_normals[idx].x;
  159. normal_array[9+i*3+1]=p_normals[idx].y;
  160. normal_array[9+i*3+2]=p_normals[idx].z;
  161. }
  162. }
  163. } else {
  164. glDisableVertexAttribArray(VS::ARRAY_NORMAL);
  165. }
  166. if (p_colors) {
  167. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  168. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, 0, color_array );
  169. for (int i=0;i<p_points;i++) {
  170. color_array[i*4+0]=p_colors[i].r;
  171. color_array[i*4+1]=p_colors[i].g;
  172. color_array[i*4+2]=p_colors[i].b;
  173. color_array[i*4+3]=p_colors[i].a;
  174. if (quad) {
  175. int idx=2+i;
  176. if (idx==4)
  177. idx=0;
  178. color_array[12+i*4+0]=p_colors[idx].r;
  179. color_array[12+i*4+1]=p_colors[idx].g;
  180. color_array[12+i*4+2]=p_colors[idx].b;
  181. color_array[12+i*4+3]=p_colors[idx].a;
  182. }
  183. }
  184. } else {
  185. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  186. }
  187. if (p_tangents) {
  188. glEnableVertexAttribArray(VS::ARRAY_TANGENT);
  189. glVertexAttribPointer( VS::ARRAY_TANGENT, 4 ,GL_FLOAT, false, 0, tangent_array );
  190. for (int i=0;i<p_points;i++) {
  191. tangent_array[i*4+0]=p_tangents[i].normal.x;
  192. tangent_array[i*4+1]=p_tangents[i].normal.y;
  193. tangent_array[i*4+2]=p_tangents[i].normal.z;
  194. tangent_array[i*4+3]=p_tangents[i].d;
  195. if (quad) {
  196. int idx=2+i;
  197. if (idx==4)
  198. idx=0;
  199. tangent_array[12+i*4+0]=p_tangents[idx].normal.x;
  200. tangent_array[12+i*4+1]=p_tangents[idx].normal.y;
  201. tangent_array[12+i*4+2]=p_tangents[idx].normal.z;
  202. tangent_array[12+i*4+3]=p_tangents[idx].d;
  203. }
  204. }
  205. } else {
  206. glDisableVertexAttribArray(VS::ARRAY_TANGENT);
  207. }
  208. if (p_uvs) {
  209. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  210. glVertexAttribPointer( VS::ARRAY_TEX_UV, 3 ,GL_FLOAT, false, 0, uv_array );
  211. for (int i=0;i<p_points;i++) {
  212. uv_array[i*3+0]=p_uvs[i].x;
  213. uv_array[i*3+1]=p_uvs[i].y;
  214. uv_array[i*3+2]=p_uvs[i].z;
  215. if (quad) {
  216. int idx=2+i;
  217. if (idx==4)
  218. idx=0;
  219. uv_array[9+i*3+0]=p_uvs[idx].x;
  220. uv_array[9+i*3+1]=p_uvs[idx].y;
  221. uv_array[9+i*3+2]=p_uvs[idx].z;
  222. }
  223. }
  224. } else {
  225. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  226. }
  227. /*
  228. if (p_instanced>1)
  229. glDrawArraysInstanced(type,0,p_points,p_instanced);
  230. else
  231. */
  232. glDrawArrays(type,0,quad?6:p_points);
  233. };
  234. /* TEXTURE API */
  235. #define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
  236. #define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
  237. #define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
  238. #define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
  239. #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
  240. #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
  241. #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
  242. #define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
  243. #define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
  244. #define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
  245. #define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
  246. #define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
  247. #define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
  248. #define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
  249. #define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
  250. #define _EXT_ETC1_RGB8_OES 0x8D64
  251. /* TEXTURE API */
  252. Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed) {
  253. r_has_alpha_cache=false;
  254. r_compressed=false;
  255. Image image=p_image;
  256. switch(p_format) {
  257. case Image::FORMAT_GRAYSCALE: {
  258. r_gl_components=1;
  259. r_gl_format=GL_LUMINANCE;
  260. } break;
  261. case Image::FORMAT_INTENSITY: {
  262. if (!image.empty())
  263. image.convert(Image::FORMAT_RGBA);
  264. r_gl_components=4;
  265. r_gl_format=GL_RGBA;
  266. r_has_alpha_cache=true;
  267. } break;
  268. case Image::FORMAT_GRAYSCALE_ALPHA: {
  269. //image.convert(Image::FORMAT_RGBA);
  270. r_gl_components=2;
  271. r_gl_format=GL_LUMINANCE_ALPHA;
  272. r_has_alpha_cache=true;
  273. } break;
  274. case Image::FORMAT_INDEXED: {
  275. if (!image.empty())
  276. image.convert(Image::FORMAT_RGB);
  277. r_gl_components=3;
  278. r_gl_format=GL_RGB;
  279. } break;
  280. case Image::FORMAT_INDEXED_ALPHA: {
  281. if (!image.empty())
  282. image.convert(Image::FORMAT_RGBA);
  283. r_gl_components=4;
  284. r_gl_format=GL_RGBA;
  285. r_has_alpha_cache=true;
  286. } break;
  287. case Image::FORMAT_RGB: {
  288. r_gl_components=3;
  289. r_gl_format=GL_RGB;
  290. } break;
  291. case Image::FORMAT_RGBA: {
  292. r_gl_components=4;
  293. r_gl_format=GL_RGBA;
  294. r_has_alpha_cache=true;
  295. } break;
  296. case Image::FORMAT_BC1: {
  297. r_gl_components=1; //doesn't matter much
  298. r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  299. r_compressed=true;
  300. } break;
  301. case Image::FORMAT_BC2: {
  302. r_gl_components=1; //doesn't matter much
  303. r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  304. r_has_alpha_cache=true;
  305. r_compressed=true;
  306. } break;
  307. case Image::FORMAT_BC3: {
  308. r_gl_components=1; //doesn't matter much
  309. r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  310. r_has_alpha_cache=true;
  311. r_compressed=true;
  312. } break;
  313. case Image::FORMAT_BC4: {
  314. r_gl_format=_EXT_COMPRESSED_RED_RGTC1;
  315. r_gl_components=1; //doesn't matter much
  316. r_compressed=true;
  317. } break;
  318. case Image::FORMAT_BC5: {
  319. r_gl_format=_EXT_COMPRESSED_RG_RGTC2;
  320. r_gl_components=1; //doesn't matter much
  321. r_compressed=true;
  322. } break;
  323. case Image::FORMAT_PVRTC2: {
  324. if (!pvr_supported) {
  325. if (!image.empty()) {
  326. image.decompress();
  327. }
  328. r_gl_components=4;
  329. r_gl_format=GL_RGBA;
  330. r_has_alpha_cache=true;
  331. } else {
  332. r_gl_format=_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  333. r_gl_components=1; //doesn't matter much
  334. r_compressed=true;
  335. }
  336. } break;
  337. case Image::FORMAT_PVRTC2_ALPHA: {
  338. if (!pvr_supported) {
  339. if (!image.empty())
  340. image.decompress();
  341. r_gl_components=4;
  342. r_gl_format=GL_RGBA;
  343. r_has_alpha_cache=true;
  344. } else {
  345. r_gl_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  346. r_gl_components=1; //doesn't matter much
  347. r_compressed=true;
  348. }
  349. } break;
  350. case Image::FORMAT_PVRTC4: {
  351. if (!pvr_supported) {
  352. if (!image.empty())
  353. image.decompress();
  354. r_gl_components=4;
  355. r_gl_format=GL_RGBA;
  356. r_has_alpha_cache=true;
  357. } else {
  358. r_gl_format=_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  359. r_gl_components=1; //doesn't matter much
  360. r_compressed=true;
  361. }
  362. } break;
  363. case Image::FORMAT_PVRTC4_ALPHA: {
  364. if (!pvr_supported) {
  365. if (!image.empty())
  366. image.decompress();
  367. r_gl_components=4;
  368. r_gl_format=GL_RGBA;
  369. r_has_alpha_cache=true;
  370. } else {
  371. r_gl_format=_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  372. r_gl_components=1; //doesn't matter much
  373. r_compressed=true;
  374. }
  375. } break;
  376. case Image::FORMAT_ETC: {
  377. if (!etc_supported) {
  378. if (!image.empty()) {
  379. image.decompress();
  380. }
  381. r_gl_components=3;
  382. r_gl_format=GL_RGB;
  383. } else {
  384. r_gl_format=_EXT_ETC1_RGB8_OES;
  385. r_gl_components=1; //doesn't matter much
  386. r_compressed=true;
  387. }
  388. } break;
  389. case Image::FORMAT_YUV_422:
  390. case Image::FORMAT_YUV_444: {
  391. if (!image.empty())
  392. image.convert(Image::FORMAT_RGB);
  393. r_gl_format=GL_RGB;
  394. r_gl_components=3;
  395. } break;
  396. default: {
  397. ERR_FAIL_V(Image());
  398. }
  399. }
  400. return image;
  401. }
  402. static const GLenum _cube_side_enum[6]={
  403. GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
  404. GL_TEXTURE_CUBE_MAP_POSITIVE_X,
  405. GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
  406. GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
  407. GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
  408. GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
  409. };
  410. RID RasterizerGLES2::texture_create() {
  411. Texture *texture = memnew(Texture);
  412. ERR_FAIL_COND_V(!texture,RID());
  413. glGenTextures(1, &texture->tex_id);
  414. texture->active=false;
  415. texture->total_data_size=0;
  416. return texture_owner.make_rid( texture );
  417. }
  418. void RasterizerGLES2::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) {
  419. bool has_alpha_cache;
  420. int components;
  421. GLenum format;
  422. bool compressed;
  423. int po2_width = nearest_power_of_2(p_width);
  424. int po2_height = nearest_power_of_2(p_height);
  425. if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  426. p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
  427. }
  428. Texture *texture = texture_owner.get( p_texture );
  429. ERR_FAIL_COND(!texture);
  430. texture->width=p_width;
  431. texture->height=p_height;
  432. texture->format=p_format;
  433. texture->flags=p_flags;
  434. texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
  435. bool scale_textures = !(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && (!npo2_textures_available || p_flags&VS::TEXTURE_FLAG_MIPMAPS);
  436. if (scale_textures) {
  437. texture->alloc_width = po2_width;
  438. texture->alloc_height = po2_height;
  439. // print_line("scale because npo2: "+itos(npo2_textures_available)+" mm: "+itos(p_format&VS::TEXTURE_FLAG_MIPMAPS)+" "+itos(p_mipmap_count) );
  440. } else {
  441. texture->alloc_width = texture->width;
  442. texture->alloc_height = texture->height;
  443. };
  444. _get_gl_image_and_format(Image(),texture->format,texture->flags,format,components,has_alpha_cache,compressed);
  445. texture->gl_components_cache=components;
  446. texture->gl_format_cache=format;
  447. texture->format_has_alpha=has_alpha_cache;
  448. texture->compressed=compressed;
  449. texture->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds
  450. texture->data_size=0;
  451. glActiveTexture(GL_TEXTURE0);
  452. glBindTexture(texture->target, texture->tex_id);
  453. if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS)
  454. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
  455. else
  456. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  457. if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  458. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
  459. } else {
  460. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering
  461. }
  462. bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
  463. if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT && texture->target != GL_TEXTURE_CUBE_MAP) {
  464. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  465. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  466. } else {
  467. //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  468. glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  469. glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  470. }
  471. if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  472. //prealloc if video
  473. glTexImage2D(texture->target, 0, format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE,NULL);
  474. }
  475. texture->active=true;
  476. }
  477. void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) {
  478. Texture * texture = texture_owner.get(p_texture);
  479. ERR_FAIL_COND(!texture);
  480. ERR_FAIL_COND(!texture->active);
  481. ERR_FAIL_COND(texture->render_target);
  482. ERR_FAIL_COND(texture->format != p_image.get_format() );
  483. ERR_FAIL_COND( p_image.empty() );
  484. int components;
  485. GLenum format;
  486. bool alpha;
  487. bool compressed;
  488. if (keep_copies && !(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && !(use_reload_hooks && texture->reloader)) {
  489. texture->image[p_cube_side]=p_image;
  490. }
  491. Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,components,alpha,compressed);
  492. if (texture->alloc_width != img.get_width() || texture->alloc_height != img.get_height()) {
  493. if (img.get_format() <= Image::FORMAT_INDEXED_ALPHA)
  494. img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
  495. };
  496. if (img.detect_alpha()==Image::ALPHA_BLEND) {
  497. texture->has_alpha=true;
  498. }
  499. GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;
  500. texture->data_size=img.get_data().size();
  501. DVector<uint8_t>::Read read = img.get_data().read();
  502. glActiveTexture(GL_TEXTURE0);
  503. glBindTexture(texture->target, texture->tex_id);
  504. int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps()>0) ? img.get_mipmaps() +1 : 1;
  505. int w=img.get_width();
  506. int h=img.get_height();
  507. int tsize=0;
  508. for(int i=0;i<mipmaps;i++) {
  509. int size,ofs;
  510. img.get_mipmap_offset_and_size(i,ofs,size);
  511. if (texture->compressed) {
  512. glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  513. glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] );
  514. } else {
  515. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  516. if (texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
  517. glTexSubImage2D( blit_target, i, 0,0,w,h,format,GL_UNSIGNED_BYTE,&read[ofs] );
  518. } else {
  519. glTexImage2D(blit_target, i, format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]);
  520. }
  521. }
  522. tsize+=size;
  523. w = MAX(1,w>>1);
  524. h = MAX(1,h>>1);
  525. }
  526. _rinfo.texture_mem-=texture->total_data_size;
  527. texture->total_data_size=tsize;
  528. _rinfo.texture_mem+=texture->total_data_size;
  529. //printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem);
  530. if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1) {
  531. //generate mipmaps if they were requested and the image does not contain them
  532. glGenerateMipmap(texture->target);
  533. }
  534. if (mipmaps>1) {
  535. //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps-1 ); - assumed to have all, always
  536. }
  537. //texture_set_flags(p_texture,texture->flags);
  538. }
  539. Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const {
  540. Texture * texture = texture_owner.get(p_texture);
  541. ERR_FAIL_COND_V(!texture,Image());
  542. ERR_FAIL_COND_V(!texture->active,Image());
  543. ERR_FAIL_COND_V(texture->data_size==0,Image());
  544. ERR_FAIL_COND_V(texture->render_target,Image());
  545. return texture->image[p_cube_side];
  546. #if 0
  547. Texture * texture = texture_owner.get(p_texture);
  548. ERR_FAIL_COND_V(!texture,Image());
  549. ERR_FAIL_COND_V(!texture->active,Image());
  550. ERR_FAIL_COND_V(texture->data_size==0,Image());
  551. DVector<uint8_t> data;
  552. GLenum format,type=GL_UNSIGNED_BYTE;
  553. Image::Format fmt;
  554. int pixelsize=0;
  555. int pixelshift=0;
  556. int minw=1,minh=1;
  557. bool compressed=false;
  558. fmt=texture->format;
  559. switch(texture->format) {
  560. case Image::FORMAT_GRAYSCALE: {
  561. format=GL_LUMINANCE;
  562. type=GL_UNSIGNED_BYTE;
  563. data.resize(texture->alloc_width*texture->alloc_height);
  564. pixelsize=1;
  565. } break;
  566. case Image::FORMAT_INTENSITY: {
  567. return Image();
  568. } break;
  569. case Image::FORMAT_GRAYSCALE_ALPHA: {
  570. format=GL_LUMINANCE_ALPHA;
  571. type=GL_UNSIGNED_BYTE;
  572. pixelsize=2;
  573. } break;
  574. case Image::FORMAT_RGB: {
  575. format=GL_RGB;
  576. type=GL_UNSIGNED_BYTE;
  577. pixelsize=3;
  578. } break;
  579. case Image::FORMAT_RGBA: {
  580. format=GL_RGBA;
  581. type=GL_UNSIGNED_BYTE;
  582. pixelsize=4;
  583. } break;
  584. case Image::FORMAT_INDEXED: {
  585. format=GL_RGB;
  586. type=GL_UNSIGNED_BYTE;
  587. fmt=Image::FORMAT_RGB;
  588. pixelsize=3;
  589. } break;
  590. case Image::FORMAT_INDEXED_ALPHA: {
  591. format=GL_RGBA;
  592. type=GL_UNSIGNED_BYTE;
  593. fmt=Image::FORMAT_RGBA;
  594. pixelsize=4;
  595. } break;
  596. case Image::FORMAT_BC1: {
  597. pixelsize=1; //doesn't matter much
  598. format=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  599. compressed=true;
  600. pixelshift=1;
  601. minw=minh=4;
  602. } break;
  603. case Image::FORMAT_BC2: {
  604. pixelsize=1; //doesn't matter much
  605. format=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  606. compressed=true;
  607. minw=minh=4;
  608. } break;
  609. case Image::FORMAT_BC3: {
  610. pixelsize=1; //doesn't matter much
  611. format=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  612. compressed=true;
  613. minw=minh=4;
  614. } break;
  615. case Image::FORMAT_BC4: {
  616. format=GL_COMPRESSED_RED_RGTC1;
  617. pixelsize=1; //doesn't matter much
  618. compressed=true;
  619. pixelshift=1;
  620. minw=minh=4;
  621. } break;
  622. case Image::FORMAT_BC5: {
  623. format=GL_COMPRESSED_RG_RGTC2;
  624. pixelsize=1; //doesn't matter much
  625. compressed=true;
  626. minw=minh=4;
  627. } break;
  628. default:{}
  629. }
  630. data.resize(texture->data_size);
  631. DVector<uint8_t>::Write wb = data.write();
  632. glActiveTexture(GL_TEXTURE0);
  633. int ofs=0;
  634. glBindTexture(texture->target,texture->tex_id);
  635. int w=texture->alloc_width;
  636. int h=texture->alloc_height;
  637. for(int i=0;i<texture->mipmaps+1;i++) {
  638. if (compressed) {
  639. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  640. glGetCompressedTexImage(texture->target,i,&wb[ofs]);
  641. } else {
  642. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  643. glGetTexImage(texture->target,i,format,type,&wb[ofs]);
  644. }
  645. int size = (w*h*pixelsize)>>pixelshift;
  646. ofs+=size;
  647. w=MAX(minw,w>>1);
  648. h=MAX(minh,h>>1);
  649. }
  650. wb=DVector<uint8_t>::Write();
  651. Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps,fmt,data);
  652. if (texture->format<Image::FORMAT_INDEXED && (texture->alloc_width!=texture->width || texture->alloc_height!=texture->height))
  653. img.resize(texture->width,texture->height);
  654. return img;
  655. #endif
  656. }
  657. void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {
  658. Texture *texture = texture_owner.get( p_texture );
  659. ERR_FAIL_COND(!texture);
  660. ERR_FAIL_COND(texture->render_target);
  661. glActiveTexture(GL_TEXTURE0);
  662. glBindTexture(texture->target, texture->tex_id);
  663. uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
  664. texture->flags=p_flags|cube; // can't remove a cube from being a cube
  665. bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
  666. if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT && texture->target != GL_TEXTURE_CUBE_MAP) {
  667. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  668. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  669. } else {
  670. //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
  671. glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  672. glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  673. }
  674. if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
  675. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
  676. if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS)
  677. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR);
  678. else
  679. glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
  680. } else {
  681. glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // nearest
  682. }
  683. }
  684. uint32_t RasterizerGLES2::texture_get_flags(RID p_texture) const {
  685. Texture * texture = texture_owner.get(p_texture);
  686. ERR_FAIL_COND_V(!texture,0);
  687. return texture->flags;
  688. }
  689. Image::Format RasterizerGLES2::texture_get_format(RID p_texture) const {
  690. Texture * texture = texture_owner.get(p_texture);
  691. ERR_FAIL_COND_V(!texture,Image::FORMAT_GRAYSCALE);
  692. return texture->format;
  693. }
  694. uint32_t RasterizerGLES2::texture_get_width(RID p_texture) const {
  695. Texture * texture = texture_owner.get(p_texture);
  696. ERR_FAIL_COND_V(!texture,0);
  697. return texture->width;
  698. }
  699. uint32_t RasterizerGLES2::texture_get_height(RID p_texture) const {
  700. Texture * texture = texture_owner.get(p_texture);
  701. ERR_FAIL_COND_V(!texture,0);
  702. return texture->height;
  703. }
  704. bool RasterizerGLES2::texture_has_alpha(RID p_texture) const {
  705. Texture * texture = texture_owner.get(p_texture);
  706. ERR_FAIL_COND_V(!texture,0);
  707. return texture->has_alpha;
  708. }
  709. void RasterizerGLES2::texture_set_size_override(RID p_texture,int p_width, int p_height) {
  710. Texture * texture = texture_owner.get(p_texture);
  711. ERR_FAIL_COND(!texture);
  712. ERR_FAIL_COND(texture->render_target);
  713. ERR_FAIL_COND(p_width<=0 || p_width>4096);
  714. ERR_FAIL_COND(p_height<=0 || p_height>4096);
  715. //real texture size is in alloc width and height
  716. texture->width=p_width;
  717. texture->height=p_height;
  718. }
  719. void RasterizerGLES2::texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const {
  720. Texture * texture = texture_owner.get(p_texture);
  721. ERR_FAIL_COND(!texture);
  722. ERR_FAIL_COND(texture->render_target);
  723. texture->reloader=p_owner;
  724. texture->reloader_func=p_function;
  725. if (use_reload_hooks && p_owner && keep_copies) {
  726. for(int i=0;i<6;i++)
  727. texture->image[i]=Image();
  728. }
  729. }
  730. /* SHADER API */
  731. RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) {
  732. Shader *shader = memnew( Shader );
  733. shader->mode=p_mode;
  734. RID rid = shader_owner.make_rid(shader);
  735. shader_set_mode(rid,p_mode);
  736. _shader_make_dirty(shader);
  737. return rid;
  738. }
  739. void RasterizerGLES2::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {
  740. ERR_FAIL_INDEX(p_mode,3);
  741. Shader *shader=shader_owner.get(p_shader);
  742. ERR_FAIL_COND(!shader);
  743. if (shader->custom_code_id && p_mode==shader->mode)
  744. return;
  745. if (shader->custom_code_id) {
  746. switch(shader->mode) {
  747. case VS::SHADER_MATERIAL: {
  748. material_shader.free_custom_shader(shader->custom_code_id);
  749. } break;
  750. }
  751. shader->custom_code_id=0;
  752. }
  753. shader->mode=p_mode;
  754. switch(shader->mode) {
  755. case VS::SHADER_MATERIAL: {
  756. shader->custom_code_id=material_shader.create_custom_shader();
  757. } break;
  758. }
  759. _shader_make_dirty(shader);
  760. }
  761. VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const {
  762. Shader *shader=shader_owner.get(p_shader);
  763. ERR_FAIL_COND_V(!shader,VS::SHADER_MATERIAL);
  764. return shader->mode;
  765. }
  766. void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
  767. Shader *shader=shader_owner.get(p_shader);
  768. ERR_FAIL_COND(!shader);
  769. #ifdef DEBUG_ENABLED
  770. if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment)
  771. return;
  772. #endif
  773. shader->fragment_code=p_fragment;
  774. shader->vertex_code=p_vertex;
  775. shader->fragment_line=p_fragment_ofs;
  776. shader->vertex_line=p_vertex_ofs;
  777. _shader_make_dirty(shader);
  778. }
  779. String RasterizerGLES2::shader_get_vertex_code(RID p_shader) const {
  780. Shader *shader=shader_owner.get(p_shader);
  781. ERR_FAIL_COND_V(!shader,String());
  782. return shader->vertex_code;
  783. }
  784. String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const {
  785. Shader *shader=shader_owner.get(p_shader);
  786. ERR_FAIL_COND_V(!shader,String());
  787. return shader->fragment_code;
  788. }
  789. void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) {
  790. if (p_shader->dirty_list.in_list())
  791. return;
  792. _shader_dirty_list.add(&p_shader->dirty_list);
  793. }
  794. void RasterizerGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
  795. Shader *shader=shader_owner.get(p_shader);
  796. ERR_FAIL_COND(!shader);
  797. if (shader->dirty_list.in_list())
  798. _update_shader(shader); // ok should be not anymore dirty
  799. Map<int,StringName> order;
  800. for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
  801. order[E->get().order]=E->key();
  802. }
  803. for(Map<int,StringName>::Element *E=order.front();E;E=E->next()) {
  804. PropertyInfo pi;
  805. ShaderLanguage::Uniform &u=shader->uniforms[E->get()];
  806. pi.name=E->get();
  807. switch(u.type) {
  808. case ShaderLanguage::TYPE_VOID:
  809. case ShaderLanguage::TYPE_BOOL:
  810. case ShaderLanguage::TYPE_FLOAT:
  811. case ShaderLanguage::TYPE_VEC2:
  812. case ShaderLanguage::TYPE_VEC3:
  813. case ShaderLanguage::TYPE_MAT3:
  814. case ShaderLanguage::TYPE_MAT4:
  815. case ShaderLanguage::TYPE_VEC4:
  816. pi.type=u.default_value.get_type();
  817. break;
  818. case ShaderLanguage::TYPE_TEXTURE:
  819. pi.type=Variant::_RID;
  820. pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
  821. pi.hint_string="Texture";
  822. break;
  823. case ShaderLanguage::TYPE_CUBEMAP:
  824. pi.type=Variant::_RID;
  825. pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
  826. pi.hint_string="CubeMap";
  827. break;
  828. };
  829. p_param_list->push_back(pi);
  830. }
  831. }
  832. /* COMMON MATERIAL API */
  833. RID RasterizerGLES2::material_create() {
  834. return material_owner.make_rid( memnew( Material ) );
  835. }
  836. void RasterizerGLES2::material_set_shader(RID p_material, RID p_shader) {
  837. Material *material = material_owner.get(p_material);
  838. ERR_FAIL_COND(!material);
  839. if (material->shader==p_shader)
  840. return;
  841. material->shader=p_shader;
  842. material->shader_version=0;
  843. }
  844. RID RasterizerGLES2::material_get_shader(RID p_material) const {
  845. Material *material = material_owner.get(p_material);
  846. ERR_FAIL_COND_V(!material,RID());
  847. return material->shader;
  848. }
  849. void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) {
  850. Material *material = material_owner.get(p_material);
  851. ERR_FAIL_COND(!material);
  852. Map<StringName,Material::UniformData>::Element *E=material->shader_params.find(p_param);
  853. if (E) {
  854. if (p_value.get_type()==Variant::NIL) {
  855. material->shader_params.erase(E);
  856. material->shader_version=0; //get default!
  857. } else {
  858. E->get().value=p_value;
  859. }
  860. } else {
  861. Material::UniformData ud;
  862. ud.index=-1;
  863. ud.value=p_value;
  864. ud.istexture=p_value.get_type()==Variant::_RID; /// cache it being texture
  865. material->shader_params[p_param]=ud; //may be got at some point, or erased
  866. }
  867. }
  868. Variant RasterizerGLES2::material_get_param(RID p_material, const StringName& p_param) const {
  869. Material *material = material_owner.get(p_material);
  870. ERR_FAIL_COND_V(!material,Variant());
  871. if (material->shader.is_valid()) {
  872. //update shader params if necesary
  873. //make sure the shader is compiled and everything
  874. //so the actual parameters can be properly retrieved!
  875. material->shader_cache=shader_owner.get( material->shader );
  876. if (!material->shader_cache) {
  877. //invalidate
  878. material->shader=RID();
  879. material->shader_cache=NULL;
  880. } else {
  881. if (material->shader_cache->dirty_list.in_list())
  882. _update_shader(material->shader_cache);
  883. if (material->shader_cache->valid && material->shader_cache->version!=material->shader_version) {
  884. //validate
  885. _update_material_shader_params(material);
  886. }
  887. }
  888. }
  889. if (material->shader_params.has(p_param))
  890. return material->shader_params[p_param].value;
  891. else
  892. return Variant();
  893. }
  894. void RasterizerGLES2::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) {
  895. Material *material = material_owner.get(p_material);
  896. ERR_FAIL_COND(!material);
  897. ERR_FAIL_INDEX(p_flag,VS::MATERIAL_FLAG_MAX);
  898. material->flags[p_flag]=p_enabled;
  899. }
  900. bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const {
  901. Material *material = material_owner.get(p_material);
  902. ERR_FAIL_COND_V(!material,false);
  903. ERR_FAIL_INDEX_V(p_flag,VS::MATERIAL_FLAG_MAX,false);
  904. return material->flags[p_flag];
  905. }
  906. void RasterizerGLES2::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
  907. Material *material = material_owner.get(p_material);
  908. ERR_FAIL_COND(!material);
  909. ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
  910. material->hints[p_hint]=p_enabled;
  911. }
  912. bool RasterizerGLES2::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
  913. Material *material = material_owner.get(p_material);
  914. ERR_FAIL_COND_V(!material,false);
  915. ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
  916. return material->hints[p_hint];
  917. }
  918. void RasterizerGLES2::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
  919. Material *material = material_owner.get(p_material);
  920. ERR_FAIL_COND(!material);
  921. material->shade_model=p_model;
  922. };
  923. VS::MaterialShadeModel RasterizerGLES2::material_get_shade_model(RID p_material) const {
  924. Material *material = material_owner.get(p_material);
  925. ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
  926. return material->shade_model;
  927. };
  928. void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
  929. Material *material = material_owner.get(p_material);
  930. ERR_FAIL_COND(!material);
  931. material->blend_mode=p_mode;
  932. }
  933. VS::MaterialBlendMode RasterizerGLES2::material_get_blend_mode(RID p_material) const {
  934. Material *material = material_owner.get(p_material);
  935. ERR_FAIL_COND_V(!material,VS::MATERIAL_BLEND_MODE_ADD);
  936. return material->blend_mode;
  937. }
  938. void RasterizerGLES2::material_set_line_width(RID p_material,float p_line_width) {
  939. Material *material = material_owner.get(p_material);
  940. ERR_FAIL_COND(!material);
  941. material->line_width=p_line_width;
  942. }
  943. float RasterizerGLES2::material_get_line_width(RID p_material) const {
  944. Material *material = material_owner.get(p_material);
  945. ERR_FAIL_COND_V(!material,0);
  946. return material->line_width;
  947. }
  948. /* MESH API */
  949. RID RasterizerGLES2::mesh_create() {
  950. return mesh_owner.make_rid( memnew( Mesh ) );
  951. }
  952. void RasterizerGLES2::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,bool p_alpha_sort) {
  953. Mesh *mesh = mesh_owner.get( p_mesh );
  954. ERR_FAIL_COND(!mesh);
  955. ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );
  956. ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX);
  957. uint32_t format=0;
  958. // validation
  959. int index_array_len=0;
  960. int array_len=0;
  961. for(int i=0;i<p_arrays.size();i++) {
  962. if (p_arrays[i].get_type()==Variant::NIL)
  963. continue;
  964. format|=(1<<i);
  965. if (i==VS::ARRAY_VERTEX) {
  966. array_len=Vector3Array(p_arrays[i]).size();
  967. ERR_FAIL_COND(array_len==0);
  968. } else if (i==VS::ARRAY_INDEX) {
  969. index_array_len=IntArray(p_arrays[i]).size();
  970. }
  971. }
  972. ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
  973. Surface *surface = memnew( Surface );
  974. ERR_FAIL_COND( !surface );
  975. bool use_VBO=true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
  976. if ((!use_hw_skeleton_xform && format&VS::ARRAY_FORMAT_WEIGHTS) || mesh->morph_target_count>0) {
  977. use_VBO=false;
  978. }
  979. // surface->packed=pack_arrays && use_VBO;
  980. int total_elem_size=0;
  981. for (int i=0;i<VS::ARRAY_MAX;i++) {
  982. Surface::ArrayData&ad=surface->array[i];
  983. ad.size=0;
  984. ad.ofs=0;
  985. int elem_size=0;
  986. int elem_count=0;
  987. bool valid_local=true;
  988. GLenum datatype;
  989. bool normalize=false;
  990. bool bind=false;
  991. if (!(format&(1<<i))) // no array
  992. continue;
  993. switch(i) {
  994. case VS::ARRAY_VERTEX: {
  995. if (use_VBO && use_half_float) {
  996. elem_size=3*sizeof(int16_t); // vertex
  997. datatype=_GL_HALF_FLOAT_OES;
  998. } else {
  999. elem_size=3*sizeof(GLfloat); // vertex
  1000. datatype=GL_FLOAT;
  1001. }
  1002. bind=true;
  1003. elem_count=3;
  1004. } break;
  1005. case VS::ARRAY_NORMAL: {
  1006. if (use_VBO) {
  1007. elem_size=4*sizeof(int8_t); // vertex
  1008. datatype=GL_BYTE;
  1009. normalize=true;
  1010. } else {
  1011. elem_size=3*sizeof(GLfloat); // vertex
  1012. datatype=GL_FLOAT;
  1013. }
  1014. bind=true;
  1015. elem_count=3;
  1016. } break;
  1017. case VS::ARRAY_TANGENT: {
  1018. if (use_VBO) {
  1019. elem_size=4*sizeof(int8_t); // vertex
  1020. datatype=GL_BYTE;
  1021. normalize=true;
  1022. } else {
  1023. elem_size=4*sizeof(GLfloat); // vertex
  1024. datatype=GL_FLOAT;
  1025. }
  1026. bind=true;
  1027. elem_count=4;
  1028. } break;
  1029. case VS::ARRAY_COLOR: {
  1030. elem_size=4*sizeof(uint8_t); /* RGBA */
  1031. datatype=GL_UNSIGNED_BYTE;
  1032. elem_count=4;
  1033. bind=true;
  1034. normalize=true;
  1035. } break;
  1036. case VS::ARRAY_TEX_UV:
  1037. case VS::ARRAY_TEX_UV2: {
  1038. if (use_VBO && use_half_float) {
  1039. elem_size=2*sizeof(int16_t); // vertex
  1040. datatype=_GL_HALF_FLOAT_OES;
  1041. } else {
  1042. elem_size=2*sizeof(GLfloat); // vertex
  1043. datatype=GL_FLOAT;
  1044. }
  1045. bind=true;
  1046. elem_count=2;
  1047. } break;
  1048. case VS::ARRAY_WEIGHTS: {
  1049. if (use_VBO) {
  1050. elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
  1051. elem_count=VS::ARRAY_WEIGHTS_SIZE;
  1052. valid_local=false;
  1053. bind=true;
  1054. normalize=true;
  1055. datatype=GL_UNSIGNED_SHORT;
  1056. elem_count=4;
  1057. } else {
  1058. elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat);
  1059. elem_count=VS::ARRAY_WEIGHTS_SIZE;
  1060. valid_local=false;
  1061. bind=false;
  1062. datatype=GL_FLOAT;
  1063. elem_count=4;
  1064. }
  1065. } break;
  1066. case VS::ARRAY_BONES: {
  1067. if (use_VBO) {
  1068. elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLubyte);
  1069. elem_count=VS::ARRAY_WEIGHTS_SIZE;
  1070. valid_local=false;
  1071. bind=true;
  1072. datatype=GL_UNSIGNED_BYTE;
  1073. elem_count=4;
  1074. } else {
  1075. elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
  1076. elem_count=VS::ARRAY_WEIGHTS_SIZE;
  1077. valid_local=false;
  1078. bind=false;
  1079. datatype=GL_UNSIGNED_SHORT;
  1080. elem_count=4;
  1081. }
  1082. } break;
  1083. case VS::ARRAY_INDEX: {
  1084. if (index_array_len<=0) {
  1085. ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
  1086. break;
  1087. }
  1088. /* determine wether using 16 or 32 bits indices */
  1089. if (array_len>(1<<16)) {
  1090. elem_size=4;
  1091. datatype=GL_UNSIGNED_INT;
  1092. } else {
  1093. elem_size=2;
  1094. datatype=GL_UNSIGNED_SHORT;
  1095. }
  1096. /*
  1097. if (use_VBO) {
  1098. glGenBuffers(1,&surface->index_id);
  1099. ERR_FAIL_COND(surface->index_id==0);
  1100. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
  1101. glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*elem_size,NULL,GL_STATIC_DRAW);
  1102. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
  1103. } else {
  1104. surface->index_array_local = (uint8_t*)memalloc(index_array_len*elem_size);
  1105. };
  1106. */
  1107. surface->index_array_len=index_array_len; // only way it can exist
  1108. ad.ofs=0;
  1109. ad.size=elem_size;
  1110. continue;
  1111. } break;
  1112. default: {
  1113. ERR_FAIL( );
  1114. }
  1115. }
  1116. ad.ofs=total_elem_size;
  1117. ad.size=elem_size;
  1118. ad.datatype=datatype;
  1119. ad.normalize=normalize;
  1120. ad.bind=bind;
  1121. ad.count=elem_count;
  1122. total_elem_size+=elem_size;
  1123. if (valid_local) {
  1124. surface->local_stride+=elem_size;
  1125. surface->morph_format|=(1<<i);
  1126. }
  1127. }
  1128. surface->stride=total_elem_size;
  1129. surface->array_len=array_len;
  1130. surface->format=format;
  1131. surface->primitive=p_primitive;
  1132. surface->configured_format=0;
  1133. if (keep_copies) {
  1134. surface->data=p_arrays;
  1135. surface->morph_data=p_blend_shapes;
  1136. }
  1137. uint8_t *array_ptr=NULL;
  1138. uint8_t *index_array_ptr=NULL;
  1139. DVector<uint8_t> array_pre_vbo;
  1140. DVector<uint8_t>::Write vaw;
  1141. DVector<uint8_t> index_array_pre_vbo;
  1142. DVector<uint8_t>::Write iaw;
  1143. /* create pointers */
  1144. if (use_VBO) {
  1145. array_pre_vbo.resize(surface->array_len*surface->stride);
  1146. vaw = array_pre_vbo.write();
  1147. array_ptr=vaw.ptr();
  1148. if (surface->index_array_len) {
  1149. index_array_pre_vbo.resize(surface->index_array_len*surface->array[VS::ARRAY_INDEX].size);
  1150. iaw = index_array_pre_vbo.write();
  1151. index_array_ptr=iaw.ptr();
  1152. }
  1153. } else {
  1154. surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride);
  1155. array_ptr=(uint8_t*)surface->array_local;
  1156. if (surface->index_array_len) {
  1157. surface->index_array_local = (uint8_t*)memalloc(index_array_len*surface->array[VS::ARRAY_INDEX].size);
  1158. index_array_ptr=(uint8_t*)surface->index_array_local;
  1159. }
  1160. }
  1161. _surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true);
  1162. /* create buffers!! */
  1163. if (use_VBO) {
  1164. glGenBuffers(1,&surface->vertex_id);
  1165. ERR_FAIL_COND(surface->vertex_id==0);
  1166. glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
  1167. glBufferData(GL_ARRAY_BUFFER,surface->array_len*surface->stride,array_ptr,GL_STATIC_DRAW);
  1168. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  1169. if (surface->index_array_len) {
  1170. glGenBuffers(1,&surface->index_id);
  1171. ERR_FAIL_COND(surface->index_id==0);
  1172. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
  1173. glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*surface->array[VS::ARRAY_INDEX].size,index_array_ptr,GL_STATIC_DRAW);
  1174. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
  1175. }
  1176. }
  1177. mesh->surfaces.push_back(surface);
  1178. }
  1179. Error RasterizerGLES2::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main) {
  1180. uint32_t stride = p_main ? p_surface->stride : p_surface->local_stride;
  1181. for(int ai=0;ai<VS::ARRAY_MAX;ai++) {
  1182. if (ai>=p_arrays.size())
  1183. break;
  1184. if (p_arrays[ai].get_type()==Variant::NIL)
  1185. continue;
  1186. Surface::ArrayData &a=p_surface->array[ai];
  1187. switch(ai) {
  1188. case VS::ARRAY_VERTEX: {
  1189. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
  1190. DVector<Vector3> array = p_arrays[ai];
  1191. ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
  1192. DVector<Vector3>::Read read = array.read();
  1193. const Vector3* src=read.ptr();
  1194. // setting vertices means regenerating the AABB
  1195. AABB aabb;
  1196. float scale=1;
  1197. float max=0;
  1198. if (p_surface->array[VS::ARRAY_VERTEX].datatype==_GL_HALF_FLOAT_OES) {
  1199. for (int i=0;i<p_surface->array_len;i++) {
  1200. uint16_t vector[3]={ make_half_float(src[i].x), make_half_float(src[i].y), make_half_float(src[i].z) };
  1201. copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  1202. if (i==0) {
  1203. aabb=AABB(src[i],Vector3());
  1204. } else {
  1205. aabb.expand_to( src[i] );
  1206. }
  1207. }
  1208. } else {
  1209. for (int i=0;i<p_surface->array_len;i++) {
  1210. GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
  1211. copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  1212. if (i==0) {
  1213. aabb=AABB(src[i],Vector3());
  1214. } else {
  1215. aabb.expand_to( src[i] );
  1216. }
  1217. }
  1218. }
  1219. if (p_main) {
  1220. p_surface->aabb=aabb;
  1221. p_surface->vertex_scale=scale;
  1222. }
  1223. } break;
  1224. case VS::ARRAY_NORMAL: {
  1225. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
  1226. DVector<Vector3> array = p_arrays[ai];
  1227. ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
  1228. DVector<Vector3>::Read read = array.read();
  1229. const Vector3* src=read.ptr();
  1230. // setting vertices means regenerating the AABB
  1231. if (p_surface->array[VS::ARRAY_NORMAL].datatype==GL_BYTE) {
  1232. for (int i=0;i<p_surface->array_len;i++) {
  1233. GLbyte vector[4]={
  1234. CLAMP(src[i].x*127,-128,127),
  1235. CLAMP(src[i].y*127,-128,127),
  1236. CLAMP(src[i].z*127,-128,127),
  1237. 0,
  1238. };
  1239. copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  1240. }
  1241. } else {
  1242. for (int i=0;i<p_surface->array_len;i++) {
  1243. GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
  1244. copymem(&p_mem[a.ofs+i*stride], vector, a.size);
  1245. }
  1246. }
  1247. } break;
  1248. case VS::ARRAY_TANGENT: {
  1249. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
  1250. DVector<real_t> array = p_arrays[ai];
  1251. ERR_FAIL_COND_V( array.size() != p_surface->array_len*4, ERR_INVALID_PARAMETER );
  1252. DVector<real_t>::Read read = array.read();
  1253. const real_t* src = read.ptr();
  1254. if (p_surface->array[VS::ARRAY_TANGENT].datatype==GL_BYTE) {
  1255. for (int i=0;i<p_surface->array_len;i++) {
  1256. GLbyte xyzw[4]={
  1257. CLAMP(src[i*4+0]*127,-128,127),
  1258. CLAMP(src[i*4+1]*127,-128,127),
  1259. CLAMP(src[i*4+2]*127,-128,127),
  1260. CLAMP(src[i*4+3]*127,-128,127)
  1261. };
  1262. copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);
  1263. }
  1264. } else {
  1265. for (int i=0;i<p_surface->array_len;i++) {
  1266. GLfloat xyzw[4]={
  1267. src[i*4+0],
  1268. src[i*4+1],
  1269. src[i*4+2],
  1270. src[i*4+3]
  1271. };
  1272. copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);
  1273. }
  1274. }
  1275. } break;
  1276. case VS::ARRAY_COLOR: {
  1277. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );
  1278. DVector<Color> array = p_arrays[ai];
  1279. ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
  1280. DVector<Color>::Read read = array.read();
  1281. const Color* src = read.ptr();
  1282. bool alpha=false;
  1283. for (int i=0;i<p_surface->array_len;i++) {
  1284. if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters
  1285. alpha=true;
  1286. uint8_t colors[4];
  1287. for(int j=0;j<4;j++) {
  1288. colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 );
  1289. }
  1290. copymem(&p_mem[a.ofs+i*stride], colors, a.size);
  1291. }
  1292. if (p_main)
  1293. p_surface->has_alpha=alpha;
  1294. } break;
  1295. case VS::ARRAY_TEX_UV:
  1296. case VS::ARRAY_TEX_UV2: {
  1297. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );
  1298. DVector<Vector2> array = p_arrays[ai];
  1299. ERR_FAIL_COND_V( array.size() != p_surface->array_len , ERR_INVALID_PARAMETER);
  1300. DVector<Vector2>::Read read = array.read();
  1301. const Vector2 * src=read.ptr();
  1302. float scale=1.0;
  1303. if (p_surface->array[ai].datatype==_GL_HALF_FLOAT_OES) {
  1304. for (int i=0;i<p_surface->array_len;i++) {
  1305. uint16_t uv[2]={ make_half_float(src[i].x) , make_half_float(src[i].y) };
  1306. copymem(&p_mem[a.ofs+i*stride], uv, a.size);
  1307. }
  1308. } else {
  1309. for (int i=0;i<p_surface->array_len;i++) {
  1310. GLfloat uv[2]={ src[i].x , src[i].y };
  1311. copymem(&p_mem[a.ofs+i*stride], uv, a.size);
  1312. }
  1313. }
  1314. if (p_main) {
  1315. if (ai==VS::ARRAY_TEX_UV) {
  1316. p_surface->uv_scale=scale;
  1317. }
  1318. if (ai==VS::ARRAY_TEX_UV2) {
  1319. p_surface->uv2_scale=scale;
  1320. }
  1321. }
  1322. } break;
  1323. case VS::ARRAY_WEIGHTS: {
  1324. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
  1325. DVector<real_t> array = p_arrays[ai];
  1326. ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
  1327. DVector<real_t>::Read read = array.read();
  1328. const real_t * src = read.ptr();
  1329. if (p_surface->array[VS::ARRAY_WEIGHTS].datatype==GL_UNSIGNED_SHORT) {
  1330. for (int i=0;i<p_surface->array_len;i++) {
  1331. GLushort data[VS::ARRAY_WEIGHTS_SIZE];
  1332. for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  1333. data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j]*65535,0,65535);
  1334. }
  1335. copymem(&p_mem[a.ofs+i*stride], data, a.size);
  1336. }
  1337. } else {
  1338. for (int i=0;i<p_surface->array_len;i++) {
  1339. GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
  1340. for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  1341. data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
  1342. }
  1343. copymem(&p_mem[a.ofs+i*stride], data, a.size);
  1344. }
  1345. }
  1346. } break;
  1347. case VS::ARRAY_BONES: {
  1348. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
  1349. DVector<int> array = p_arrays[ai];
  1350. ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
  1351. DVector<int>::Read read = array.read();
  1352. const int * src = read.ptr();
  1353. p_surface->max_bone=0;
  1354. if (p_surface->array[VS::ARRAY_BONES].datatype==GL_UNSIGNED_BYTE) {
  1355. for (int i=0;i<p_surface->array_len;i++) {
  1356. GLubyte data[VS::ARRAY_WEIGHTS_SIZE];
  1357. for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  1358. data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j],0,255);
  1359. p_surface->max_bone=MAX(data[j],p_surface->max_bone);
  1360. }
  1361. copymem(&p_mem[a.ofs+i*stride], data, a.size);
  1362. }
  1363. } else {
  1364. for (int i=0;i<p_surface->array_len;i++) {
  1365. GLushort data[VS::ARRAY_WEIGHTS_SIZE];
  1366. for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  1367. data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
  1368. p_surface->max_bone=MAX(data[j],p_surface->max_bone);
  1369. }
  1370. copymem(&p_mem[a.ofs+i*stride], data, a.size);
  1371. }
  1372. }
  1373. } break;
  1374. case VS::ARRAY_INDEX: {
  1375. ERR_FAIL_COND_V( p_surface->index_array_len<=0, ERR_INVALID_DATA );
  1376. ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );
  1377. DVector<int> indices = p_arrays[ai];
  1378. ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
  1379. ERR_FAIL_COND_V( indices.size() != p_surface->index_array_len, ERR_INVALID_PARAMETER );
  1380. /* determine wether using 16 or 32 bits indices */
  1381. DVector<int>::Read read = indices.read();
  1382. const int *src=read.ptr();
  1383. for (int i=0;i<p_surface->index_array_len;i++) {
  1384. if (a.size==2) {
  1385. uint16_t v=src[i];
  1386. copymem(&p_index_mem[i*a.size], &v, a.size);
  1387. } else {
  1388. uint32_t v=src[i];
  1389. copymem(&p_index_mem[i*a.size], &v, a.size);
  1390. }
  1391. }
  1392. } break;
  1393. default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);}
  1394. }
  1395. p_surface->configured_format|=(1<<ai);
  1396. }
  1397. return OK;
  1398. }
  1399. void RasterizerGLES2::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) {
  1400. ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?");
  1401. ERR_FAIL_V();
  1402. }
  1403. Array RasterizerGLES2::mesh_get_surface_arrays(RID p_mesh,int p_surface) const {
  1404. Mesh *mesh = mesh_owner.get( p_mesh );
  1405. ERR_FAIL_COND_V(!mesh,Array());
  1406. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
  1407. Surface *surface = mesh->surfaces[p_surface];
  1408. ERR_FAIL_COND_V( !surface, Array() );
  1409. return surface->data;
  1410. }
  1411. Array RasterizerGLES2::mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const{
  1412. Mesh *mesh = mesh_owner.get( p_mesh );
  1413. ERR_FAIL_COND_V(!mesh,Array());
  1414. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
  1415. Surface *surface = mesh->surfaces[p_surface];
  1416. ERR_FAIL_COND_V( !surface, Array() );
  1417. return surface->morph_data;
  1418. }
  1419. void RasterizerGLES2::mesh_set_morph_target_count(RID p_mesh,int p_amount) {
  1420. Mesh *mesh = mesh_owner.get( p_mesh );
  1421. ERR_FAIL_COND(!mesh);
  1422. ERR_FAIL_COND( mesh->surfaces.size()!=0 );
  1423. mesh->morph_target_count=p_amount;
  1424. }
  1425. int RasterizerGLES2::mesh_get_morph_target_count(RID p_mesh) const{
  1426. Mesh *mesh = mesh_owner.get( p_mesh );
  1427. ERR_FAIL_COND_V(!mesh,-1);
  1428. return mesh->morph_target_count;
  1429. }
  1430. void RasterizerGLES2::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode) {
  1431. ERR_FAIL_INDEX(p_mode,2);
  1432. Mesh *mesh = mesh_owner.get( p_mesh );
  1433. ERR_FAIL_COND(!mesh);
  1434. mesh->morph_target_mode=p_mode;
  1435. }
  1436. VS::MorphTargetMode RasterizerGLES2::mesh_get_morph_target_mode(RID p_mesh) const {
  1437. Mesh *mesh = mesh_owner.get( p_mesh );
  1438. ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED);
  1439. return mesh->morph_target_mode;
  1440. }
  1441. void RasterizerGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) {
  1442. Mesh *mesh = mesh_owner.get( p_mesh );
  1443. ERR_FAIL_COND(!mesh);
  1444. ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() );
  1445. Surface *surface = mesh->surfaces[p_surface];
  1446. ERR_FAIL_COND( !surface);
  1447. if (surface->material_owned && surface->material.is_valid())
  1448. free(surface->material);
  1449. surface->material_owned=p_owned;
  1450. surface->material=p_material;
  1451. }
  1452. RID RasterizerGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const {
  1453. Mesh *mesh = mesh_owner.get( p_mesh );
  1454. ERR_FAIL_COND_V(!mesh,RID());
  1455. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() );
  1456. Surface *surface = mesh->surfaces[p_surface];
  1457. ERR_FAIL_COND_V( !surface, RID() );
  1458. return surface->material;
  1459. }
  1460. int RasterizerGLES2::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
  1461. Mesh *mesh = mesh_owner.get( p_mesh );
  1462. ERR_FAIL_COND_V(!mesh,-1);
  1463. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
  1464. Surface *surface = mesh->surfaces[p_surface];
  1465. ERR_FAIL_COND_V( !surface, -1 );
  1466. return surface->array_len;
  1467. }
  1468. int RasterizerGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
  1469. Mesh *mesh = mesh_owner.get( p_mesh );
  1470. ERR_FAIL_COND_V(!mesh,-1);
  1471. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
  1472. Surface *surface = mesh->surfaces[p_surface];
  1473. ERR_FAIL_COND_V( !surface, -1 );
  1474. return surface->index_array_len;
  1475. }
  1476. uint32_t RasterizerGLES2::mesh_surface_get_format(RID p_mesh, int p_surface) const {
  1477. Mesh *mesh = mesh_owner.get( p_mesh );
  1478. ERR_FAIL_COND_V(!mesh,0);
  1479. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 );
  1480. Surface *surface = mesh->surfaces[p_surface];
  1481. ERR_FAIL_COND_V( !surface, 0 );
  1482. return surface->format;
  1483. }
  1484. VS::PrimitiveType RasterizerGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
  1485. Mesh *mesh = mesh_owner.get( p_mesh );
  1486. ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS);
  1487. ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS );
  1488. Surface *surface = mesh->surfaces[p_surface];
  1489. ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS );
  1490. return surface->primitive;
  1491. }
  1492. void RasterizerGLES2::mesh_remove_surface(RID p_mesh,int p_index) {
  1493. Mesh *mesh = mesh_owner.get( p_mesh );
  1494. ERR_FAIL_COND(!mesh);
  1495. ERR_FAIL_INDEX(p_index, mesh->surfaces.size() );
  1496. Surface *surface = mesh->surfaces[p_index];
  1497. ERR_FAIL_COND( !surface);
  1498. if (surface->vertex_id)
  1499. glDeleteBuffers(1,&surface->vertex_id);
  1500. if (surface->index_id)
  1501. glDeleteBuffers(1,&surface->index_id);
  1502. if (mesh->morph_target_count) {
  1503. for(int i=0;i<mesh->morph_target_count;i++)
  1504. memfree(surface->morph_targets_local[i].array);
  1505. memfree( surface->morph_targets_local );
  1506. }
  1507. memdelete( mesh->surfaces[p_index] );
  1508. mesh->surfaces.remove(p_index);
  1509. }
  1510. int RasterizerGLES2::mesh_get_surface_count(RID p_mesh) const {
  1511. Mesh *mesh = mesh_owner.get( p_mesh );
  1512. ERR_FAIL_COND_V(!mesh,-1);
  1513. return mesh->surfaces.size();
  1514. }
  1515. AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh) const {
  1516. Mesh *mesh = mesh_owner.get( p_mesh );
  1517. ERR_FAIL_COND_V(!mesh,AABB());
  1518. AABB aabb;
  1519. for (int i=0;i<mesh->surfaces.size();i++) {
  1520. if (i==0)
  1521. aabb=mesh->surfaces[i]->aabb;
  1522. else
  1523. aabb.merge_with(mesh->surfaces[i]->aabb);
  1524. }
  1525. return aabb;
  1526. }
  1527. /* MULTIMESH API */
  1528. RID RasterizerGLES2::multimesh_create() {
  1529. return multimesh_owner.make_rid( memnew( MultiMesh ));
  1530. }
  1531. void RasterizerGLES2::multimesh_set_instance_count(RID p_multimesh,int p_count) {
  1532. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1533. ERR_FAIL_COND(!multimesh);
  1534. //multimesh->elements.clear(); // make sure to delete everything, so it "fails" in all implementations
  1535. if (use_texture_instancing) {
  1536. if (nearest_power_of_2(p_count)!=nearest_power_of_2(multimesh->elements.size())) {
  1537. if (multimesh->tex_id) {
  1538. glDeleteTextures(1,&multimesh->tex_id);
  1539. multimesh->tex_id=0;
  1540. }
  1541. if (p_count) {
  1542. uint32_t po2 = nearest_power_of_2(p_count);
  1543. if (po2&0xAAAAAAAA) {
  1544. //half width
  1545. multimesh->tw=Math::sqrt(po2*2);
  1546. multimesh->th=multimesh->tw/2;
  1547. } else {
  1548. multimesh->tw=Math::sqrt(po2);
  1549. multimesh->th=multimesh->tw;
  1550. }
  1551. multimesh->tw*=4;
  1552. if (multimesh->th==0)
  1553. multimesh->th=1;
  1554. glGenTextures(1, &multimesh->tex_id);
  1555. glActiveTexture(GL_TEXTURE0);
  1556. glBindTexture(GL_TEXTURE_2D,multimesh->tex_id);
  1557. #ifdef GLEW_ENABLED
  1558. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
  1559. #else
  1560. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
  1561. #endif
  1562. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  1563. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  1564. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1565. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1566. //multimesh->pixel_size=1.0/ps;
  1567. glBindTexture(GL_TEXTURE_2D,0);
  1568. }
  1569. }
  1570. if (!multimesh->dirty_list.in_list()) {
  1571. _multimesh_dirty_list.add(&multimesh->dirty_list);
  1572. }
  1573. }
  1574. multimesh->elements.resize(p_count);
  1575. }
  1576. int RasterizerGLES2::multimesh_get_instance_count(RID p_multimesh) const {
  1577. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1578. ERR_FAIL_COND_V(!multimesh,-1);
  1579. return multimesh->elements.size();
  1580. }
  1581. void RasterizerGLES2::multimesh_set_mesh(RID p_multimesh,RID p_mesh) {
  1582. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1583. ERR_FAIL_COND(!multimesh);
  1584. multimesh->mesh=p_mesh;
  1585. }
  1586. void RasterizerGLES2::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) {
  1587. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1588. ERR_FAIL_COND(!multimesh);
  1589. multimesh->aabb=p_aabb;
  1590. }
  1591. void RasterizerGLES2::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) {
  1592. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1593. ERR_FAIL_COND(!multimesh);
  1594. ERR_FAIL_INDEX(p_index,multimesh->elements.size());
  1595. MultiMesh::Element &e=multimesh->elements[p_index];
  1596. e.matrix[0]=p_transform.basis.elements[0][0];
  1597. e.matrix[1]=p_transform.basis.elements[1][0];
  1598. e.matrix[2]=p_transform.basis.elements[2][0];
  1599. e.matrix[3]=0;
  1600. e.matrix[4]=p_transform.basis.elements[0][1];
  1601. e.matrix[5]=p_transform.basis.elements[1][1];
  1602. e.matrix[6]=p_transform.basis.elements[2][1];
  1603. e.matrix[7]=0;
  1604. e.matrix[8]=p_transform.basis.elements[0][2];
  1605. e.matrix[9]=p_transform.basis.elements[1][2];
  1606. e.matrix[10]=p_transform.basis.elements[2][2];
  1607. e.matrix[11]=0;
  1608. e.matrix[12]=p_transform.origin.x;
  1609. e.matrix[13]=p_transform.origin.y;
  1610. e.matrix[14]=p_transform.origin.z;
  1611. e.matrix[15]=1;
  1612. if (!multimesh->dirty_list.in_list()) {
  1613. _multimesh_dirty_list.add(&multimesh->dirty_list);
  1614. }
  1615. }
  1616. void RasterizerGLES2::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) {
  1617. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1618. ERR_FAIL_COND(!multimesh)
  1619. ERR_FAIL_INDEX(p_index,multimesh->elements.size());
  1620. MultiMesh::Element &e=multimesh->elements[p_index];
  1621. e.color[0]=CLAMP(p_color.r*255,0,255);
  1622. e.color[1]=CLAMP(p_color.g*255,0,255);
  1623. e.color[2]=CLAMP(p_color.b*255,0,255);
  1624. e.color[3]=CLAMP(p_color.a*255,0,255);
  1625. if (!multimesh->dirty_list.in_list()) {
  1626. _multimesh_dirty_list.add(&multimesh->dirty_list);
  1627. }
  1628. }
  1629. RID RasterizerGLES2::multimesh_get_mesh(RID p_multimesh) const {
  1630. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1631. ERR_FAIL_COND_V(!multimesh,RID());
  1632. return multimesh->mesh;
  1633. }
  1634. AABB RasterizerGLES2::multimesh_get_aabb(RID p_multimesh) const {
  1635. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1636. ERR_FAIL_COND_V(!multimesh,AABB());
  1637. return multimesh->aabb;
  1638. }
  1639. Transform RasterizerGLES2::multimesh_instance_get_transform(RID p_multimesh,int p_index) const {
  1640. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1641. ERR_FAIL_COND_V(!multimesh,Transform());
  1642. ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Transform());
  1643. MultiMesh::Element &e=multimesh->elements[p_index];
  1644. Transform tr;
  1645. tr.basis.elements[0][0]=e.matrix[0];
  1646. tr.basis.elements[1][0]=e.matrix[1];
  1647. tr.basis.elements[2][0]=e.matrix[2];
  1648. tr.basis.elements[0][1]=e.matrix[4];
  1649. tr.basis.elements[1][1]=e.matrix[5];
  1650. tr.basis.elements[2][1]=e.matrix[6];
  1651. tr.basis.elements[0][2]=e.matrix[8];
  1652. tr.basis.elements[1][2]=e.matrix[9];
  1653. tr.basis.elements[2][2]=e.matrix[10];
  1654. tr.origin.x=e.matrix[12];
  1655. tr.origin.y=e.matrix[13];
  1656. tr.origin.z=e.matrix[14];
  1657. return tr;
  1658. }
  1659. Color RasterizerGLES2::multimesh_instance_get_color(RID p_multimesh,int p_index) const {
  1660. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1661. ERR_FAIL_COND_V(!multimesh,Color());
  1662. ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Color());
  1663. MultiMesh::Element &e=multimesh->elements[p_index];
  1664. Color c;
  1665. c.r=e.color[0]/255.0;
  1666. c.g=e.color[1]/255.0;
  1667. c.b=e.color[2]/255.0;
  1668. c.a=e.color[3]/255.0;
  1669. return c;
  1670. }
  1671. void RasterizerGLES2::multimesh_set_visible_instances(RID p_multimesh,int p_visible) {
  1672. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1673. ERR_FAIL_COND(!multimesh);
  1674. multimesh->visible=p_visible;
  1675. }
  1676. int RasterizerGLES2::multimesh_get_visible_instances(RID p_multimesh) const {
  1677. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  1678. ERR_FAIL_COND_V(!multimesh,-1);
  1679. return multimesh->visible;
  1680. }
  1681. /* PARTICLES API */
  1682. RID RasterizerGLES2::particles_create() {
  1683. Particles *particles = memnew( Particles );
  1684. ERR_FAIL_COND_V(!particles,RID());
  1685. return particles_owner.make_rid(particles);
  1686. }
  1687. void RasterizerGLES2::particles_set_amount(RID p_particles, int p_amount) {
  1688. ERR_FAIL_COND(p_amount<1);
  1689. Particles* particles = particles_owner.get( p_particles );
  1690. ERR_FAIL_COND(!particles);
  1691. particles->data.amount=p_amount;
  1692. }
  1693. int RasterizerGLES2::particles_get_amount(RID p_particles) const {
  1694. Particles* particles = particles_owner.get( p_particles );
  1695. ERR_FAIL_COND_V(!particles,-1);
  1696. return particles->data.amount;
  1697. }
  1698. void RasterizerGLES2::particles_set_emitting(RID p_particles, bool p_emitting) {
  1699. Particles* particles = particles_owner.get( p_particles );
  1700. ERR_FAIL_COND(!particles);
  1701. particles->data.emitting=p_emitting;;
  1702. }
  1703. bool RasterizerGLES2::particles_is_emitting(RID p_particles) const {
  1704. const Particles* particles = particles_owner.get( p_particles );
  1705. ERR_FAIL_COND_V(!particles,false);
  1706. return particles->data.emitting;
  1707. }
  1708. void RasterizerGLES2::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) {
  1709. Particles* particles = particles_owner.get( p_particles );
  1710. ERR_FAIL_COND(!particles);
  1711. particles->data.visibility_aabb=p_visibility;
  1712. }
  1713. void RasterizerGLES2::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) {
  1714. Particles* particles = particles_owner.get( p_particles );
  1715. ERR_FAIL_COND(!particles);
  1716. particles->data.emission_half_extents=p_half_extents;
  1717. }
  1718. Vector3 RasterizerGLES2::particles_get_emission_half_extents(RID p_particles) const {
  1719. Particles* particles = particles_owner.get( p_particles );
  1720. ERR_FAIL_COND_V(!particles,Vector3());
  1721. return particles->data.emission_half_extents;
  1722. }
  1723. void RasterizerGLES2::particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity) {
  1724. Particles* particles = particles_owner.get( p_particles );
  1725. ERR_FAIL_COND(!particles);
  1726. particles->data.emission_base_velocity=p_base_velocity;
  1727. }
  1728. Vector3 RasterizerGLES2::particles_get_emission_base_velocity(RID p_particles) const {
  1729. Particles* particles = particles_owner.get( p_particles );
  1730. ERR_FAIL_COND_V(!particles,Vector3());
  1731. return particles->data.emission_base_velocity;
  1732. }
  1733. void RasterizerGLES2::particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points) {
  1734. Particles* particles = particles_owner.get( p_particles );
  1735. ERR_FAIL_COND(!particles);
  1736. particles->data.emission_points=p_points;
  1737. }
  1738. DVector<Vector3> RasterizerGLES2::particles_get_emission_points(RID p_particles) const {
  1739. Particles* particles = particles_owner.get( p_particles );
  1740. ERR_FAIL_COND_V(!particles,DVector<Vector3>());
  1741. return particles->data.emission_points;
  1742. }
  1743. void RasterizerGLES2::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) {
  1744. Particles* particles = particles_owner.get( p_particles );
  1745. ERR_FAIL_COND(!particles);
  1746. particles->data.gravity_normal=p_normal;
  1747. }
  1748. Vector3 RasterizerGLES2::particles_get_gravity_normal(RID p_particles) const {
  1749. Particles* particles = particles_owner.get( p_particles );
  1750. ERR_FAIL_COND_V(!particles,Vector3());
  1751. return particles->data.gravity_normal;
  1752. }
  1753. AABB RasterizerGLES2::particles_get_visibility_aabb(RID p_particles) const {
  1754. const Particles* particles = particles_owner.get( p_particles );
  1755. ERR_FAIL_COND_V(!particles,AABB());
  1756. return particles->data.visibility_aabb;
  1757. }
  1758. void RasterizerGLES2::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) {
  1759. ERR_FAIL_INDEX(p_variable,VS::PARTICLE_VAR_MAX);
  1760. Particles* particles = particles_owner.get( p_particles );
  1761. ERR_FAIL_COND(!particles);
  1762. particles->data.particle_vars[p_variable]=p_value;
  1763. }
  1764. float RasterizerGLES2::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {
  1765. const Particles* particles = particles_owner.get( p_particles );
  1766. ERR_FAIL_COND_V(!particles,-1);
  1767. return particles->data.particle_vars[p_variable];
  1768. }
  1769. void RasterizerGLES2::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) {
  1770. Particles* particles = particles_owner.get( p_particles );
  1771. ERR_FAIL_COND(!particles);
  1772. particles->data.particle_randomness[p_variable]=p_randomness;
  1773. }
  1774. float RasterizerGLES2::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {
  1775. const Particles* particles = particles_owner.get( p_particles );
  1776. ERR_FAIL_COND_V(!particles,-1);
  1777. return particles->data.particle_randomness[p_variable];
  1778. }
  1779. void RasterizerGLES2::particles_set_color_phases(RID p_particles, int p_phases) {
  1780. Particles* particles = particles_owner.get( p_particles );
  1781. ERR_FAIL_COND(!particles);
  1782. ERR_FAIL_COND( p_phases<0 || p_phases>VS::MAX_PARTICLE_COLOR_PHASES );
  1783. particles->data.color_phase_count=p_phases;
  1784. }
  1785. int RasterizerGLES2::particles_get_color_phases(RID p_particles) const {
  1786. Particles* particles = particles_owner.get( p_particles );
  1787. ERR_FAIL_COND_V(!particles,-1);
  1788. return particles->data.color_phase_count;
  1789. }
  1790. void RasterizerGLES2::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {
  1791. ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
  1792. if (p_pos<0.0)
  1793. p_pos=0.0;
  1794. if (p_pos>1.0)
  1795. p_pos=1.0;
  1796. Particles* particles = particles_owner.get( p_particles );
  1797. ERR_FAIL_COND(!particles);
  1798. particles->data.color_phases[p_phase].pos=p_pos;
  1799. }
  1800. float RasterizerGLES2::particles_get_color_phase_pos(RID p_particles, int p_phase) const {
  1801. ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, -1.0);
  1802. const Particles* particles = particles_owner.get( p_particles );
  1803. ERR_FAIL_COND_V(!particles,-1);
  1804. return particles->data.color_phases[p_phase].pos;
  1805. }
  1806. void RasterizerGLES2::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) {
  1807. ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
  1808. Particles* particles = particles_owner.get( p_particles );
  1809. ERR_FAIL_COND(!particles);
  1810. particles->data.color_phases[p_phase].color=p_color;
  1811. //update alpha
  1812. particles->has_alpha=false;
  1813. for(int i=0;i<VS::MAX_PARTICLE_COLOR_PHASES;i++) {
  1814. if (particles->data.color_phases[i].color.a<0.99)
  1815. particles->has_alpha=true;
  1816. }
  1817. }
  1818. Color RasterizerGLES2::particles_get_color_phase_color(RID p_particles, int p_phase) const {
  1819. ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, Color());
  1820. const Particles* particles = particles_owner.get( p_particles );
  1821. ERR_FAIL_COND_V(!particles,Color());
  1822. return particles->data.color_phases[p_phase].color;
  1823. }
  1824. void RasterizerGLES2::particles_set_attractors(RID p_particles, int p_attractors) {
  1825. Particles* particles = particles_owner.get( p_particles );
  1826. ERR_FAIL_COND(!particles);
  1827. ERR_FAIL_COND( p_attractors<0 || p_attractors>VisualServer::MAX_PARTICLE_ATTRACTORS );
  1828. particles->data.attractor_count=p_attractors;
  1829. }
  1830. int RasterizerGLES2::particles_get_attractors(RID p_particles) const {
  1831. Particles* particles = particles_owner.get( p_particles );
  1832. ERR_FAIL_COND_V(!particles,-1);
  1833. return particles->data.attractor_count;
  1834. }
  1835. void RasterizerGLES2::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) {
  1836. Particles* particles = particles_owner.get( p_particles );
  1837. ERR_FAIL_COND(!particles);
  1838. ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
  1839. particles->data.attractors[p_attractor].pos=p_pos;;
  1840. }
  1841. Vector3 RasterizerGLES2::particles_get_attractor_pos(RID p_particles,int p_attractor) const {
  1842. Particles* particles = particles_owner.get( p_particles );
  1843. ERR_FAIL_COND_V(!particles,Vector3());
  1844. ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,Vector3());
  1845. return particles->data.attractors[p_attractor].pos;
  1846. }
  1847. void RasterizerGLES2::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {
  1848. Particles* particles = particles_owner.get( p_particles );
  1849. ERR_FAIL_COND(!particles);
  1850. ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
  1851. particles->data.attractors[p_attractor].force=p_force;
  1852. }
  1853. float RasterizerGLES2::particles_get_attractor_strength(RID p_particles,int p_attractor) const {
  1854. Particles* particles = particles_owner.get( p_particles );
  1855. ERR_FAIL_COND_V(!particles,0);
  1856. ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,0);
  1857. return particles->data.attractors[p_attractor].force;
  1858. }
  1859. void RasterizerGLES2::particles_set_material(RID p_particles, RID p_material,bool p_owned) {
  1860. Particles* particles = particles_owner.get( p_particles );
  1861. ERR_FAIL_COND(!particles);
  1862. if (particles->material_owned && particles->material.is_valid())
  1863. free(particles->material);
  1864. particles->material_owned=p_owned;
  1865. particles->material=p_material;
  1866. }
  1867. RID RasterizerGLES2::particles_get_material(RID p_particles) const {
  1868. const Particles* particles = particles_owner.get( p_particles );
  1869. ERR_FAIL_COND_V(!particles,RID());
  1870. return particles->material;
  1871. }
  1872. void RasterizerGLES2::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
  1873. Particles* particles = particles_owner.get( p_particles );
  1874. ERR_FAIL_COND(!particles);
  1875. particles->data.local_coordinates=p_enable;
  1876. }
  1877. bool RasterizerGLES2::particles_is_using_local_coordinates(RID p_particles) const {
  1878. const Particles* particles = particles_owner.get( p_particles );
  1879. ERR_FAIL_COND_V(!particles,false);
  1880. return particles->data.local_coordinates;
  1881. }
  1882. bool RasterizerGLES2::particles_has_height_from_velocity(RID p_particles) const {
  1883. const Particles* particles = particles_owner.get( p_particles );
  1884. ERR_FAIL_COND_V(!particles,false);
  1885. return particles->data.height_from_velocity;
  1886. }
  1887. void RasterizerGLES2::particles_set_height_from_velocity(RID p_particles, bool p_enable) {
  1888. Particles* particles = particles_owner.get( p_particles );
  1889. ERR_FAIL_COND(!particles);
  1890. particles->data.height_from_velocity=p_enable;
  1891. }
  1892. AABB RasterizerGLES2::particles_get_aabb(RID p_particles) const {
  1893. const Particles* particles = particles_owner.get( p_particles );
  1894. ERR_FAIL_COND_V(!particles,AABB());
  1895. return particles->data.visibility_aabb;
  1896. }
  1897. /* SKELETON API */
  1898. RID RasterizerGLES2::skeleton_create() {
  1899. Skeleton *skeleton = memnew( Skeleton );
  1900. ERR_FAIL_COND_V(!skeleton,RID());
  1901. return skeleton_owner.make_rid( skeleton );
  1902. }
  1903. void RasterizerGLES2::skeleton_resize(RID p_skeleton,int p_bones) {
  1904. Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  1905. ERR_FAIL_COND(!skeleton);
  1906. if (p_bones == skeleton->bones.size()) {
  1907. return;
  1908. };
  1909. if (use_hw_skeleton_xform) {
  1910. if (nearest_power_of_2(p_bones)!=nearest_power_of_2(skeleton->bones.size())) {
  1911. if (skeleton->tex_id) {
  1912. glDeleteTextures(1,&skeleton->tex_id);
  1913. skeleton->tex_id=0;
  1914. }
  1915. if (p_bones) {
  1916. glGenTextures(1, &skeleton->tex_id);
  1917. glActiveTexture(GL_TEXTURE0);
  1918. glBindTexture(GL_TEXTURE_2D,skeleton->tex_id);
  1919. int ps = nearest_power_of_2(p_bones*3);
  1920. #ifdef GLEW_ENABLED
  1921. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
  1922. #else
  1923. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
  1924. #endif
  1925. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  1926. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  1927. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1928. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1929. skeleton->pixel_size=1.0/ps;
  1930. glBindTexture(GL_TEXTURE_2D,0);
  1931. }
  1932. }
  1933. if (!skeleton->dirty_list.in_list()) {
  1934. _skeleton_dirty_list.add(&skeleton->dirty_list);
  1935. }
  1936. }
  1937. skeleton->bones.resize(p_bones);
  1938. }
  1939. int RasterizerGLES2::skeleton_get_bone_count(RID p_skeleton) const {
  1940. Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  1941. ERR_FAIL_COND_V(!skeleton, -1);
  1942. return skeleton->bones.size();
  1943. }
  1944. void RasterizerGLES2::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) {
  1945. Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  1946. ERR_FAIL_COND(!skeleton);
  1947. ERR_FAIL_INDEX( p_bone, skeleton->bones.size() );
  1948. Skeleton::Bone &b = skeleton->bones[p_bone];
  1949. b.mtx[0][0]=p_transform.basis[0][0];
  1950. b.mtx[0][1]=p_transform.basis[1][0];
  1951. b.mtx[0][2]=p_transform.basis[2][0];
  1952. b.mtx[1][0]=p_transform.basis[0][1];
  1953. b.mtx[1][1]=p_transform.basis[1][1];
  1954. b.mtx[1][2]=p_transform.basis[2][1];
  1955. b.mtx[2][0]=p_transform.basis[0][2];
  1956. b.mtx[2][1]=p_transform.basis[1][2];
  1957. b.mtx[2][2]=p_transform.basis[2][2];
  1958. b.mtx[3][0]=p_transform.origin[0];
  1959. b.mtx[3][1]=p_transform.origin[1];
  1960. b.mtx[3][2]=p_transform.origin[2];
  1961. if (skeleton->tex_id) {
  1962. if (!skeleton->dirty_list.in_list()) {
  1963. _skeleton_dirty_list.add(&skeleton->dirty_list);
  1964. }
  1965. }
  1966. }
  1967. Transform RasterizerGLES2::skeleton_bone_get_transform(RID p_skeleton,int p_bone) {
  1968. Skeleton *skeleton = skeleton_owner.get( p_skeleton );
  1969. ERR_FAIL_COND_V(!skeleton, Transform());
  1970. ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() );
  1971. const Skeleton::Bone &b = skeleton->bones[p_bone];
  1972. Transform t;
  1973. t.basis[0][0]=b.mtx[0][0];
  1974. t.basis[1][0]=b.mtx[0][1];
  1975. t.basis[2][0]=b.mtx[0][2];
  1976. t.basis[0][1]=b.mtx[1][0];
  1977. t.basis[1][1]=b.mtx[1][1];
  1978. t.basis[2][1]=b.mtx[1][2];
  1979. t.basis[0][2]=b.mtx[2][0];
  1980. t.basis[1][2]=b.mtx[2][1];
  1981. t.basis[2][2]=b.mtx[2][2];
  1982. t.origin[0]=b.mtx[3][0];
  1983. t.origin[1]=b.mtx[3][1];
  1984. t.origin[2]=b.mtx[3][2];
  1985. return t;
  1986. }
  1987. /* LIGHT API */
  1988. RID RasterizerGLES2::light_create(VS::LightType p_type) {
  1989. Light *light = memnew( Light );
  1990. light->type=p_type;
  1991. return light_owner.make_rid(light);
  1992. }
  1993. VS::LightType RasterizerGLES2::light_get_type(RID p_light) const {
  1994. Light *light = light_owner.get(p_light);
  1995. ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI);
  1996. return light->type;
  1997. }
  1998. void RasterizerGLES2::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) {
  1999. Light *light = light_owner.get(p_light);
  2000. ERR_FAIL_COND(!light);
  2001. ERR_FAIL_INDEX( p_type, 3 );
  2002. light->colors[p_type]=p_color;
  2003. }
  2004. Color RasterizerGLES2::light_get_color(RID p_light,VS::LightColor p_type) const {
  2005. Light *light = light_owner.get(p_light);
  2006. ERR_FAIL_COND_V(!light, Color());
  2007. ERR_FAIL_INDEX_V( p_type, 3, Color() );
  2008. return light->colors[p_type];
  2009. }
  2010. void RasterizerGLES2::light_set_shadow(RID p_light,bool p_enabled) {
  2011. Light *light = light_owner.get(p_light);
  2012. ERR_FAIL_COND(!light);
  2013. light->shadow_enabled=p_enabled;
  2014. }
  2015. bool RasterizerGLES2::light_has_shadow(RID p_light) const {
  2016. Light *light = light_owner.get(p_light);
  2017. ERR_FAIL_COND_V(!light,false);
  2018. return light->shadow_enabled;
  2019. }
  2020. void RasterizerGLES2::light_set_volumetric(RID p_light,bool p_enabled) {
  2021. Light *light = light_owner.get(p_light);
  2022. ERR_FAIL_COND(!light);
  2023. light->volumetric_enabled=p_enabled;
  2024. }
  2025. bool RasterizerGLES2::light_is_volumetric(RID p_light) const {
  2026. Light *light = light_owner.get(p_light);
  2027. ERR_FAIL_COND_V(!light,false);
  2028. return light->volumetric_enabled;
  2029. }
  2030. void RasterizerGLES2::light_set_projector(RID p_light,RID p_texture) {
  2031. Light *light = light_owner.get(p_light);
  2032. ERR_FAIL_COND(!light);
  2033. light->projector=p_texture;
  2034. }
  2035. RID RasterizerGLES2::light_get_projector(RID p_light) const {
  2036. Light *light = light_owner.get(p_light);
  2037. ERR_FAIL_COND_V(!light,RID());
  2038. return light->projector;
  2039. }
  2040. void RasterizerGLES2::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {
  2041. Light * light = light_owner.get( p_light );
  2042. ERR_FAIL_COND(!light);
  2043. ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX );
  2044. light->vars[p_var]=p_value;
  2045. }
  2046. float RasterizerGLES2::light_get_var(RID p_light, VS::LightParam p_var) const {
  2047. Light * light = light_owner.get( p_light );
  2048. ERR_FAIL_COND_V(!light,0);
  2049. ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 );
  2050. return light->vars[p_var];
  2051. }
  2052. void RasterizerGLES2::light_set_operator(RID p_light,VS::LightOp p_op) {
  2053. };
  2054. VS::LightOp RasterizerGLES2::light_get_operator(RID p_light) const {
  2055. return VS::LightOp();
  2056. };
  2057. void RasterizerGLES2::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) {
  2058. Light * light = light_owner.get( p_light );
  2059. ERR_FAIL_COND(!light);
  2060. light->omni_shadow_mode=p_mode;
  2061. }
  2062. VS::LightOmniShadowMode RasterizerGLES2::light_omni_get_shadow_mode(RID p_light) const {
  2063. const Light * light = light_owner.get( p_light );
  2064. ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_DEFAULT);
  2065. return light->omni_shadow_mode;
  2066. }
  2067. void RasterizerGLES2::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode) {
  2068. Light * light = light_owner.get( p_light );
  2069. ERR_FAIL_COND(!light);
  2070. light->directional_shadow_mode=p_mode;
  2071. }
  2072. VS::LightDirectionalShadowMode RasterizerGLES2::light_directional_get_shadow_mode(RID p_light) const {
  2073. const Light * light = light_owner.get( p_light );
  2074. ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
  2075. return light->directional_shadow_mode;
  2076. }
  2077. void RasterizerGLES2::light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value) {
  2078. Light * light = light_owner.get( p_light );
  2079. ERR_FAIL_COND(!light);
  2080. light->directional_shadow_param[p_param]=p_value;
  2081. }
  2082. float RasterizerGLES2::light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const {
  2083. const Light * light = light_owner.get( p_light );
  2084. ERR_FAIL_COND_V(!light,0);
  2085. return light->directional_shadow_param[p_param];
  2086. }
  2087. AABB RasterizerGLES2::light_get_aabb(RID p_light) const {
  2088. Light *light = light_owner.get( p_light );
  2089. ERR_FAIL_COND_V(!light,AABB());
  2090. switch( light->type ) {
  2091. case VS::LIGHT_SPOT: {
  2092. float len=light->vars[VS::LIGHT_PARAM_RADIUS];
  2093. float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len;
  2094. return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
  2095. } break;
  2096. case VS::LIGHT_OMNI: {
  2097. float r = light->vars[VS::LIGHT_PARAM_RADIUS];
  2098. return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 );
  2099. } break;
  2100. case VS::LIGHT_DIRECTIONAL: {
  2101. return AABB();
  2102. } break;
  2103. default: {}
  2104. }
  2105. ERR_FAIL_V( AABB() );
  2106. }
  2107. RID RasterizerGLES2::light_instance_create(RID p_light) {
  2108. Light *light = light_owner.get( p_light );
  2109. ERR_FAIL_COND_V(!light, RID());
  2110. LightInstance *light_instance = memnew( LightInstance );
  2111. light_instance->light=p_light;
  2112. light_instance->base=light;
  2113. light_instance->last_pass=0;
  2114. return light_instance_owner.make_rid( light_instance );
  2115. }
  2116. void RasterizerGLES2::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) {
  2117. LightInstance *lighti = light_instance_owner.get( p_light_instance );
  2118. ERR_FAIL_COND(!lighti);
  2119. lighti->transform=p_transform;
  2120. }
  2121. Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_light_instance, bool p_far) const {
  2122. LightInstance *lighti = light_instance_owner.get( p_light_instance );
  2123. ERR_FAIL_COND_V(!lighti,Rasterizer::SHADOW_NONE);
  2124. switch(lighti->base->type) {
  2125. case VS::LIGHT_DIRECTIONAL: {
  2126. switch(lighti->base->directional_shadow_mode) {
  2127. case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
  2128. return SHADOW_ORTHOGONAL;
  2129. } break;
  2130. case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE:{
  2131. return SHADOW_PSM;
  2132. } break;
  2133. case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT:{
  2134. return SHADOW_PSSM;
  2135. } break;
  2136. }
  2137. }break;
  2138. case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break;
  2139. case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break;
  2140. }
  2141. return Rasterizer::SHADOW_NONE;
  2142. }
  2143. int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) const {
  2144. LightInstance *lighti = light_instance_owner.get( p_light_instance );
  2145. ERR_FAIL_COND_V(!lighti,0);
  2146. if (lighti->base->type==VS::LIGHT_OMNI || (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT))
  2147. return 2; // dp
  2148. else
  2149. return 1;
  2150. }
  2151. void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) {
  2152. LightInstance *lighti = light_instance_owner.get( p_light_instance );
  2153. ERR_FAIL_COND(!lighti);
  2154. ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL);
  2155. // ERR_FAIL_INDEX(p_index,1);
  2156. if (p_index==0) {
  2157. lighti->custom_projection=p_camera;
  2158. lighti->custom_transform=p_transform;
  2159. //Plane p(0,0,-p_split_far,1);
  2160. //p=camera_projection.xform4(p);
  2161. //lighti->shadow_split=p.normal.z/p.d;
  2162. lighti->shadow_split=1.0/p_split_far;
  2163. //lighti->shadow_split=-p_split_far;
  2164. } else {
  2165. lighti->custom_projection2=p_camera;
  2166. lighti->custom_transform2=p_transform;
  2167. lighti->shadow_split2=p_split_far;
  2168. }
  2169. }
  2170. int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const{
  2171. LightInstance *lighti = light_instance_owner.get( p_light_instance );
  2172. ERR_FAIL_COND_V(!lighti,1);
  2173. ERR_FAIL_COND_V(!lighti->near_shadow_buffer,256);
  2174. return lighti->near_shadow_buffer->size/2;
  2175. }
  2176. void RasterizerGLES2::shadow_clear_near() {
  2177. for(int i=0;i<near_shadow_buffers.size();i++) {
  2178. if (near_shadow_buffers[i].owner)
  2179. near_shadow_buffers[i].owner->clear_near_shadow_buffers();
  2180. }
  2181. }
  2182. bool RasterizerGLES2::shadow_allocate_near(RID p_light) {
  2183. if (!use_shadow_mapping || !use_framebuffers)
  2184. return false;
  2185. LightInstance *li = light_instance_owner.get(p_light);
  2186. ERR_FAIL_COND_V(!li,false);
  2187. ERR_FAIL_COND_V( li->near_shadow_buffer, false);
  2188. int skip=0;
  2189. if (framebuffer.active) {
  2190. int sc = framebuffer.scale;
  2191. while(sc>1) {
  2192. sc/=2;
  2193. skip++;
  2194. }
  2195. }
  2196. for(int i=0;i<near_shadow_buffers.size();i++) {
  2197. if (skip>0) {
  2198. skip--;
  2199. continue;
  2200. }
  2201. if (near_shadow_buffers[i].owner!=NULL)
  2202. continue;
  2203. near_shadow_buffers[i].owner=li;
  2204. li->near_shadow_buffer=&near_shadow_buffers[i];
  2205. return true;
  2206. }
  2207. return false;
  2208. }
  2209. bool RasterizerGLES2::shadow_allocate_far(RID p_light) {
  2210. return false;
  2211. }
  2212. /* PARTICLES INSTANCE */
  2213. RID RasterizerGLES2::particles_instance_create(RID p_particles) {
  2214. ERR_FAIL_COND_V(!particles_owner.owns(p_particles),RID());
  2215. ParticlesInstance *particles_instance = memnew( ParticlesInstance );
  2216. ERR_FAIL_COND_V(!particles_instance, RID() );
  2217. particles_instance->particles=p_particles;
  2218. return particles_instance_owner.make_rid(particles_instance);
  2219. }
  2220. void RasterizerGLES2::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) {
  2221. ParticlesInstance *particles_instance=particles_instance_owner.get(p_particles_instance);
  2222. ERR_FAIL_COND(!particles_instance);
  2223. particles_instance->transform=p_transform;
  2224. }
  2225. RID RasterizerGLES2::viewport_data_create() {
  2226. ViewportData *vd = memnew( ViewportData );
  2227. glActiveTexture(GL_TEXTURE0);
  2228. glGenFramebuffers(1, &vd->lum_fbo);
  2229. glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo);
  2230. glGenTextures(1, &vd->lum_color);
  2231. glBindTexture(GL_TEXTURE_2D, vd->lum_color);
  2232. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  2233. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  2234. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2235. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2236. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
  2237. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  2238. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  2239. GL_TEXTURE_2D, vd->lum_color, 0);
  2240. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  2241. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  2242. DEBUG_TEST_ERROR("Viewport Data Init");
  2243. if (status != GL_FRAMEBUFFER_COMPLETE) {
  2244. WARN_PRINT("Can't create framebuffer for vd");
  2245. }
  2246. return viewport_data_owner.make_rid(vd);
  2247. }
  2248. RID RasterizerGLES2::render_target_create(){
  2249. RenderTarget *rt = memnew( RenderTarget );
  2250. rt->fbo=0;
  2251. rt->width=0;
  2252. rt->height=0;
  2253. rt->last_pass=0;
  2254. Texture *texture = memnew(Texture);
  2255. texture->active=false;
  2256. texture->total_data_size=0;
  2257. texture->render_target=rt;
  2258. rt->texture_ptr=texture;
  2259. rt->texture=texture_owner.make_rid( texture );
  2260. rt->texture_ptr->active=false;
  2261. return render_target_owner.make_rid(rt);
  2262. }
  2263. void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int p_height){
  2264. RenderTarget *rt = render_target_owner.get(p_render_target);
  2265. if (p_width==rt->width && p_height==rt->height)
  2266. return;
  2267. if (rt->width!=0 && rt->height!=0) {
  2268. glDeleteFramebuffers(1,&rt->fbo);
  2269. glDeleteRenderbuffers(1,&rt->depth);
  2270. glDeleteTextures(1,&rt->color);
  2271. rt->fbo=0;
  2272. rt->width=0;
  2273. rt->height=0;
  2274. rt->texture_ptr->tex_id=0;
  2275. rt->texture_ptr->active=false;
  2276. }
  2277. if (p_width==0 || p_height==0)
  2278. return;
  2279. rt->width=p_width;
  2280. rt->height=p_height;
  2281. //fbo
  2282. glGenFramebuffers(1, &rt->fbo);
  2283. glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
  2284. //depth
  2285. glGenRenderbuffers(1, &rt->depth);
  2286. glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
  2287. glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height);
  2288. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
  2289. //color
  2290. glGenTextures(1, &rt->color);
  2291. glBindTexture(GL_TEXTURE_2D, rt->color);
  2292. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  2293. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  2294. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  2295. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  2296. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  2297. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
  2298. rt->texture_ptr->tex_id=rt->color;
  2299. rt->texture_ptr->active=true;
  2300. rt->texture_ptr->width=p_width;
  2301. rt->texture_ptr->height=p_height;
  2302. #
  2303. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  2304. if (status != GL_FRAMEBUFFER_COMPLETE) {
  2305. glDeleteRenderbuffers(1,&rt->fbo);
  2306. glDeleteTextures(1,&rt->depth);
  2307. glDeleteTextures(1,&rt->color);
  2308. rt->fbo=0;
  2309. rt->width=0;
  2310. rt->height=0;
  2311. rt->color=0;
  2312. rt->depth=0;
  2313. rt->texture_ptr->tex_id=0;
  2314. rt->texture_ptr->active=false;
  2315. WARN_PRINT("Could not create framebuffer!!");
  2316. }
  2317. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  2318. }
  2319. RID RasterizerGLES2::render_target_get_texture(RID p_render_target) const{
  2320. const RenderTarget *rt = render_target_owner.get(p_render_target);
  2321. ERR_FAIL_COND_V(!rt,RID());
  2322. return rt->texture;
  2323. }
  2324. bool RasterizerGLES2::render_target_renedered_in_frame(RID p_render_target){
  2325. RenderTarget *rt = render_target_owner.get(p_render_target);
  2326. ERR_FAIL_COND_V(!rt,false);
  2327. return rt->last_pass==frame;
  2328. }
  2329. /* RENDER API */
  2330. /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
  2331. void RasterizerGLES2::begin_frame() {
  2332. _update_framebuffer();
  2333. glDepthFunc(GL_LEQUAL);
  2334. glFrontFace(GL_CW);
  2335. //fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
  2336. canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
  2337. window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );
  2338. double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec
  2339. time/=1000.0; // make secs
  2340. time_delta=time-last_time;
  2341. last_time=time;
  2342. frame++;
  2343. clear_viewport(Color(1,0,0.5));
  2344. _rinfo.vertex_count=0;
  2345. _rinfo.object_count=0;
  2346. _rinfo.mat_change_count=0;
  2347. _rinfo.shader_change_count=0;
  2348. _rinfo.ci_draw_commands=0;
  2349. _rinfo.surface_count=0;
  2350. _rinfo.draw_calls=0;
  2351. _update_fixed_materials();
  2352. while(_shader_dirty_list.first()) {
  2353. _update_shader(_shader_dirty_list.first()->self());
  2354. }
  2355. while(_skeleton_dirty_list.first()) {
  2356. Skeleton *s=_skeleton_dirty_list.first()->self();
  2357. float *sk_float = (float*)skinned_buffer;
  2358. for(int i=0;i<s->bones.size();i++) {
  2359. float *m = &sk_float[i*12];
  2360. const Skeleton::Bone &b=s->bones[i];
  2361. m[0]=b.mtx[0][0];
  2362. m[1]=b.mtx[1][0];
  2363. m[2]=b.mtx[2][0];
  2364. m[3]=b.mtx[3][0];
  2365. m[4]=b.mtx[0][1];
  2366. m[5]=b.mtx[1][1];
  2367. m[6]=b.mtx[2][1];
  2368. m[7]=b.mtx[3][1];
  2369. m[8]=b.mtx[0][2];
  2370. m[9]=b.mtx[1][2];
  2371. m[10]=b.mtx[2][2];
  2372. m[11]=b.mtx[3][2];
  2373. }
  2374. glActiveTexture(GL_TEXTURE0);
  2375. glBindTexture(GL_TEXTURE_2D,s->tex_id);
  2376. glTexSubImage2D(GL_TEXTURE_2D,0,0,0,nearest_power_of_2(s->bones.size()*3),1,GL_RGBA,GL_FLOAT,sk_float);
  2377. _skeleton_dirty_list.remove( _skeleton_dirty_list.first() );
  2378. }
  2379. while(_multimesh_dirty_list.first()) {
  2380. MultiMesh *s=_multimesh_dirty_list.first()->self();
  2381. float *sk_float = (float*)skinned_buffer;
  2382. for(int i=0;i<s->elements.size();i++) {
  2383. float *m = &sk_float[i*16];
  2384. const float *im=s->elements[i].matrix;
  2385. for(int j=0;j<16;j++) {
  2386. m[j]=im[j];
  2387. }
  2388. }
  2389. glActiveTexture(GL_TEXTURE0);
  2390. glBindTexture(GL_TEXTURE_2D,s->tex_id);
  2391. glTexSubImage2D(GL_TEXTURE_2D,0,0,0,s->tw,s->th,GL_RGBA,GL_FLOAT,sk_float);
  2392. _multimesh_dirty_list.remove( _multimesh_dirty_list.first() );
  2393. }
  2394. draw_next_frame=false;
  2395. // material_shader.set_uniform_default(MaterialShaderGLES2::SCREENZ_SCALE, Math::fmod(time, 3600.0));
  2396. /* nehe ?*/
  2397. // glClearColor(0,0,1,1);
  2398. // glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
  2399. }
  2400. void RasterizerGLES2::capture_viewport(Image* r_capture) {
  2401. #if 0
  2402. DVector<uint8_t> pixels;
  2403. pixels.resize(viewport.width*viewport.height*3);
  2404. DVector<uint8_t>::Write w = pixels.write();
  2405. #ifdef GLEW_ENABLED
  2406. glReadBuffer(GL_COLOR_ATTACHMENT0);
  2407. #endif
  2408. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  2409. if (current_rt)
  2410. glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr() );
  2411. else
  2412. glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr());
  2413. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  2414. w=DVector<uint8_t>::Write();
  2415. r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB,pixels);
  2416. #else
  2417. DVector<uint8_t> pixels;
  2418. pixels.resize(viewport.width*viewport.height*4);
  2419. DVector<uint8_t>::Write w = pixels.write();
  2420. glPixelStorei(GL_PACK_ALIGNMENT, 4);
  2421. if (current_rt) {
  2422. #ifdef GLEW_ENABLED
  2423. glReadBuffer(GL_COLOR_ATTACHMENT0);
  2424. #endif
  2425. glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr() );
  2426. } else {
  2427. // back?
  2428. glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr());
  2429. }
  2430. w=DVector<uint8_t>::Write();
  2431. r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGBA,pixels);
  2432. r_capture->flip_y();
  2433. #endif
  2434. }
  2435. void RasterizerGLES2::clear_viewport(const Color& p_color) {
  2436. if (current_rt) {
  2437. glScissor( 0, 0, viewport.width, viewport.height );
  2438. } else {
  2439. glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  2440. }
  2441. glEnable(GL_SCISSOR_TEST);
  2442. glClearColor(p_color.r,p_color.g,p_color.b,1.0);
  2443. glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
  2444. glDisable(GL_SCISSOR_TEST);
  2445. };
  2446. void RasterizerGLES2::set_render_target(RID p_render_target) {
  2447. if (!p_render_target.is_valid()) {
  2448. glBindFramebuffer(GL_FRAMEBUFFER,base_framebuffer);
  2449. current_rt=NULL;
  2450. } else {
  2451. RenderTarget *rt = render_target_owner.get(p_render_target);
  2452. ERR_FAIL_COND(!rt);
  2453. ERR_FAIL_COND(rt->fbo==0);
  2454. glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo);
  2455. current_rt=rt;
  2456. }
  2457. }
  2458. void RasterizerGLES2::set_viewport(const VS::ViewportRect& p_viewport) {
  2459. viewport=p_viewport;
  2460. //viewport.width/=2;
  2461. //viewport.height/=2;
  2462. //print_line("viewport: "+itos(p_viewport.x)+","+itos(p_viewport.y)+","+itos(p_viewport.width)+","+itos(p_viewport.height));
  2463. if (current_rt) {
  2464. glViewport( 0, 0,viewport.width, viewport.height );
  2465. } else {
  2466. glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  2467. }
  2468. }
  2469. void RasterizerGLES2::begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug) {
  2470. current_debug=p_debug;
  2471. opaque_render_list.clear();
  2472. alpha_render_list.clear();
  2473. light_instance_count=0;
  2474. current_env = p_env.is_valid() ? environment_owner.get(p_env) : NULL;
  2475. scene_pass++;
  2476. last_light_id=0;
  2477. directional_light_count=0;
  2478. lights_use_shadow=false;
  2479. texscreen_used=false;
  2480. current_vd=viewport_data_owner.get(p_viewport_data);
  2481. if (current_debug==VS::SCENARIO_DEBUG_WIREFRAME) {
  2482. #ifdef GLEW_ENABLED
  2483. glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  2484. #endif
  2485. }
  2486. //set state
  2487. glCullFace(GL_FRONT);
  2488. cull_front=true;
  2489. };
  2490. void RasterizerGLES2::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) {
  2491. ERR_FAIL_COND(shadow);
  2492. shadow = light_instance_owner.get(p_light_instance);
  2493. shadow_pass=p_shadow_pass;
  2494. ERR_FAIL_COND(!shadow);
  2495. opaque_render_list.clear();
  2496. alpha_render_list.clear();
  2497. // pre_zpass_render_list.clear();
  2498. light_instance_count=0;
  2499. glCullFace(GL_FRONT);
  2500. cull_front=true;
  2501. }
  2502. void RasterizerGLES2::set_camera(const Transform& p_world,const CameraMatrix& p_projection) {
  2503. camera_transform=p_world;
  2504. camera_transform_inverse=camera_transform.inverse();
  2505. camera_projection=p_projection;
  2506. camera_plane = Plane( camera_transform.origin, camera_transform.basis.get_axis(2) );
  2507. camera_z_near=camera_projection.get_z_near();
  2508. camera_z_far=camera_projection.get_z_far();
  2509. camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y);
  2510. }
  2511. void RasterizerGLES2::add_light( RID p_light_instance ) {
  2512. #define LIGHT_FADE_TRESHOLD 0.05
  2513. ERR_FAIL_COND( light_instance_count >= MAX_SCENE_LIGHTS );
  2514. LightInstance *li = light_instance_owner.get(p_light_instance);
  2515. ERR_FAIL_COND(!li);
  2516. switch(li->base->type) {
  2517. case VS::LIGHT_DIRECTIONAL: {
  2518. ERR_FAIL_COND( directional_light_count >= RenderList::MAX_LIGHTS);
  2519. directional_lights[directional_light_count++]=li;
  2520. if (li->base->shadow_enabled) {
  2521. CameraMatrix bias;
  2522. bias.set_light_bias();
  2523. Transform modelview=Transform(camera_transform_inverse * li->custom_transform).inverse();
  2524. li->shadow_projection = bias * li->custom_projection * modelview;
  2525. Transform modelview2=Transform(camera_transform_inverse * li->custom_transform2).inverse();
  2526. li->shadow_projection2 = bias * li->custom_projection2 * modelview2;
  2527. lights_use_shadow=true;
  2528. }
  2529. } break;
  2530. case VS::LIGHT_OMNI: {
  2531. if (li->base->shadow_enabled) {
  2532. li->shadow_projection = Transform(camera_transform_inverse * li->transform).inverse();
  2533. lights_use_shadow=true;
  2534. }
  2535. } break;
  2536. case VS::LIGHT_SPOT: {
  2537. if (li->base->shadow_enabled) {
  2538. CameraMatrix bias;
  2539. bias.set_light_bias();
  2540. Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
  2541. li->shadow_projection = bias * li->projection * modelview;
  2542. lights_use_shadow=true;
  2543. }
  2544. } break;
  2545. }
  2546. /* make light hash */
  2547. // actually, not really a hash, but helps to sort the lights
  2548. // and avoid recompiling redudant shader versions
  2549. li->last_pass=scene_pass;
  2550. li->sort_key=light_instance_count;
  2551. light_instances[light_instance_count++]=li;
  2552. }
  2553. void RasterizerGLES2::_update_shader( Shader* p_shader) const {
  2554. _shader_dirty_list.remove( &p_shader->dirty_list );
  2555. p_shader->valid=false;
  2556. p_shader->uniforms.clear();
  2557. Vector<StringName> uniform_names;
  2558. String vertex_code;
  2559. String vertex_globals;
  2560. ShaderCompilerGLES2::Flags flags;
  2561. if (p_shader->mode==VS::SHADER_MATERIAL) {
  2562. Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,flags,&p_shader->uniforms);
  2563. if (err) {
  2564. return; //invalid
  2565. }
  2566. }
  2567. //print_line("compiled vertex: "+vertex_code);
  2568. //print_line("compiled vertex globals: "+vertex_globals);
  2569. //print_line("UCV: "+itos(p_shader->uniforms.size()));
  2570. String fragment_code;
  2571. String fragment_globals;
  2572. Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,flags,&p_shader->uniforms);
  2573. if (err) {
  2574. return; //invalid
  2575. }
  2576. //print_line("compiled fragment: "+fragment_code);
  2577. //print_line("compiled fragment globals: "+fragment_globals);
  2578. //print_line("UCF: "+itos(p_shader->uniforms.size()));
  2579. for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_shader->uniforms.front();E;E=E->next()) {
  2580. uniform_names.push_back("_"+String(E->key()));
  2581. }
  2582. if (p_shader->mode==VS::SHADER_MATERIAL) {
  2583. //print_line("setting code to id.. "+itos(p_shader->custom_code_id));
  2584. Vector<const char*> enablers;
  2585. if (flags.use_color_interp)
  2586. enablers.push_back("#define ENABLE_COLOR_INTERP\n");
  2587. if (flags.use_uv_interp)
  2588. enablers.push_back("#define ENABLE_UV_INTERP\n");
  2589. if (flags.use_uv2_interp)
  2590. enablers.push_back("#define ENABLE_UV2_INTERP\n");
  2591. if (flags.use_tangent_interp)
  2592. enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
  2593. if (flags.use_var1_interp)
  2594. enablers.push_back("#define ENABLE_VAR1_INTERP\n");
  2595. if (flags.use_var2_interp)
  2596. enablers.push_back("#define ENABLE_VAR2_INTERP\n");
  2597. if (flags.uses_texscreen) {
  2598. enablers.push_back("#define ENABLE_TEXSCREEN\n");
  2599. }
  2600. if (flags.uses_screen_uv) {
  2601. enablers.push_back("#define ENABLE_SCREEN_UV\n");
  2602. }
  2603. material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names,enablers);
  2604. } else {
  2605. //postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
  2606. }
  2607. p_shader->valid=true;
  2608. p_shader->has_alpha=flags.uses_alpha || flags.uses_texscreen;
  2609. p_shader->has_texscreen=flags.uses_texscreen;
  2610. p_shader->has_screen_uv=flags.uses_screen_uv;
  2611. p_shader->can_zpass=!flags.uses_discard && !flags.vertex_code_writes_vertex;
  2612. p_shader->version++;
  2613. }
  2614. void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner) {
  2615. Material *m=NULL;
  2616. RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override : p_geometry->material;
  2617. #ifdef DEBUG_ENABLED
  2618. if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
  2619. m_src=overdraw_material;
  2620. }
  2621. #endif
  2622. if (m_src)
  2623. m=material_owner.get( m_src );
  2624. if (!m) {
  2625. m=material_owner.get( default_material );
  2626. }
  2627. ERR_FAIL_COND(!m);
  2628. if (m->last_pass!=frame) {
  2629. if (m->shader.is_valid()) {
  2630. m->shader_cache=shader_owner.get(m->shader);
  2631. if (m->shader_cache) {
  2632. if (!m->shader_cache->valid) {
  2633. m->shader_cache=NULL;
  2634. } else {
  2635. if (m->shader_cache->has_texscreen)
  2636. texscreen_used=true;
  2637. }
  2638. } else {
  2639. m->shader=RID();
  2640. }
  2641. } else {
  2642. m->shader_cache=NULL;
  2643. }
  2644. m->last_pass=frame;
  2645. }
  2646. LightInstance *lights[RenderList::MAX_LIGHTS];
  2647. RenderList *render_list=NULL;
  2648. bool has_alpha = m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || (m->shader_cache && m->shader_cache->has_alpha) || m->flags[VS::MATERIAL_FLAG_ONTOP];
  2649. if (shadow) {
  2650. if (has_alpha)
  2651. return; //bye
  2652. if (true) {
  2653. m = shadow_mat_ptr; //for now do this always
  2654. if (m->last_pass!=frame) {
  2655. if (m->shader.is_valid()) {
  2656. m->shader_cache=shader_owner.get(m->shader);
  2657. if (m->shader_cache) {
  2658. if (!m->shader_cache->valid)
  2659. m->shader_cache=NULL;
  2660. } else {
  2661. m->shader=RID();
  2662. }
  2663. } else {
  2664. m->shader_cache=NULL;
  2665. }
  2666. m->last_pass=frame;
  2667. }
  2668. }
  2669. render_list = &opaque_render_list;
  2670. /* notyet
  2671. if (!m->shader_cache || m->shader_cache->can_zpass)
  2672. render_list = &alpha_render_list;
  2673. } else {
  2674. render_list = &opaque_render_list;
  2675. }*/
  2676. } else {
  2677. if (has_alpha) {
  2678. render_list = &alpha_render_list;
  2679. } else {
  2680. render_list = &opaque_render_list;
  2681. }
  2682. }
  2683. RenderList::Element *e = render_list->add_element();
  2684. e->geometry=p_geometry;
  2685. e->geometry_cmp=p_geometry_cmp;
  2686. e->material=m;
  2687. e->instance=p_instance;
  2688. //e->depth=camera_plane.distance_to(p_world->origin);
  2689. e->depth=camera_transform.origin.distance_to(p_instance->transform.origin);
  2690. e->owner=p_owner;
  2691. e->light_type=0;
  2692. e->additive=false;
  2693. e->additive_ptr=&e->additive;
  2694. e->sort_flags=0;
  2695. if (p_instance->skeleton.is_valid()) {
  2696. e->skeleton=skeleton_owner.get(p_instance->skeleton);
  2697. if (!e->skeleton)
  2698. const_cast<InstanceData*>(p_instance)->skeleton=RID();
  2699. else
  2700. e->sort_flags|=RenderList::SORT_FLAG_SKELETON;
  2701. } else {
  2702. e->skeleton=NULL;
  2703. }
  2704. if (e->geometry->type==Geometry::GEOMETRY_MULTISURFACE)
  2705. e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;
  2706. e->mirror=p_instance->mirror;
  2707. if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
  2708. e->mirror=!e->mirror;
  2709. e->light_type=0xFF; // no lights!
  2710. e->light=0xFFFF;
  2711. if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED]) {
  2712. e->light_type=0x7F; //unshaded is zero
  2713. } else {
  2714. //setup lights
  2715. uint16_t light_count=0;
  2716. uint16_t sort_key[4];
  2717. uint8_t light_types[4];
  2718. int dlc = MIN(directional_light_count,RenderList::MAX_LIGHTS);;
  2719. light_count=dlc;
  2720. for(int i=0;i<dlc;i++) {
  2721. sort_key[i]=directional_lights[i]->sort_key;
  2722. light_types[i]=VS::LIGHT_DIRECTIONAL;
  2723. if (directional_lights[i]->base->shadow_enabled) {
  2724. light_types[i]|=0x8;
  2725. if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT)
  2726. light_types[i]|=0x10;
  2727. }
  2728. }
  2729. const RID *liptr = p_instance->light_instances.ptr();
  2730. int ilc=p_instance->light_instances.size();
  2731. for(int i=0;i<ilc;i++) {
  2732. if (light_count>=RenderList::MAX_LIGHTS)
  2733. break;
  2734. LightInstance *li=light_instance_owner.get( liptr[i] );
  2735. if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene
  2736. continue;
  2737. light_types[light_count]=li->base->type;
  2738. if (li->base->shadow_enabled)
  2739. light_types[light_count]|=0x8;
  2740. sort_key[light_count++]=li->sort_key;
  2741. }
  2742. for(int i=0;i<light_count;i++) {
  2743. RenderList::Element *ec;
  2744. if (i>0) {
  2745. ec = render_list->add_element();
  2746. memcpy(ec,e,sizeof(RenderList::Element));
  2747. } else {
  2748. ec=e;
  2749. }
  2750. ec->light_type=light_types[i];
  2751. ec->light=sort_key[i];
  2752. ec->additive_ptr=&e->additive;
  2753. }
  2754. }
  2755. DEBUG_TEST_ERROR("Add Geometry");
  2756. }
  2757. void RasterizerGLES2::add_mesh( const RID& p_mesh, const InstanceData *p_data) {
  2758. Mesh *mesh = mesh_owner.get(p_mesh);
  2759. ERR_FAIL_COND(!mesh);
  2760. int ssize = mesh->surfaces.size();
  2761. for (int i=0;i<ssize;i++) {
  2762. Surface *s = mesh->surfaces[i];
  2763. _add_geometry(s,p_data,s,NULL);
  2764. }
  2765. mesh->last_pass=frame;
  2766. }
  2767. void RasterizerGLES2::add_multimesh( const RID& p_multimesh, const InstanceData *p_data){
  2768. MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
  2769. ERR_FAIL_COND(!multimesh);
  2770. if (!multimesh->mesh.is_valid())
  2771. return;
  2772. if (multimesh->elements.empty())
  2773. return;
  2774. Mesh *mesh = mesh_owner.get(multimesh->mesh);
  2775. ERR_FAIL_COND(!mesh);
  2776. int surf_count = mesh->surfaces.size();
  2777. if (multimesh->last_pass!=scene_pass) {
  2778. multimesh->cache_surfaces.resize(surf_count);
  2779. for(int i=0;i<surf_count;i++) {
  2780. multimesh->cache_surfaces[i].material=mesh->surfaces[i]->material;
  2781. multimesh->cache_surfaces[i].has_alpha=mesh->surfaces[i]->has_alpha;
  2782. multimesh->cache_surfaces[i].surface=mesh->surfaces[i];
  2783. }
  2784. multimesh->last_pass=scene_pass;
  2785. }
  2786. for(int i=0;i<surf_count;i++) {
  2787. _add_geometry(&multimesh->cache_surfaces[i],p_data,multimesh->cache_surfaces[i].surface,multimesh);
  2788. }
  2789. }
  2790. void RasterizerGLES2::add_particles( const RID& p_particle_instance, const InstanceData *p_data){
  2791. //print_line("adding particles");
  2792. ParticlesInstance *particles_instance = particles_instance_owner.get(p_particle_instance);
  2793. ERR_FAIL_COND(!particles_instance);
  2794. Particles *p=particles_owner.get( particles_instance->particles );
  2795. ERR_FAIL_COND(!p);
  2796. _add_geometry(p,p_data,p,particles_instance);
  2797. draw_next_frame=true;
  2798. }
  2799. void RasterizerGLES2::_set_cull(bool p_front,bool p_reverse_cull) {
  2800. bool front = p_front;
  2801. if (p_reverse_cull)
  2802. front=!front;
  2803. if (front!=cull_front) {
  2804. glCullFace(front?GL_FRONT:GL_BACK);
  2805. cull_front=front;
  2806. }
  2807. }
  2808. _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_material) const {
  2809. Map<StringName,Material::UniformData> old_mparams=p_material->shader_params;
  2810. Map<StringName,Material::UniformData> &mparams=p_material->shader_params;
  2811. mparams.clear();
  2812. int idx=0;
  2813. for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_material->shader_cache->uniforms.front();E;E=E->next()) {
  2814. Material::UniformData ud;
  2815. bool keep=true;
  2816. if (!old_mparams.has(E->key()))
  2817. keep=false;
  2818. else if (old_mparams[E->key()].value.get_type()!=E->value().default_value.get_type()) {
  2819. if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
  2820. if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures
  2821. keep=false;
  2822. } else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type())
  2823. keep=false;
  2824. }
  2825. if (keep) {
  2826. ud.value=old_mparams[E->key()].value;
  2827. //print_line("KEEP: "+String(E->key()));
  2828. } else {
  2829. ud.value=E->value().default_value;
  2830. //print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
  2831. //if (old_mparams.has(E->key()))
  2832. // print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type()));
  2833. }
  2834. ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
  2835. ud.index=idx++;
  2836. mparams[E->key()]=ud;
  2837. }
  2838. p_material->shader_version=p_material->shader_cache->version;
  2839. }
  2840. bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light) {
  2841. if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) {
  2842. glDisable(GL_CULL_FACE);
  2843. } else {
  2844. glEnable(GL_CULL_FACE);
  2845. }
  2846. //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  2847. /*
  2848. if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
  2849. glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
  2850. else
  2851. glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  2852. */
  2853. if (p_material->line_width)
  2854. glLineWidth(p_material->line_width);
  2855. //all goes to false by default
  2856. material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL);
  2857. material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,use_shadow_pcf);
  2858. //material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,true);
  2859. if (!shadow) {
  2860. bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
  2861. bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW];
  2862. if (current_depth_mask!=depth_write) {
  2863. current_depth_mask=depth_write;
  2864. glDepthMask( depth_write );
  2865. }
  2866. if (current_depth_test!=depth_test) {
  2867. current_depth_test=depth_test;
  2868. if(depth_test)
  2869. glEnable(GL_DEPTH_TEST);
  2870. else
  2871. glDisable(GL_DEPTH_TEST);
  2872. }
  2873. material_shader.set_conditional(MaterialShaderGLES2::USE_FOG,current_env && current_env->fx_enabled[VS::ENV_FX_FOG]);
  2874. //glDepthMask( true );
  2875. }
  2876. DEBUG_TEST_ERROR("Pre Shader Bind");
  2877. bool rebind=false;
  2878. if (p_material->shader_cache && p_material->shader_cache->valid) {
  2879. // // reduce amount of conditional compilations
  2880. // for(int i=0;i<_tex_version_count;i++)
  2881. // material_shader.set_conditional((MaterialShaderGLES2::Conditionals)_tex_version[i],false);
  2882. // material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
  2883. if (p_material->shader_version!=p_material->shader_cache->version) {
  2884. //shader changed somehow, must update uniforms
  2885. _update_material_shader_params((Material*)p_material);
  2886. }
  2887. material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
  2888. rebind = material_shader.bind();
  2889. DEBUG_TEST_ERROR("Shader Bind");
  2890. //set uniforms!
  2891. int texcoord=0;
  2892. for (Map<StringName,Material::UniformData>::Element *E=p_material->shader_params.front();E;E=E->next()) {
  2893. if (E->get().index<0)
  2894. continue;
  2895. if (E->get().istexture) {
  2896. //clearly a texture..
  2897. RID rid = E->get().value;
  2898. int loc = material_shader.get_custom_uniform_location(E->get().index); //should be automatic..
  2899. Texture *t=NULL;
  2900. if (rid.is_valid()) {
  2901. t=texture_owner.get(rid);
  2902. if (!t)
  2903. E->get().value=RID(); //nullify, invalid texture
  2904. }
  2905. glActiveTexture(GL_TEXTURE0+texcoord);
  2906. glUniform1i(loc,texcoord); //TODO - this could happen automatically on compile...
  2907. if (t) {
  2908. if (t->render_target)
  2909. t->render_target->last_pass=frame;
  2910. glBindTexture(t->target,t->tex_id);
  2911. } else
  2912. glBindTexture(GL_TEXTURE_2D,white_tex); //no texture
  2913. texcoord++;
  2914. } else {
  2915. material_shader.set_custom_uniform(E->get().index,E->get().value);
  2916. }
  2917. }
  2918. if (p_material->shader_cache->has_texscreen && framebuffer.active) {
  2919. material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
  2920. material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX,texcoord);
  2921. glActiveTexture(GL_TEXTURE0+texcoord);
  2922. glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
  2923. }
  2924. if (p_material->shader_cache->has_screen_uv) {
  2925. material_shader.set_uniform(MaterialShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
  2926. }
  2927. DEBUG_TEST_ERROR("Material arameters");
  2928. } else {
  2929. material_shader.set_custom_shader(0);
  2930. rebind = material_shader.bind();
  2931. DEBUG_TEST_ERROR("Shader bind2");
  2932. }
  2933. if (shadow) {
  2934. float zofs = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET];
  2935. float zslope = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE];
  2936. if (shadow_pass>=1 && shadow->base->type==VS::LIGHT_DIRECTIONAL) {
  2937. float m = Math::pow(shadow->base->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE],shadow_pass);
  2938. zofs*=m;
  2939. zslope*=m;
  2940. }
  2941. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_OFFSET,zofs);
  2942. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_SLOPE_SCALE,zslope);
  2943. if (shadow->base->type==VS::LIGHT_OMNI)
  2944. material_shader.set_uniform(MaterialShaderGLES2::DUAL_PARABOLOID,shadow->dp);
  2945. DEBUG_TEST_ERROR("Shadow uniforms");
  2946. }
  2947. if (current_env && current_env->fx_enabled[VS::ENV_FX_FOG]) {
  2948. Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR];
  2949. Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR];
  2950. float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN];
  2951. float zf = camera_z_far;
  2952. float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION];
  2953. material_shader.set_uniform(MaterialShaderGLES2::FOG_PARAMS,Vector3(from,zf,curve));
  2954. material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_BEGIN,Vector3(col_begin.r,col_begin.g,col_begin.b));
  2955. material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END,Vector3(col_end.r,col_end.g,col_end.b));
  2956. }
  2957. material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,p_no_const_light?0.0:1.0);
  2958. //material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0));
  2959. //if uses TIME - draw_next_frame=true
  2960. return rebind;
  2961. }
  2962. void RasterizerGLES2::_setup_light(uint16_t p_light) {
  2963. if (shadow)
  2964. return;
  2965. if (p_light==0xFFFF)
  2966. return;
  2967. enum {
  2968. VL_LIGHT_POS,
  2969. VL_LIGHT_DIR,
  2970. VL_LIGHT_ATTENUATION,
  2971. VL_LIGHT_SPOT_ATTENUATION,
  2972. VL_LIGHT_AMBIENT,
  2973. VL_LIGHT_DIFFUSE,
  2974. VL_LIGHT_SPECULAR,
  2975. VL_LIGHT_MAX
  2976. };
  2977. static const MaterialShaderGLES2::Uniforms light_uniforms[VL_LIGHT_MAX]={
  2978. MaterialShaderGLES2::LIGHT_POS,
  2979. MaterialShaderGLES2::LIGHT_DIRECTION,
  2980. MaterialShaderGLES2::LIGHT_ATTENUATION,
  2981. MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
  2982. MaterialShaderGLES2::LIGHT_AMBIENT,
  2983. MaterialShaderGLES2::LIGHT_DIFFUSE,
  2984. MaterialShaderGLES2::LIGHT_SPECULAR,
  2985. };
  2986. GLfloat light_data[VL_LIGHT_MAX][3];
  2987. memset(light_data,0,(VL_LIGHT_MAX)*3*sizeof(GLfloat));
  2988. LightInstance *li=light_instances[p_light];
  2989. Light *l=li->base;
  2990. for(int j=0;j<3;j++) {
  2991. light_data[VL_LIGHT_AMBIENT][j]=l->colors[VS::LIGHT_COLOR_AMBIENT][j];
  2992. light_data[VL_LIGHT_DIFFUSE][j]=l->colors[VS::LIGHT_COLOR_DIFFUSE][j];
  2993. light_data[VL_LIGHT_SPECULAR][j]=l->colors[VS::LIGHT_COLOR_SPECULAR][j];
  2994. }
  2995. if (l->type!=VS::LIGHT_OMNI) {
  2996. Vector3 dir = -li->transform.get_basis().get_axis(2);
  2997. dir = camera_transform_inverse.basis.xform(dir).normalized();
  2998. for(int j=0;j<3;j++)
  2999. light_data[VL_LIGHT_DIR][j]=dir[j];
  3000. }
  3001. if (l->type!=VS::LIGHT_DIRECTIONAL) {
  3002. Vector3 pos = li->transform.get_origin();
  3003. pos = camera_transform_inverse.xform(pos);
  3004. for(int j=0;j<3;j++)
  3005. light_data[VL_LIGHT_POS][j]=pos[j];
  3006. }
  3007. if (li->near_shadow_buffer) {
  3008. glActiveTexture(GL_TEXTURE7);
  3009. //if (read_depth_supported) {
  3010. glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth);
  3011. //} else {
  3012. //}
  3013. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection);
  3014. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size);
  3015. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,7);
  3016. if (li->base->type==VS::LIGHT_DIRECTIONAL && li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT) {
  3017. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection2);
  3018. material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,li->shadow_split);
  3019. //print_line("shadow split: "+rtos(li->shadow_split));
  3020. }
  3021. material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]);
  3022. //matrix
  3023. }
  3024. light_data[VL_LIGHT_ATTENUATION][0]=l->vars[VS::LIGHT_PARAM_ENERGY];
  3025. light_data[VL_LIGHT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_RADIUS];
  3026. light_data[VL_LIGHT_ATTENUATION][2]=l->vars[VS::LIGHT_PARAM_ATTENUATION];
  3027. light_data[VL_LIGHT_SPOT_ATTENUATION][0]=Math::cos(Math::deg2rad(l->vars[VS::LIGHT_PARAM_SPOT_ANGLE]));
  3028. light_data[VL_LIGHT_SPOT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION];
  3029. //int uf = material_shader.get_uniform(MaterialShaderGLES2::LIGHT_PARAMS);
  3030. for(int i=0;i<VL_LIGHT_MAX;i++) {
  3031. glUniform3f( material_shader.get_uniform(light_uniforms[i]),light_data[i][0],light_data[i][1],light_data[i][2]);
  3032. }
  3033. }
  3034. template<bool USE_NORMAL, bool USE_TANGENT>
  3035. void RasterizerGLES2::_skeleton_xform(const uint8_t * p_src_array, int p_src_stride, uint8_t * p_dst_array, int p_dst_stride, int p_elements,const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms) {
  3036. uint32_t basesize = 3;
  3037. if (USE_NORMAL)
  3038. basesize+=3;
  3039. if (USE_TANGENT)
  3040. basesize+=4;
  3041. uint32_t extra=(p_dst_stride-basesize*4);
  3042. for(int i=0;i<p_elements;i++) {
  3043. uint32_t ss = p_src_stride*i;
  3044. uint32_t ds = p_dst_stride*i;
  3045. const uint16_t *bi = (const uint16_t*)&p_src_bones[ss];
  3046. const float *bw = (const float *)&p_src_weights[ss];
  3047. const float *src_vec=(const float *)&p_src_array[ss];
  3048. float *dst_vec=(float*)&p_dst_array[ds];
  3049. dst_vec[0]=0.0;
  3050. dst_vec[1]=0.0;
  3051. dst_vec[2]=0.0;
  3052. //conditionals simply removed by optimizer
  3053. if (USE_NORMAL) {
  3054. dst_vec[3]=0.0;
  3055. dst_vec[4]=0.0;
  3056. dst_vec[5]=0.0;
  3057. if (USE_TANGENT) {
  3058. dst_vec[6]=0.0;
  3059. dst_vec[7]=0.0;
  3060. dst_vec[8]=0.0;
  3061. dst_vec[9]=src_vec[9];
  3062. }
  3063. } else {
  3064. if (USE_TANGENT) {
  3065. dst_vec[3]=0.0;
  3066. dst_vec[4]=0.0;
  3067. dst_vec[5]=0.0;
  3068. dst_vec[6]=src_vec[6];
  3069. }
  3070. }
  3071. #define _XFORM_BONE(m_idx)\
  3072. if (bw[m_idx]==0)\
  3073. goto end;\
  3074. p_bone_xforms[bi[m_idx]].transform_add_mul3(&src_vec[0],&dst_vec[0],bw[m_idx]);\
  3075. if (USE_NORMAL) {\
  3076. p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
  3077. if (USE_TANGENT) {\
  3078. p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[6],&dst_vec[6],bw[m_idx]);\
  3079. }\
  3080. } else {\
  3081. if (USE_TANGENT) {\
  3082. p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
  3083. }\
  3084. }
  3085. _XFORM_BONE(0);
  3086. _XFORM_BONE(1);
  3087. _XFORM_BONE(2);
  3088. _XFORM_BONE(3);
  3089. end:
  3090. //copy extra stuff
  3091. const uint8_t *esp =(const uint8_t*) &src_vec[basesize];
  3092. uint8_t *edp =(uint8_t*) &dst_vec[basesize];
  3093. for(uint32_t j=0;j<extra;j++) {
  3094. edp[j]=esp[j];
  3095. }
  3096. }
  3097. }
  3098. Error RasterizerGLES2::_setup_geometry(const Geometry *p_geometry, const Material* p_material, const Skeleton *p_skeleton,const float *p_morphs) {
  3099. switch(p_geometry->type) {
  3100. case Geometry::GEOMETRY_MULTISURFACE:
  3101. case Geometry::GEOMETRY_SURFACE: {
  3102. const Surface *surf=NULL;
  3103. if (p_geometry->type==Geometry::GEOMETRY_SURFACE)
  3104. surf=static_cast<const Surface*>(p_geometry);
  3105. else if (p_geometry->type==Geometry::GEOMETRY_MULTISURFACE)
  3106. surf=static_cast<const MultiMeshSurface*>(p_geometry)->surface;
  3107. if (surf->format != surf->configured_format) {
  3108. if (OS::get_singleton()->is_stdout_verbose()) {
  3109. print_line("has format: "+itos(surf->format));
  3110. print_line("configured format: "+itos(surf->configured_format));
  3111. }
  3112. ERR_EXPLAIN("Missing arrays (not set) in surface");
  3113. }
  3114. ERR_FAIL_COND_V( surf->format != surf->configured_format, ERR_UNCONFIGURED );
  3115. uint8_t *base=0;
  3116. int stride=surf->stride;
  3117. bool use_VBO = (surf->array_local==0);
  3118. _setup_geometry_vinfo=surf->array_len;
  3119. bool skeleton_valid = p_skeleton && (surf->format&VS::ARRAY_FORMAT_BONES) && (surf->format&VS::ARRAY_FORMAT_WEIGHTS) && !p_skeleton->bones.empty() && p_skeleton->bones.size() > surf->max_bone;
  3120. /*
  3121. if (surf->packed) {
  3122. float scales[4]={surf->vertex_scale,surf->uv_scale,surf->uv2_scale,0.0};
  3123. glVertexAttrib4fv( 7, scales );
  3124. } else {
  3125. glVertexAttrib4f( 7, 1,1,1,1 );
  3126. }*/
  3127. if (!use_VBO) {
  3128. DEBUG_TEST_ERROR("Draw NO VBO");
  3129. base = surf->array_local;
  3130. glBindBuffer(GL_ARRAY_BUFFER, 0);
  3131. bool can_copy_to_local=surf->local_stride * surf->array_len <= skinned_buffer_size;
  3132. if (!can_copy_to_local)
  3133. skeleton_valid=false;
  3134. /* compute morphs */
  3135. if (p_morphs && surf->morph_target_count && can_copy_to_local) {
  3136. base = skinned_buffer;
  3137. stride=surf->local_stride;
  3138. //copy all first
  3139. float coef=1.0;
  3140. for(int i=0;i<surf->morph_target_count;i++) {
  3141. if (surf->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED)
  3142. coef-=p_morphs[i];
  3143. ERR_FAIL_COND_V( surf->morph_format != surf->morph_targets_local[i].configured_format, ERR_INVALID_DATA );
  3144. }
  3145. for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  3146. const Surface::ArrayData& ad=surf->array[i];
  3147. if (ad.size==0)
  3148. continue;
  3149. int ofs = ad.ofs;
  3150. int src_stride=surf->stride;
  3151. int dst_stride=surf->local_stride;
  3152. int count = surf->array_len;
  3153. switch(i) {
  3154. case VS::ARRAY_VERTEX:
  3155. case VS::ARRAY_NORMAL:
  3156. case VS::ARRAY_TANGENT:
  3157. {
  3158. for(int k=0;k<count;k++) {
  3159. const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
  3160. float *dst = (float*)&base[ofs+k*dst_stride];
  3161. dst[0]= src[0]*coef;
  3162. dst[1]= src[1]*coef;
  3163. dst[2]= src[2]*coef;
  3164. } break;
  3165. } break;
  3166. case VS::ARRAY_TEX_UV:
  3167. case VS::ARRAY_TEX_UV2: {
  3168. for(int k=0;k<count;k++) {
  3169. const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
  3170. float *dst = (float*)&base[ofs+k*dst_stride];
  3171. dst[0]= src[0]*coef;
  3172. dst[1]= src[1]*coef;
  3173. } break;
  3174. } break;
  3175. }
  3176. }
  3177. for(int j=0;j<surf->morph_target_count;j++) {
  3178. for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  3179. const Surface::ArrayData& ad=surf->array[i];
  3180. if (ad.size==0)
  3181. continue;
  3182. int ofs = ad.ofs;
  3183. int dst_stride=surf->local_stride;
  3184. int count = surf->array_len;
  3185. const uint8_t *morph=surf->morph_targets_local[j].array;
  3186. float w = p_morphs[j];
  3187. switch(i) {
  3188. case VS::ARRAY_VERTEX:
  3189. case VS::ARRAY_NORMAL:
  3190. case VS::ARRAY_TANGENT:
  3191. {
  3192. for(int k=0;k<count;k++) {
  3193. const float *src_morph = (const float*)&morph[ofs+k*dst_stride];
  3194. float *dst = (float*)&base[ofs+k*dst_stride];
  3195. dst[0]+= src_morph[0]*w;
  3196. dst[1]+= src_morph[1]*w;
  3197. dst[2]+= src_morph[2]*w;
  3198. } break;
  3199. } break;
  3200. case VS::ARRAY_TEX_UV:
  3201. case VS::ARRAY_TEX_UV2: {
  3202. for(int k=0;k<count;k++) {
  3203. const float *src_morph = (const float*)&morph[ofs+k*dst_stride];
  3204. float *dst = (float*)&base[ofs+k*dst_stride];
  3205. dst[0]+= src_morph[0]*w;
  3206. dst[1]+= src_morph[1]*w;
  3207. } break;
  3208. } break;
  3209. }
  3210. }
  3211. }
  3212. #if 0
  3213. {
  3214. //in-place skeleton tansformation, only used for morphs, slow.
  3215. //should uptimize some day....
  3216. const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
  3217. const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
  3218. int src_stride = surf->stride;
  3219. int count = surf->array_len;
  3220. const Transform *skeleton = &p_skeleton->bones[0];
  3221. for(int i=0;i<VS::ARRAY_MAX-1;i++) {
  3222. const Surface::ArrayData& ad=surf->array[i];
  3223. if (ad.size==0)
  3224. continue;
  3225. int ofs = ad.ofs;
  3226. switch(i) {
  3227. case VS::ARRAY_VERTEX: {
  3228. for(int k=0;k<count;k++) {
  3229. float *ptr= (float*)&base[ofs+k*stride];
  3230. const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
  3231. const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
  3232. Vector3 src( ptr[0], ptr[1], ptr[2] );
  3233. Vector3 dst;
  3234. for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  3235. float w = weights[j];
  3236. if (w==0)
  3237. break;
  3238. //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
  3239. int bidx = Math::fast_ftoi(bones[j]);
  3240. dst+=skeleton[ bidx ].xform(src) * w;
  3241. }
  3242. ptr[0]=dst.x;
  3243. ptr[1]=dst.y;
  3244. ptr[2]=dst.z;
  3245. } break;
  3246. } break;
  3247. case VS::ARRAY_NORMAL:
  3248. case VS::ARRAY_TANGENT: {
  3249. for(int k=0;k<count;k++) {
  3250. float *ptr= (float*)&base[ofs+k*stride];
  3251. const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
  3252. const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
  3253. Vector3 src( ptr[0], ptr[1], ptr[2] );
  3254. Vector3 dst;
  3255. for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
  3256. float w = weights[j];
  3257. if (w==0)
  3258. break;
  3259. //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
  3260. int bidx=Math::fast_ftoi(bones[j]);
  3261. dst+=skeleton[ bidx ].basis.xform(src) * w;
  3262. }
  3263. ptr[0]=dst.x;
  3264. ptr[1]=dst.y;
  3265. ptr[2]=dst.z;
  3266. } break;
  3267. } break;
  3268. }
  3269. }
  3270. }
  3271. #endif
  3272. } else if (skeleton_valid) {
  3273. base = skinned_buffer;
  3274. //copy stuff and get it ready for the skeleton
  3275. int src_stride = surf->stride;
  3276. int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size );
  3277. const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
  3278. const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
  3279. const Skeleton::Bone *skeleton = &p_skeleton->bones[0];
  3280. if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT)
  3281. _skeleton_xform<true,true>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  3282. else if (surf->format&(VS::ARRAY_FORMAT_NORMAL))
  3283. _skeleton_xform<true,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  3284. else if (surf->format&(VS::ARRAY_FORMAT_TANGENT))
  3285. _skeleton_xform<false,true>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  3286. else
  3287. _skeleton_xform<false,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
  3288. stride=dst_stride;
  3289. }
  3290. } else {
  3291. glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
  3292. };
  3293. for (int i=0;i<(VS::ARRAY_MAX-1);i++) {
  3294. const Surface::ArrayData& ad=surf->array[i];
  3295. // if (!gl_texcoord_shader[i])
  3296. // continue;
  3297. if (ad.size==0 || ! ad.bind) {
  3298. glDisableVertexAttribArray(i);
  3299. if (i == VS::ARRAY_COLOR) {
  3300. _set_color_attrib(Color(1, 1, 1,1));
  3301. };
  3302. //print_line("disable: "+itos(i));
  3303. continue; // this one is disabled.
  3304. }
  3305. glEnableVertexAttribArray(i);
  3306. // print_line("set: "+itos(i)+" - count: "+itos(ad.count)+" datatype: "+itos(ad.datatype)+" ofs: "+itos(ad.ofs)+" stride: "+itos(stride)+" total len: "+itos(surf->array_len));
  3307. glVertexAttribPointer(i, ad.count, ad.datatype, ad.normalize, stride, &base[ad.ofs]);
  3308. }
  3309. #ifdef GLEW_ENABLED
  3310. //"desktop" opengl needs this.
  3311. if (surf->primitive==VS::PRIMITIVE_POINTS) {
  3312. glEnable(GL_POINT_SPRITE);
  3313. glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
  3314. } else {
  3315. glDisable(GL_POINT_SPRITE);
  3316. glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  3317. }
  3318. #endif
  3319. } break;
  3320. default: break;
  3321. };
  3322. return OK;
  3323. };
  3324. static const GLenum gl_primitive[]={
  3325. GL_POINTS,
  3326. GL_LINES,
  3327. GL_LINE_STRIP,
  3328. GL_LINE_LOOP,
  3329. GL_TRIANGLES,
  3330. GL_TRIANGLE_STRIP,
  3331. GL_TRIANGLE_FAN
  3332. };
  3333. void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform) {
  3334. _rinfo.object_count++;
  3335. switch(p_geometry->type) {
  3336. case Geometry::GEOMETRY_SURFACE: {
  3337. Surface *s = (Surface*)p_geometry;
  3338. _rinfo.vertex_count+=s->array_len;
  3339. if (s->index_array_len>0) {
  3340. if (s->index_array_local) {
  3341. //print_line("LOCAL F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
  3342. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  3343. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, s->index_array_local);
  3344. } else {
  3345. // print_line("indices: "+itos(s->index_array_local) );
  3346. //print_line("VBO F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
  3347. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  3348. glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  3349. }
  3350. } else {
  3351. glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  3352. };
  3353. _rinfo.draw_calls++;
  3354. } break;
  3355. case Geometry::GEOMETRY_MULTISURFACE: {
  3356. material_shader.bind_uniforms();
  3357. Surface *s = static_cast<const MultiMeshSurface*>(p_geometry)->surface;
  3358. const MultiMesh *mm = static_cast<const MultiMesh*>(p_owner);
  3359. int element_count=mm->elements.size();
  3360. if (element_count==0)
  3361. return;
  3362. const MultiMesh::Element *elements=&mm->elements[0];
  3363. _rinfo.vertex_count+=s->array_len*element_count;
  3364. _rinfo.draw_calls+=element_count;
  3365. if (use_texture_instancing) {
  3366. //this is probably the fastest all around way if vertex texture fetch is supported
  3367. float twd=(1.0/mm->tw)*4.0;
  3368. float thd=1.0/mm->th;
  3369. float parm[3]={0.0,01.0,(1.0f/mm->tw)};
  3370. glActiveTexture(GL_TEXTURE6);
  3371. glDisableVertexAttribArray(6);
  3372. glBindTexture(GL_TEXTURE_2D,mm->tex_id);
  3373. if (s->index_array_len>0) {
  3374. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  3375. for(int i=0;i<element_count;i++) {
  3376. parm[0]=(i%(mm->tw>>2))*twd;
  3377. parm[1]=(i/(mm->tw>>2))*thd;
  3378. glVertexAttrib3fv(6,parm);
  3379. glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  3380. }
  3381. } else {
  3382. for(int i=0;i<element_count;i++) {
  3383. //parm[0]=(i%(mm->tw>>2))*twd;
  3384. //parm[1]=(i/(mm->tw>>2))*thd;
  3385. glVertexAttrib3fv(6,parm);
  3386. glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  3387. }
  3388. };
  3389. } else if (use_attribute_instancing) {
  3390. //if not, using atributes instead of uniforms can be really fast in forward rendering architectures
  3391. if (s->index_array_len>0) {
  3392. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  3393. for(int i=0;i<element_count;i++) {
  3394. glVertexAttrib4fv(8,&elements[i].matrix[0]);
  3395. glVertexAttrib4fv(9,&elements[i].matrix[4]);
  3396. glVertexAttrib4fv(10,&elements[i].matrix[8]);
  3397. glVertexAttrib4fv(11,&elements[i].matrix[12]);
  3398. glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  3399. }
  3400. } else {
  3401. for(int i=0;i<element_count;i++) {
  3402. glVertexAttrib4fv(8,&elements[i].matrix[0]);
  3403. glVertexAttrib4fv(9,&elements[i].matrix[4]);
  3404. glVertexAttrib4fv(10,&elements[i].matrix[8]);
  3405. glVertexAttrib4fv(11,&elements[i].matrix[12]);
  3406. glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  3407. }
  3408. };
  3409. } else {
  3410. //nothing to do, slow path (hope no hardware has to use it... but you never know)
  3411. if (s->index_array_len>0) {
  3412. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
  3413. for(int i=0;i<element_count;i++) {
  3414. glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
  3415. glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
  3416. }
  3417. } else {
  3418. for(int i=0;i<element_count;i++) {
  3419. glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
  3420. glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
  3421. }
  3422. };
  3423. }
  3424. } break;
  3425. case Geometry::GEOMETRY_PARTICLES: {
  3426. //print_line("particulinas");
  3427. const Particles *particles = static_cast<const Particles*>( p_geometry );
  3428. ERR_FAIL_COND(!p_owner);
  3429. ParticlesInstance *particles_instance = (ParticlesInstance*)p_owner;
  3430. ParticleSystemProcessSW &pp = particles_instance->particles_process;
  3431. float td = time_delta; //MIN(time_delta,1.0/10.0);
  3432. pp.process(&particles->data,particles_instance->transform,td);
  3433. ERR_EXPLAIN("A parameter in the particle system is not correct.");
  3434. ERR_FAIL_COND(!pp.valid);
  3435. Transform camera;
  3436. if (shadow)
  3437. camera=shadow->transform;
  3438. else
  3439. camera=camera_transform;
  3440. particle_draw_info.prepare(&particles->data,&pp,particles_instance->transform,camera);
  3441. _rinfo.draw_calls+=particles->data.amount;
  3442. _rinfo.vertex_count+=4*particles->data.amount;
  3443. {
  3444. static const Vector3 points[4]={
  3445. Vector3(-1.0,1.0,0),
  3446. Vector3(1.0,1.0,0),
  3447. Vector3(1.0,-1.0,0),
  3448. Vector3(-1.0,-1.0,0)
  3449. };
  3450. static const Vector3 uvs[4]={
  3451. Vector3(0.0,0.0,0.0),
  3452. Vector3(1.0,0.0,0.0),
  3453. Vector3(1.0,1.0,0.0),
  3454. Vector3(0,1.0,0.0)
  3455. };
  3456. static const Vector3 normals[4]={
  3457. Vector3(0,0,1),
  3458. Vector3(0,0,1),
  3459. Vector3(0,0,1),
  3460. Vector3(0,0,1)
  3461. };
  3462. static const Plane tangents[4]={
  3463. Plane(Vector3(1,0,0),0),
  3464. Plane(Vector3(1,0,0),0),
  3465. Plane(Vector3(1,0,0),0),
  3466. Plane(Vector3(1,0,0),0)
  3467. };
  3468. for(int i=0;i<particles->data.amount;i++) {
  3469. ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo=*particle_draw_info.draw_info_order[i];
  3470. if (!pinfo.data->active)
  3471. continue;
  3472. material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, pinfo.transform);
  3473. _set_color_attrib(pinfo.color);
  3474. _draw_primitive(4,points,normals,NULL,uvs,tangents);
  3475. }
  3476. }
  3477. } break;
  3478. default: break;
  3479. };
  3480. };
  3481. void RasterizerGLES2::_setup_shader_params(const Material *p_material) {
  3482. int idx=0;
  3483. int tex_idx=0;
  3484. #if 0
  3485. for(Map<StringName,Variant>::Element *E=p_material->shader_cache->params.front();E;E=E->next(),idx++) {
  3486. Variant v; //
  3487. v = E->get();
  3488. const Map<StringName,Variant>::Element *F=p_material->shader_params.find(E->key());
  3489. if (F)
  3490. v=F->get();
  3491. switch(v.get_type() ) {
  3492. case Variant::OBJECT:
  3493. case Variant::_RID: {
  3494. RID tex=v;
  3495. if (!tex.is_valid())
  3496. break;
  3497. Texture *texture = texture_owner.get(tex);
  3498. if (!texture)
  3499. break;
  3500. glUniform1i( material_shader.get_custom_uniform_location(idx), tex_idx);
  3501. glActiveTexture(tex_idx);
  3502. glBindTexture(texture->target,texture->tex_id);
  3503. } break;
  3504. case Variant::COLOR: {
  3505. Color c=v;
  3506. material_shader.set_custom_uniform(idx,Vector3(c.r,c.g,c.b));
  3507. } break;
  3508. default: {
  3509. material_shader.set_custom_uniform(idx,v);
  3510. } break;
  3511. }
  3512. }
  3513. #endif
  3514. }
  3515. void RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) {
  3516. material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,p_skeleton!=NULL);
  3517. if (p_skeleton && p_skeleton->tex_id) {
  3518. glActiveTexture(GL_TEXTURE6);
  3519. glBindTexture(GL_TEXTURE_2D,p_skeleton->tex_id);
  3520. }
  3521. }
  3522. void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Transform& p_view_transform, const Transform& p_view_transform_inverse,const CameraMatrix& p_projection,bool p_reverse_cull,bool p_fragment_light,bool p_alpha_pass) {
  3523. const Material *prev_material=NULL;
  3524. uint16_t prev_light=0x777E;
  3525. const Geometry *prev_geometry_cmp=NULL;
  3526. uint8_t prev_light_type=0xEF;
  3527. const ParamOverrideMap* prev_overrides=NULL; // make it diferent than NULL
  3528. const Skeleton *prev_skeleton =NULL;
  3529. uint8_t prev_sort_flags=0xFF;
  3530. Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
  3531. material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING,!shadow && !p_fragment_light);
  3532. material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING,!shadow && p_fragment_light);
  3533. material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,false);
  3534. if (shadow) {
  3535. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
  3536. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
  3537. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
  3538. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
  3539. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
  3540. material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
  3541. }
  3542. bool prev_blend=false;
  3543. glDisable(GL_BLEND);
  3544. for (int i=0;i<p_render_list->element_count;i++) {
  3545. RenderList::Element *e = p_render_list->elements[i];
  3546. const Material *material = e->material;
  3547. uint16_t light = e->light;
  3548. uint8_t light_type = e->light_type;
  3549. uint8_t sort_flags= e->sort_flags;
  3550. const Skeleton *skeleton = e->skeleton;
  3551. const Geometry *geometry_cmp = e->geometry_cmp;
  3552. bool rebind=false;
  3553. bool additive=false;
  3554. if (!shadow) {
  3555. if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) {
  3556. texscreen_copied=true;
  3557. _copy_to_texscreen();
  3558. //force reset state
  3559. prev_material=NULL;
  3560. prev_light=0x777E;
  3561. prev_geometry_cmp=NULL;
  3562. prev_light_type=0xEF;
  3563. prev_overrides=NULL; // make it diferent than NULL
  3564. prev_skeleton =NULL;
  3565. prev_sort_flags=0xFF;
  3566. prev_geometry_type=Geometry::GEOMETRY_INVALID;
  3567. glEnable(GL_BLEND);
  3568. glDepthMask(GL_TRUE);
  3569. glEnable(GL_DEPTH_TEST);
  3570. glDisable(GL_SCISSOR_TEST);
  3571. }
  3572. if (light_type!=prev_light_type) {
  3573. if (material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
  3574. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
  3575. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
  3576. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
  3577. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
  3578. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
  3579. material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,true);
  3580. } else {
  3581. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL);
  3582. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI);
  3583. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT);
  3584. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8));
  3585. material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10));
  3586. material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
  3587. }
  3588. rebind=true;
  3589. }
  3590. if (!*e->additive_ptr) {
  3591. additive=false;
  3592. *e->additive_ptr=true;
  3593. } else {
  3594. additive=true;
  3595. }
  3596. bool desired_blend=false;
  3597. VS::MaterialBlendMode desired_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  3598. if (additive) {
  3599. desired_blend=true;
  3600. desired_blend_mode=VS::MATERIAL_BLEND_MODE_ADD;
  3601. } else {
  3602. desired_blend=p_alpha_pass;
  3603. desired_blend_mode=material->blend_mode;
  3604. }
  3605. if (prev_blend!=desired_blend) {
  3606. if (desired_blend) {
  3607. glEnable(GL_BLEND);
  3608. } else {
  3609. glDisable(GL_BLEND);
  3610. }
  3611. prev_blend=desired_blend;
  3612. }
  3613. if (desired_blend && desired_blend_mode!=current_blend_mode) {
  3614. switch(desired_blend_mode) {
  3615. case VS::MATERIAL_BLEND_MODE_MIX: {
  3616. glBlendEquation(GL_FUNC_ADD);
  3617. glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  3618. } break;
  3619. case VS::MATERIAL_BLEND_MODE_ADD: {
  3620. glBlendEquation(GL_FUNC_ADD);
  3621. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  3622. } break;
  3623. case VS::MATERIAL_BLEND_MODE_SUB: {
  3624. glBlendEquation(GL_FUNC_SUBTRACT);
  3625. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  3626. } break;
  3627. case VS::MATERIAL_BLEND_MODE_MUL: {
  3628. glBlendEquation(GL_FUNC_ADD);
  3629. glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  3630. } break;
  3631. }
  3632. current_blend_mode=desired_blend_mode;
  3633. }
  3634. }
  3635. if (sort_flags!=prev_sort_flags) {
  3636. if (sort_flags&RenderList::SORT_FLAG_INSTANCING) {
  3637. material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,!use_texture_instancing && !use_attribute_instancing);
  3638. material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,use_attribute_instancing);
  3639. material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,use_texture_instancing);
  3640. } else {
  3641. material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,false);
  3642. material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,false);
  3643. material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,false);
  3644. }
  3645. rebind=true;
  3646. }
  3647. if (use_hw_skeleton_xform && skeleton!=prev_skeleton) {
  3648. if (!prev_skeleton || !skeleton)
  3649. rebind=true; //went from skeleton <-> no skeleton, needs rebind
  3650. _setup_skeleton(skeleton);
  3651. }
  3652. if (material!=prev_material || rebind) {
  3653. rebind = _setup_material(e->geometry,material,additive);
  3654. DEBUG_TEST_ERROR("Setup material");
  3655. _rinfo.mat_change_count++;
  3656. //_setup_material_overrides(e->material,NULL,material_overrides);
  3657. //_setup_material_skeleton(material,skeleton);
  3658. } else {
  3659. if (prev_skeleton!=skeleton) {
  3660. //_setup_material_skeleton(material,skeleton);
  3661. };
  3662. }
  3663. if (geometry_cmp!=prev_geometry_cmp || prev_skeleton!=skeleton) {
  3664. _setup_geometry(e->geometry, material,e->skeleton,e->instance->morph_values.ptr());
  3665. _rinfo.surface_count++;
  3666. DEBUG_TEST_ERROR("Setup geometry");
  3667. };
  3668. if (i==0 || light!=prev_light || rebind) {
  3669. if (e->light!=0xFFFF) {
  3670. _setup_light(e->light&0x3);
  3671. }
  3672. }
  3673. _set_cull(e->mirror,p_reverse_cull);
  3674. if (i==0 || rebind) {
  3675. material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse);
  3676. material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection);
  3677. if (skeleton && use_hw_skeleton_xform) {
  3678. //material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,6);
  3679. material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size);
  3680. }
  3681. _rinfo.shader_change_count++;
  3682. }
  3683. if (e->instance->billboard || e->instance->depth_scale) {
  3684. Transform xf=e->instance->transform;
  3685. if (e->instance->depth_scale) {
  3686. if (p_projection.matrix[3][3]) {
  3687. //orthogonal matrix, try to do about the same
  3688. //with viewport size
  3689. //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
  3690. real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) );
  3691. float sc = (h*2.0); //consistent with Y-fov
  3692. xf.basis.scale( Vector3(sc,sc,sc));
  3693. } else {
  3694. //just scale by depth
  3695. real_t sc = -camera_plane.distance_to(xf.origin);
  3696. xf.basis.scale( Vector3(sc,sc,sc));
  3697. }
  3698. }
  3699. if (e->instance->billboard) {
  3700. Vector3 scale = xf.basis.get_scale();
  3701. xf.set_look_at(xf.origin,xf.origin+p_view_transform.get_basis().get_axis(2),p_view_transform.get_basis().get_axis(1));
  3702. xf.basis.scale(scale);
  3703. }
  3704. material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, xf);
  3705. } else {
  3706. material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
  3707. }
  3708. _render(e->geometry, material, skeleton,e->owner,e->instance->transform);
  3709. DEBUG_TEST_ERROR("Rendering");
  3710. prev_material=material;
  3711. prev_skeleton=skeleton;
  3712. prev_geometry_cmp=geometry_cmp;
  3713. prev_light=e->light;
  3714. prev_light_type=e->light_type;
  3715. prev_sort_flags=sort_flags;
  3716. // prev_geometry_type=geometry->type;
  3717. }
  3718. //print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
  3719. };
  3720. void RasterizerGLES2::_copy_to_texscreen() {
  3721. //what am i missing?
  3722. glDisable(GL_CULL_FACE);
  3723. glDisable(GL_DEPTH_TEST);
  3724. glDisable(GL_SCISSOR_TEST);
  3725. #ifdef GLEW_ENABLED
  3726. glDisable(GL_POINT_SPRITE);
  3727. glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  3728. #endif
  3729. glDisable(GL_BLEND);
  3730. glBlendEquation(GL_FUNC_ADD);
  3731. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  3732. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  3733. glBindBuffer(GL_ARRAY_BUFFER,0);
  3734. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  3735. for(int i=0;i<VS::ARRAY_MAX;i++) {
  3736. glDisableVertexAttribArray(i);
  3737. }
  3738. glActiveTexture(GL_TEXTURE0);
  3739. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
  3740. glActiveTexture(GL_TEXTURE0);
  3741. glBindTexture( GL_TEXTURE_2D, framebuffer.color );
  3742. copy_shader.bind();
  3743. _copy_screen_quad();
  3744. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  3745. }
  3746. void RasterizerGLES2::_copy_screen_quad() {
  3747. Vector2 dst_pos[4]={
  3748. Vector2(-1, 1),
  3749. Vector2( 1, 1),
  3750. Vector2( 1,-1),
  3751. Vector2(-1,-1)
  3752. };
  3753. Size2 uvscale(
  3754. (viewport.width / float(framebuffer.scale)) / framebuffer.width,
  3755. (viewport.height / float(framebuffer.scale)) / framebuffer.height
  3756. );
  3757. Vector2 src_uv[4]={
  3758. Vector2( 0, 1)*uvscale,
  3759. Vector2( 1, 1)*uvscale,
  3760. Vector2( 1, 0)*uvscale,
  3761. Vector2( 0, 0)*uvscale
  3762. };
  3763. Vector2 full_uv[4]={
  3764. Vector2( 0, 1),
  3765. Vector2( 1, 1),
  3766. Vector2( 1, 0),
  3767. Vector2( 0, 0)
  3768. };
  3769. _draw_gui_primitive2(4,dst_pos,NULL,src_uv,full_uv);
  3770. }
  3771. void RasterizerGLES2::_process_glow_bloom() {
  3772. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
  3773. glActiveTexture(GL_TEXTURE0);
  3774. glBindTexture(GL_TEXTURE_2D, framebuffer.color );
  3775. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,true);
  3776. if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  3777. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,true);
  3778. }
  3779. copy_shader.bind();
  3780. copy_shader.set_uniform(CopyShaderGLES2::BLOOM,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]));
  3781. copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]));
  3782. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  3783. if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  3784. glActiveTexture(GL_TEXTURE2);
  3785. glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
  3786. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
  3787. copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
  3788. copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
  3789. copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
  3790. glActiveTexture(GL_TEXTURE0);
  3791. }
  3792. glViewport( 0, 0, framebuffer.blur_size, framebuffer.blur_size );
  3793. _copy_screen_quad();
  3794. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,false);
  3795. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
  3796. int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
  3797. Vector2 psize(1.0/framebuffer.blur_size,1.0/framebuffer.blur_size);
  3798. for(int i=0;i<passes;i++) {
  3799. static const Vector2 src_uv[4]={
  3800. Vector2( 0, 1),
  3801. Vector2( 1, 1),
  3802. Vector2( 1, 0),
  3803. Vector2( 0, 0)
  3804. };
  3805. static const Vector2 dst_pos[4]={
  3806. Vector2(-1, 1),
  3807. Vector2( 1, 1),
  3808. Vector2( 1,-1),
  3809. Vector2(-1,-1)
  3810. };
  3811. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[1].fbo);
  3812. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
  3813. copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,true);
  3814. copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
  3815. copy_shader.bind();
  3816. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
  3817. _draw_gui_primitive(4,dst_pos,NULL,src_uv);
  3818. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
  3819. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[1].color );
  3820. copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
  3821. copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,true);
  3822. copy_shader.bind();
  3823. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
  3824. _draw_gui_primitive(4,dst_pos,NULL,src_uv);
  3825. }
  3826. copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
  3827. copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
  3828. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
  3829. //blur it
  3830. }
  3831. void RasterizerGLES2::_process_hdr() {
  3832. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[0].fbo);
  3833. glActiveTexture(GL_TEXTURE0);
  3834. glBindTexture(GL_TEXTURE_2D, framebuffer.color );
  3835. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,true);
  3836. copy_shader.bind();
  3837. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  3838. glViewport( 0, 0, framebuffer.luminance[0].size, framebuffer.luminance[0].size );
  3839. _copy_screen_quad();
  3840. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false);
  3841. int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
  3842. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true);
  3843. copy_shader.bind();
  3844. for(int i=1;i<framebuffer.luminance.size();i++) {
  3845. static const Vector2 src_uv[4]={
  3846. Vector2( 0, 1),
  3847. Vector2( 1, 1),
  3848. Vector2( 1, 0),
  3849. Vector2( 0, 0)
  3850. };
  3851. static const Vector2 dst_pos[4]={
  3852. Vector2(-1, 1),
  3853. Vector2( 1, 1),
  3854. Vector2( 1,-1),
  3855. Vector2(-1,-1)
  3856. };
  3857. Vector2 psize(1.0/framebuffer.luminance[i-1].size,1.0/framebuffer.luminance[i-1].size);
  3858. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[i].fbo);
  3859. glBindTexture(GL_TEXTURE_2D, framebuffer.luminance[i-1].color );
  3860. glViewport( 0, 0, framebuffer.luminance[i].size, framebuffer.luminance[i].size );
  3861. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  3862. if (framebuffer.luminance[i].size==1) {
  3863. //last step
  3864. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,true);
  3865. copy_shader.bind();
  3866. glActiveTexture(GL_TEXTURE1);
  3867. glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
  3868. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_VD_LUM),1);
  3869. copy_shader.set_uniform(CopyShaderGLES2::HDR_TIME_DELTA,time_delta);
  3870. copy_shader.set_uniform(CopyShaderGLES2::HDR_EXP_ADJ_SPEED,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]));
  3871. copy_shader.set_uniform(CopyShaderGLES2::MIN_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]));
  3872. copy_shader.set_uniform(CopyShaderGLES2::MAX_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]));
  3873. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  3874. //swap them
  3875. SWAP( current_vd->lum_color, framebuffer.luminance[i].color);
  3876. SWAP( current_vd->lum_fbo, framebuffer.luminance[i].fbo);
  3877. }
  3878. copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
  3879. _draw_gui_primitive(4,dst_pos,NULL,src_uv);
  3880. }
  3881. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,false);
  3882. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,false);
  3883. draw_next_frame=true;
  3884. }
  3885. void RasterizerGLES2::_draw_tex_bg() {
  3886. glDepthMask(GL_TRUE);
  3887. glEnable(GL_DEPTH_TEST);
  3888. glDisable(GL_CULL_FACE);
  3889. RID texture;
  3890. if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
  3891. texture=current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE];
  3892. } else {
  3893. texture=current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP];
  3894. }
  3895. if (!texture_owner.owns(texture)) {
  3896. return;
  3897. }
  3898. Texture *t = texture_owner.get(texture);
  3899. glActiveTexture(GL_TEXTURE0);
  3900. glBindTexture(t->target, t->tex_id);
  3901. copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,true);
  3902. if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
  3903. copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
  3904. } else {
  3905. copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,true);
  3906. }
  3907. if (current_env->bg_mode==VS::ENV_BG_CUBEMAP_RGBE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
  3908. copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,true);
  3909. } else {
  3910. copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
  3911. }
  3912. copy_shader.bind();
  3913. if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
  3914. glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  3915. } else {
  3916. glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE),0);
  3917. }
  3918. float nrg =float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]);
  3919. if (current_env->fx_enabled[VS::ENV_FX_HDR])
  3920. nrg*=0.25; //go down a quarter for hdr
  3921. copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg);
  3922. Vector3 vertices[4]={
  3923. Vector3(-1,-1,1),
  3924. Vector3( 1,-1,1),
  3925. Vector3( 1, 1,1),
  3926. Vector3(-1, 1,1)
  3927. };
  3928. Vector3 src_uv[4]={
  3929. Vector3( 0, 1, 0),
  3930. Vector3( 1, 1, 0),
  3931. Vector3( 1, 0, 0),
  3932. Vector3( 0, 0, 0)
  3933. };
  3934. if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
  3935. //regular texture
  3936. //adjust aspect
  3937. float aspect_t = t->width / float(t->height);
  3938. float aspect_v = viewport.width / float(viewport.height);
  3939. if (aspect_v > aspect_t) {
  3940. //wider than texture
  3941. for(int i=0;i<4;i++) {
  3942. src_uv[i].y=(src_uv[i].y-0.5)*(aspect_t/aspect_v)+0.5;
  3943. }
  3944. } else {
  3945. //narrower than texture
  3946. for(int i=0;i<4;i++) {
  3947. src_uv[i].x=(src_uv[i].x-0.5)*(aspect_v/aspect_t)+0.5;
  3948. }
  3949. }
  3950. float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
  3951. for(int i=0;i<4;i++) {
  3952. src_uv[i].x*=scale;
  3953. src_uv[i].y*=scale;
  3954. }
  3955. } else {
  3956. //skybox uv vectors
  3957. float vw,vh,zn;
  3958. camera_projection.get_viewport_size(vw,vh);
  3959. zn=camera_projection.get_z_near();
  3960. float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
  3961. for(int i=0;i<4;i++) {
  3962. Vector3 uv=src_uv[i];
  3963. uv.x=(uv.x*2.0-1.0)*vw*scale;
  3964. uv.y=-(uv.y*2.0-1.0)*vh*scale;
  3965. uv.z=-zn;
  3966. src_uv[i] = camera_transform.basis.xform(uv).normalized();
  3967. src_uv[i].z = -src_uv[i].z;
  3968. }
  3969. }
  3970. _draw_primitive(4,vertices,NULL,NULL,src_uv);
  3971. copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,false);
  3972. copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
  3973. copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
  3974. }
  3975. void RasterizerGLES2::end_scene() {
  3976. glEnable(GL_BLEND);
  3977. glDepthMask(GL_TRUE);
  3978. glEnable(GL_DEPTH_TEST);
  3979. glDisable(GL_SCISSOR_TEST);
  3980. bool use_fb=false;
  3981. if (framebuffer.active) {
  3982. //detect when to use the framebuffer object
  3983. if (texscreen_used || framebuffer.scale!=1) {
  3984. use_fb=true;
  3985. } else if (current_env) {
  3986. use_fb=false;
  3987. for(int i=0;i<VS::ENV_FX_MAX;i++) {
  3988. if (i==VS::ENV_FX_FOG) //does not need fb
  3989. continue;
  3990. if (current_env->fx_enabled[i]) {
  3991. use_fb=true;
  3992. break;
  3993. }
  3994. }
  3995. }
  3996. }
  3997. if (use_fb) {
  3998. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  3999. glViewport( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
  4000. glScissor( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
  4001. material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
  4002. } else {
  4003. if (current_rt) {
  4004. glScissor( 0,0,viewport.width,viewport.height);
  4005. } else {
  4006. glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  4007. }
  4008. }
  4009. glEnable(GL_SCISSOR_TEST);
  4010. _glClearDepth(1.0);
  4011. bool draw_tex_background=false;
  4012. if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
  4013. glClearColor(0,0,0,1);
  4014. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  4015. } else if (current_env) {
  4016. switch(current_env->bg_mode) {
  4017. case VS::ENV_BG_KEEP: {
  4018. //copy from framebuffer if framebuffer
  4019. glClear(GL_DEPTH_BUFFER_BIT);
  4020. } break;
  4021. case VS::ENV_BG_DEFAULT_COLOR:
  4022. case VS::ENV_BG_COLOR: {
  4023. Color bgcolor;
  4024. if (current_env->bg_mode==VS::ENV_BG_COLOR)
  4025. bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
  4026. else
  4027. bgcolor = Globals::get_singleton()->get("render/default_clear_color");
  4028. float a = use_fb ? 0.0 : 1.0;
  4029. glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a);
  4030. _glClearDepth(1.0);
  4031. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  4032. } break;
  4033. case VS::ENV_BG_TEXTURE:
  4034. case VS::ENV_BG_CUBEMAP:
  4035. case VS::ENV_BG_TEXTURE_RGBE:
  4036. case VS::ENV_BG_CUBEMAP_RGBE: {
  4037. glClear(GL_DEPTH_BUFFER_BIT);
  4038. draw_tex_background=true;
  4039. } break;
  4040. }
  4041. } else {
  4042. glClearColor(0.3,0.3,0.3,1.0);
  4043. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  4044. }
  4045. glDisable(GL_SCISSOR_TEST);
  4046. //material_shader.set_uniform_camera(MaterialShaderGLES2::PROJECTION_MATRIX, camera_projection);
  4047. /*
  4048. printf("setting projection to ");
  4049. for (int i=0; i<16; i++) {
  4050. printf("%f, ", ((float*)camera_projection.matrix)[i]);
  4051. };
  4052. printf("\n");
  4053. print_line(String("setting camera to ")+camera_transform_inverse);
  4054. */
  4055. // material_shader.set_uniform_default(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse);
  4056. current_depth_test=true;
  4057. current_depth_mask=true;
  4058. texscreen_copied=false;
  4059. glBlendEquation(GL_FUNC_ADD);
  4060. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  4061. glDisable(GL_BLEND);
  4062. current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  4063. material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
  4064. opaque_render_list.sort_mat_light_type_flags();
  4065. _render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);
  4066. if (draw_tex_background) {
  4067. //most 3D vendors recommend drawing a texture bg or skybox here,
  4068. //after opaque geometry has been drawn
  4069. //so the zbuffer can get rid of most pixels
  4070. _draw_tex_bg();
  4071. }
  4072. glBlendEquation(GL_FUNC_ADD);
  4073. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  4074. glDisable(GL_BLEND);
  4075. current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  4076. material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,false);
  4077. if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  4078. glColorMask(1,1,1,0); //don't touch alpha
  4079. }
  4080. alpha_render_list.sort_z();
  4081. _render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,false,true);
  4082. glColorMask(1,1,1,1);
  4083. // material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false);
  4084. DEBUG_TEST_ERROR("Drawing Scene");
  4085. #ifdef GLEW_ENABLED
  4086. glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  4087. #endif
  4088. if (use_fb) {
  4089. for(int i=0;i<VS::ARRAY_MAX;i++) {
  4090. glDisableVertexAttribArray(i);
  4091. }
  4092. glBindBuffer(GL_ARRAY_BUFFER,0);
  4093. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  4094. glDisable(GL_BLEND);
  4095. glDisable(GL_DEPTH_TEST);
  4096. glDisable(GL_CULL_FACE);
  4097. glDisable(GL_SCISSOR_TEST);
  4098. glDepthMask(false);
  4099. if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  4100. _process_hdr();
  4101. }
  4102. if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  4103. _process_glow_bloom();
  4104. }
  4105. glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
  4106. if (current_rt) {
  4107. glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
  4108. glViewport( 0,0,viewport.width,viewport.height);
  4109. } else {
  4110. glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
  4111. glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
  4112. }
  4113. //time to copy!!!
  4114. copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
  4115. copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]);
  4116. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
  4117. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
  4118. copy_shader.bind();
  4119. //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
  4120. if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
  4121. glActiveTexture(GL_TEXTURE1);
  4122. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
  4123. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
  4124. }
  4125. if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
  4126. glActiveTexture(GL_TEXTURE2);
  4127. glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
  4128. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
  4129. copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
  4130. }
  4131. if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
  4132. Vector3 bcs;
  4133. bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
  4134. bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
  4135. bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
  4136. copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
  4137. }
  4138. if (current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]) {
  4139. copy_shader.set_uniform(CopyShaderGLES2::GAMMA,float(current_env->fx_param[VS::ENV_FX_PARAM_GAMMA]));
  4140. }
  4141. glActiveTexture(GL_TEXTURE0);
  4142. glBindTexture(GL_TEXTURE_2D, framebuffer.color );
  4143. glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
  4144. _copy_screen_quad();
  4145. copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
  4146. copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,false);
  4147. copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
  4148. copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
  4149. material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,false);
  4150. if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
  4151. _debug_luminances();
  4152. }
  4153. }
  4154. current_env=NULL;
  4155. current_debug=VS::SCENARIO_DEBUG_DISABLED;
  4156. if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
  4157. _debug_shadows();
  4158. }
  4159. }
  4160. void RasterizerGLES2::end_shadow_map() {
  4161. ERR_FAIL_COND(!shadow);
  4162. glDisable(GL_BLEND);
  4163. glDisable(GL_SCISSOR_TEST);
  4164. glDisable(GL_DITHER);
  4165. glEnable(GL_DEPTH_TEST);
  4166. glDepthMask(true);
  4167. ShadowBuffer *sb = shadow->near_shadow_buffer;
  4168. ERR_FAIL_COND(!sb);
  4169. glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
  4170. if (!use_rgba_shadowmaps)
  4171. glColorMask(0, 0, 0, 0);
  4172. //glEnable(GL_POLYGON_OFFSET_FILL);
  4173. //glPolygonOffset( 8.0f, 16.0f);
  4174. CameraMatrix cm;
  4175. float z_near,z_far;
  4176. Transform light_transform;
  4177. float dp_direction=0.0;
  4178. bool flip_facing=false;
  4179. switch(shadow->base->type) {
  4180. case VS::LIGHT_DIRECTIONAL: {
  4181. if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT) {
  4182. if (shadow_pass==0) {
  4183. cm = shadow->custom_projection;
  4184. light_transform=shadow->custom_transform;
  4185. glViewport(0, sb->size*0.5, sb->size, sb->size*0.5);
  4186. glScissor(0, sb->size*0.5, sb->size, sb->size*0.5);
  4187. } else {
  4188. cm = shadow->custom_projection2;
  4189. light_transform=shadow->custom_transform2;
  4190. glViewport(0, 0, sb->size, sb->size*0.5);
  4191. glScissor(0, 0, sb->size, sb->size*0.5);
  4192. }
  4193. glEnable(GL_SCISSOR_TEST);
  4194. } else {
  4195. cm = shadow->custom_projection;
  4196. light_transform=shadow->custom_transform;
  4197. glViewport(0, 0, sb->size, sb->size);
  4198. }
  4199. z_near=cm.get_z_near();
  4200. z_far=cm.get_z_far();
  4201. _glClearDepth(1.0f);
  4202. glClearColor(1,1,1,1);
  4203. if (use_rgba_shadowmaps)
  4204. glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
  4205. else
  4206. glClear(GL_DEPTH_BUFFER_BIT);
  4207. glDisable(GL_SCISSOR_TEST);
  4208. } break;
  4209. case VS::LIGHT_OMNI: {
  4210. material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,true);
  4211. dp_direction = shadow_pass?1.0:-1.0;
  4212. flip_facing = (shadow_pass == 1);
  4213. light_transform=shadow->transform;
  4214. z_near=0;
  4215. z_far=shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ];
  4216. shadow->dp.x=1.0/z_far;
  4217. shadow->dp.y=dp_direction;
  4218. if (shadow_pass==0) {
  4219. glViewport(0, sb->size*0.5, sb->size, sb->size*0.5);
  4220. glScissor(0, sb->size*0.5, sb->size, sb->size*0.5);
  4221. } else {
  4222. glViewport(0, 0, sb->size, sb->size*0.5);
  4223. glScissor(0, 0, sb->size, sb->size*0.5);
  4224. }
  4225. glEnable(GL_SCISSOR_TEST);
  4226. shadow->projection=cm;
  4227. glClearColor(1,1,1,1);
  4228. _glClearDepth(1.0f);
  4229. if (use_rgba_shadowmaps)
  4230. glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
  4231. else
  4232. glClear(GL_DEPTH_BUFFER_BIT);
  4233. glDisable(GL_SCISSOR_TEST);
  4234. } break;
  4235. case VS::LIGHT_SPOT: {
  4236. float far = shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ];
  4237. ERR_FAIL_COND( far<=0 );
  4238. float near= far/200.0;
  4239. if (near<0.05)
  4240. near=0.05;
  4241. float angle = shadow->base->vars[ VS::LIGHT_PARAM_SPOT_ANGLE ];
  4242. cm.set_perspective( angle*2.0, 1.0, near, far );
  4243. shadow->projection=cm; // cache
  4244. light_transform=shadow->transform;
  4245. z_near=cm.get_z_near();
  4246. z_far=cm.get_z_far();
  4247. glViewport(0, 0, sb->size, sb->size);
  4248. _glClearDepth(1.0f);
  4249. glClearColor(1,1,1,1);
  4250. if (use_rgba_shadowmaps)
  4251. glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
  4252. else
  4253. glClear(GL_DEPTH_BUFFER_BIT);
  4254. } break;
  4255. }
  4256. Transform light_transform_inverse = light_transform.affine_inverse();
  4257. opaque_render_list.sort_mat_geom();
  4258. _render_list_forward(&opaque_render_list,light_transform,light_transform_inverse,cm,flip_facing,false);
  4259. material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,false);
  4260. glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
  4261. //glDisable(GL_POLYGON_OFFSET_FILL);
  4262. if (!use_rgba_shadowmaps)
  4263. glColorMask(1, 1, 1, 1);
  4264. DEBUG_TEST_ERROR("Drawing Shadow");
  4265. shadow=NULL;
  4266. }
  4267. void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2& p_rect) {
  4268. Matrix32 modelview;
  4269. modelview.translate(p_rect.pos.x, p_rect.pos.y);
  4270. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview);
  4271. glBindTexture(GL_TEXTURE_2D,tex);
  4272. Vector3 coords[4]= {
  4273. Vector3(p_rect.pos.x, p_rect.pos.y, 0 ),
  4274. Vector3(p_rect.pos.x+p_rect.size.width,
  4275. p_rect.pos.y, 0 ),
  4276. Vector3(p_rect.pos.x+p_rect.size.width,
  4277. p_rect.pos.y+p_rect.size.height, 0 ),
  4278. Vector3(p_rect.pos.x,
  4279. p_rect.pos.y+p_rect.size.height, 0 )
  4280. };
  4281. Vector3 texcoords[4]={
  4282. Vector3( 0.0f,0.0f, 0),
  4283. Vector3( 1.0f,0.0f, 0),
  4284. Vector3( 1.0f, 1.0f, 0),
  4285. Vector3( 0.0f, 1.0f, 0),
  4286. };
  4287. _draw_primitive(4,coords,0,0,texcoords);
  4288. //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
  4289. }
  4290. void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs) {
  4291. Size2 debug_size(128,128);
  4292. // Size2 debug_size(512,512);
  4293. for (int i=0;i<p_shadows.size();i++) {
  4294. ShadowBuffer *sb=&p_shadows[i];
  4295. if (!sb->owner)
  4296. continue;
  4297. if (sb->owner->base->type==VS::LIGHT_DIRECTIONAL) {
  4298. //if (sb->owner->shadow_pass!=scene_pass-1)
  4299. // continue;
  4300. } else {
  4301. //if (sb->owner->shadow_pass!=frame)
  4302. // continue;
  4303. }
  4304. _debug_draw_shadow(sb->depth, Rect2( ofs, debug_size ));
  4305. ofs.x+=debug_size.x;
  4306. if ( (ofs.x+debug_size.x) > viewport.width ) {
  4307. ofs.x=0;
  4308. ofs.y+=debug_size.y;
  4309. }
  4310. }
  4311. }
  4312. void RasterizerGLES2::_debug_luminances() {
  4313. canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,true);
  4314. canvas_begin();
  4315. glDisable(GL_BLEND);
  4316. canvas_shader.bind();
  4317. Size2 debug_size(128,128);
  4318. Size2 ofs;
  4319. for (int i=0;i<framebuffer.luminance.size();i++) {
  4320. _debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
  4321. ofs.x+=debug_size.x;
  4322. if ( (ofs.x+debug_size.x) > viewport.width ) {
  4323. ofs.x=0;
  4324. ofs.y+=debug_size.y;
  4325. }
  4326. }
  4327. canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false);
  4328. }
  4329. void RasterizerGLES2::_debug_shadows() {
  4330. canvas_begin();
  4331. glDisable(GL_BLEND);
  4332. Size2 ofs;
  4333. /*
  4334. for(int i=0;i<16;i++) {
  4335. glActiveTexture(GL_TEXTURE0+i);
  4336. //glDisable(GL_TEXTURE_2D);
  4337. }
  4338. glActiveTexture(GL_TEXTURE0);
  4339. //glEnable(GL_TEXTURE_2D);
  4340. */
  4341. _debug_draw_shadows_type(near_shadow_buffers,ofs);
  4342. // _debug_draw_shadows_type(far_shadow_buffers,ofs);
  4343. }
  4344. void RasterizerGLES2::end_frame() {
  4345. //print_line("VTX: "+itos(_rinfo.vertex_count)+" OBJ: "+itos(_rinfo.object_count)+" MAT: "+itos(_rinfo.mat_change_count)+" SHD: "+itos(_rinfo.shader_change_count)+" CI: "+itos(_rinfo.ci_draw_commands));
  4346. //print_line("TOTAL VTX: "+itos(_rinfo.vertex_count));
  4347. OS::get_singleton()->swap_buffers();
  4348. }
  4349. void RasterizerGLES2::flush_frame() {
  4350. glFlush();
  4351. }
  4352. /* CANVAS API */
  4353. void RasterizerGLES2::canvas_begin() {
  4354. glDisable(GL_CULL_FACE);
  4355. glDisable(GL_DEPTH_TEST);
  4356. glDisable(GL_SCISSOR_TEST);
  4357. #ifdef GLEW_ENABLED
  4358. glDisable(GL_POINT_SPRITE);
  4359. glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
  4360. #endif
  4361. glEnable(GL_BLEND);
  4362. glBlendEquation(GL_FUNC_ADD);
  4363. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  4364. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  4365. glLineWidth(1.0);
  4366. glBindBuffer(GL_ARRAY_BUFFER,0);
  4367. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  4368. for(int i=0;i<VS::ARRAY_MAX;i++) {
  4369. glDisableVertexAttribArray(i);
  4370. }
  4371. glActiveTexture(GL_TEXTURE0);
  4372. glBindTexture( GL_TEXTURE_2D, white_tex );
  4373. canvas_tex=RID();
  4374. //material_shader.unbind();
  4375. canvas_shader.unbind();
  4376. canvas_shader.bind();
  4377. canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
  4378. _set_color_attrib(Color(1,1,1));
  4379. Transform canvas_transform;
  4380. canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
  4381. canvas_transform.scale( Vector3( 2.0f / viewport.width, -2.0f / viewport.height, 1.0f ) );
  4382. canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
  4383. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Matrix32());
  4384. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
  4385. canvas_opacity=1.0;
  4386. canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  4387. }
  4388. void RasterizerGLES2::canvas_set_opacity(float p_opacity) {
  4389. canvas_opacity = p_opacity;
  4390. }
  4391. void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
  4392. if (p_mode==canvas_blend_mode)
  4393. return;
  4394. switch(p_mode) {
  4395. case VS::MATERIAL_BLEND_MODE_MIX: {
  4396. glBlendEquation(GL_FUNC_ADD);
  4397. glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  4398. } break;
  4399. case VS::MATERIAL_BLEND_MODE_ADD: {
  4400. glBlendEquation(GL_FUNC_ADD);
  4401. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  4402. } break;
  4403. case VS::MATERIAL_BLEND_MODE_SUB: {
  4404. glBlendEquation(GL_FUNC_SUBTRACT);
  4405. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  4406. } break;
  4407. case VS::MATERIAL_BLEND_MODE_MUL: {
  4408. glBlendEquation(GL_FUNC_ADD);
  4409. glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  4410. } break;
  4411. }
  4412. canvas_blend_mode=p_mode;
  4413. }
  4414. void RasterizerGLES2::canvas_begin_rect(const Matrix32& p_transform) {
  4415. canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,p_transform);
  4416. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
  4417. }
  4418. void RasterizerGLES2::canvas_set_clip(bool p_clip, const Rect2& p_rect) {
  4419. if (p_clip) {
  4420. glEnable(GL_SCISSOR_TEST);
  4421. glScissor(viewport.x+p_rect.pos.x,viewport.y+ (viewport.height-(p_rect.pos.y+p_rect.size.height)),
  4422. p_rect.size.width,p_rect.size.height);
  4423. } else {
  4424. glDisable(GL_SCISSOR_TEST);
  4425. }
  4426. }
  4427. void RasterizerGLES2::canvas_end_rect() {
  4428. //glPopMatrix();
  4429. }
  4430. RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_texture) {
  4431. if (p_texture==canvas_tex) {
  4432. if (canvas_tex.is_valid()) {
  4433. Texture*texture=texture_owner.get(p_texture);
  4434. return texture;
  4435. }
  4436. return NULL;
  4437. }
  4438. if (p_texture.is_valid()) {
  4439. Texture*texture=texture_owner.get(p_texture);
  4440. if (!texture) {
  4441. canvas_tex=RID();
  4442. glBindTexture(GL_TEXTURE_2D,white_tex);
  4443. return NULL;
  4444. }
  4445. if (texture->render_target)
  4446. texture->render_target->last_pass=frame;
  4447. glBindTexture(GL_TEXTURE_2D,texture->tex_id);
  4448. canvas_tex=p_texture;
  4449. return texture;
  4450. } else {
  4451. glBindTexture(GL_TEXTURE_2D,white_tex);
  4452. canvas_tex=p_texture;
  4453. }
  4454. return NULL;
  4455. }
  4456. void RasterizerGLES2::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width) {
  4457. _bind_canvas_texture(RID());
  4458. Color c=p_color;
  4459. c.a*=canvas_opacity;
  4460. _set_color_attrib(c);
  4461. Vector3 verts[2]={
  4462. Vector3(p_from.x,p_from.y,0),
  4463. Vector3(p_to.x,p_to.y,0)
  4464. };
  4465. glLineWidth(p_width);
  4466. _draw_primitive(2,verts,0,0,0);
  4467. _rinfo.ci_draw_commands++;
  4468. }
  4469. void RasterizerGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) {
  4470. static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
  4471. //#define GLES_USE_PRIMITIVE_BUFFER
  4472. #ifndef GLES_NO_CLIENT_ARRAYS
  4473. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  4474. glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
  4475. if (p_colors) {
  4476. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  4477. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
  4478. } else {
  4479. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  4480. }
  4481. if (p_uvs) {
  4482. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  4483. glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
  4484. } else {
  4485. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  4486. }
  4487. glDrawArrays(prim[p_points],0,p_points);
  4488. #else
  4489. glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
  4490. float b[32];
  4491. int ofs=0;
  4492. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  4493. glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
  4494. for(int i=0;i<p_points;i++) {
  4495. b[ofs++]=p_vertices[i].x;
  4496. b[ofs++]=p_vertices[i].y;
  4497. }
  4498. if (p_colors) {
  4499. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  4500. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
  4501. for(int i=0;i<p_points;i++) {
  4502. b[ofs++]=p_colors[i].r;
  4503. b[ofs++]=p_colors[i].g;
  4504. b[ofs++]=p_colors[i].b;
  4505. b[ofs++]=p_colors[i].a;
  4506. }
  4507. } else {
  4508. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  4509. }
  4510. if (p_uvs) {
  4511. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  4512. glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
  4513. for(int i=0;i<p_points;i++) {
  4514. b[ofs++]=p_uvs[i].x;
  4515. b[ofs++]=p_uvs[i].y;
  4516. }
  4517. } else {
  4518. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  4519. }
  4520. glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
  4521. glDrawArrays(prim[p_points],0,p_points);
  4522. glBindBuffer(GL_ARRAY_BUFFER,0);
  4523. #endif
  4524. _rinfo.ci_draw_commands++;
  4525. }
  4526. void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2) {
  4527. static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
  4528. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  4529. glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
  4530. if (p_colors) {
  4531. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  4532. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
  4533. } else {
  4534. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  4535. }
  4536. if (p_uvs) {
  4537. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  4538. glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
  4539. } else {
  4540. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  4541. }
  4542. if (p_uvs2) {
  4543. glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
  4544. glVertexAttribPointer( VS::ARRAY_TEX_UV2, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs2 );
  4545. } else {
  4546. glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
  4547. }
  4548. glDrawArrays(prim[p_points],0,p_points);
  4549. _rinfo.ci_draw_commands++;
  4550. }
  4551. void RasterizerGLES2::_draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip, bool p_v_flip ) {
  4552. Vector2 texcoords[4]= {
  4553. Vector2( p_src_region.pos.x/p_tex_size.width,
  4554. p_src_region.pos.y/p_tex_size.height),
  4555. Vector2((p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
  4556. p_src_region.pos.y/p_tex_size.height),
  4557. Vector2( (p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
  4558. (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height),
  4559. Vector2( p_src_region.pos.x/p_tex_size.width,
  4560. (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height)
  4561. };
  4562. if (p_h_flip) {
  4563. SWAP( texcoords[0], texcoords[1] );
  4564. SWAP( texcoords[2], texcoords[3] );
  4565. }
  4566. if (p_v_flip) {
  4567. SWAP( texcoords[1], texcoords[2] );
  4568. SWAP( texcoords[0], texcoords[3] );
  4569. }
  4570. Vector2 coords[4]= {
  4571. Vector2( p_rect.pos.x, p_rect.pos.y ),
  4572. Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y ),
  4573. Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height ),
  4574. Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
  4575. };
  4576. _draw_gui_primitive(4,coords,0,texcoords);
  4577. _rinfo.ci_draw_commands++;
  4578. }
  4579. void RasterizerGLES2::_draw_quad(const Rect2& p_rect) {
  4580. Vector2 coords[4]= {
  4581. Vector2( p_rect.pos.x,p_rect.pos.y ),
  4582. Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y ),
  4583. Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height ),
  4584. Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
  4585. };
  4586. _draw_gui_primitive(4,coords,0,0);
  4587. _rinfo.ci_draw_commands++;
  4588. }
  4589. void RasterizerGLES2::canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate) {
  4590. Color m = p_modulate;
  4591. m.a*=canvas_opacity;
  4592. _set_color_attrib(m);
  4593. Texture *texture = _bind_canvas_texture(p_texture);
  4594. if ( texture ) {
  4595. if (!(p_flags&CANVAS_RECT_REGION)) {
  4596. Rect2 region = Rect2(0,0,texture->width,texture->height);
  4597. _draw_textured_quad(p_rect,region,region.size,p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V);
  4598. } else {
  4599. _draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height),p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V );
  4600. }
  4601. } else {
  4602. //glDisable(GL_TEXTURE_2D);
  4603. _draw_quad( p_rect );
  4604. //print_line("rect: "+p_rect);
  4605. }
  4606. _rinfo.ci_draw_commands++;
  4607. }
  4608. void RasterizerGLES2::canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margin, bool p_draw_center,const Color& p_modulate) {
  4609. Color m = p_modulate;
  4610. m.a*=canvas_opacity;
  4611. _set_color_attrib(m);
  4612. Texture* texture=_bind_canvas_texture(p_texture);
  4613. ERR_FAIL_COND(!texture);
  4614. /* CORNERS */
  4615. _draw_textured_quad( // top left
  4616. Rect2( p_rect.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
  4617. Rect2( Point2(), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
  4618. Size2( texture->width, texture->height ) );
  4619. _draw_textured_quad( // top right
  4620. Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
  4621. Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],0), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
  4622. Size2( texture->width, texture->height ) );
  4623. _draw_textured_quad( // bottom left
  4624. Rect2( Point2(p_rect.pos.x,p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
  4625. Rect2( Point2(0,texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
  4626. Size2( texture->width, texture->height ) );
  4627. _draw_textured_quad( // bottom right
  4628. Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
  4629. Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
  4630. Size2( texture->width, texture->height ) );
  4631. Rect2 rect_center( p_rect.pos+Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));
  4632. Rect2 src_center( Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( texture->width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], texture->height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));
  4633. _draw_textured_quad( // top
  4634. Rect2( Point2(rect_center.pos.x,p_rect.pos.y),Size2(rect_center.size.width,p_margin[MARGIN_TOP])),
  4635. Rect2( Point2(p_margin[MARGIN_LEFT],0), Size2(src_center.size.width,p_margin[MARGIN_TOP])),
  4636. Size2( texture->width, texture->height ) );
  4637. _draw_textured_quad( // bottom
  4638. Rect2( Point2(rect_center.pos.x,rect_center.pos.y+rect_center.size.height),Size2(rect_center.size.width,p_margin[MARGIN_BOTTOM])),
  4639. Rect2( Point2(p_margin[MARGIN_LEFT],src_center.pos.y+src_center.size.height), Size2(src_center.size.width,p_margin[MARGIN_BOTTOM])),
  4640. Size2( texture->width, texture->height ) );
  4641. _draw_textured_quad( // left
  4642. Rect2( Point2(p_rect.pos.x,rect_center.pos.y),Size2(p_margin[MARGIN_LEFT],rect_center.size.height)),
  4643. Rect2( Point2(0,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT],src_center.size.height)),
  4644. Size2( texture->width, texture->height ) );
  4645. _draw_textured_quad( // right
  4646. Rect2( Point2(rect_center.pos.x+rect_center.size.width,rect_center.pos.y),Size2(p_margin[MARGIN_RIGHT],rect_center.size.height)),
  4647. Rect2( Point2(src_center.pos.x+src_center.size.width,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT],src_center.size.height)),
  4648. Size2( texture->width, texture->height ) );
  4649. if (p_draw_center) {
  4650. _draw_textured_quad(
  4651. rect_center,
  4652. src_center,
  4653. Size2( texture->width, texture->height ));
  4654. }
  4655. _rinfo.ci_draw_commands++;
  4656. }
  4657. void RasterizerGLES2::canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width) {
  4658. ERR_FAIL_COND(p_points.size()<1);
  4659. _set_color_attrib(Color(1,1,1,canvas_opacity));
  4660. _bind_canvas_texture(p_texture);
  4661. _draw_gui_primitive(p_points.size(),p_points.ptr(),p_colors.ptr(),p_uvs.ptr());
  4662. _rinfo.ci_draw_commands++;
  4663. }
  4664. void RasterizerGLES2::canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) {
  4665. bool do_colors=false;
  4666. if (p_singlecolor) {
  4667. Color m = *p_colors;
  4668. m.a*=canvas_opacity;
  4669. _set_color_attrib(m);
  4670. } else if (!p_colors) {
  4671. _set_color_attrib( Color(1,1,1,canvas_opacity));
  4672. } else
  4673. do_colors=true;
  4674. Texture *texture = _bind_canvas_texture(p_texture);
  4675. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  4676. glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
  4677. if (do_colors) {
  4678. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  4679. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
  4680. } else {
  4681. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  4682. }
  4683. if (texture && p_uvs) {
  4684. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  4685. glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
  4686. } else {
  4687. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  4688. }
  4689. if (p_indices) {
  4690. glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
  4691. } else {
  4692. glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
  4693. }
  4694. _rinfo.ci_draw_commands++;
  4695. };
  4696. void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) {
  4697. canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,p_transform);
  4698. //canvas_transform = Variant(p_transform);
  4699. }
  4700. /* ENVIRONMENT */
  4701. RID RasterizerGLES2::environment_create() {
  4702. Environment * env = memnew( Environment );
  4703. return environment_owner.make_rid(env);
  4704. }
  4705. void RasterizerGLES2::environment_set_background(RID p_env,VS::EnvironmentBG p_bg) {
  4706. ERR_FAIL_INDEX(p_bg,VS::ENV_BG_MAX);
  4707. Environment * env = environment_owner.get(p_env);
  4708. ERR_FAIL_COND(!env);
  4709. env->bg_mode=p_bg;
  4710. }
  4711. VS::EnvironmentBG RasterizerGLES2::environment_get_background(RID p_env) const{
  4712. const Environment * env = environment_owner.get(p_env);
  4713. ERR_FAIL_COND_V(!env,VS::ENV_BG_MAX);
  4714. return env->bg_mode;
  4715. }
  4716. void RasterizerGLES2::environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value){
  4717. ERR_FAIL_INDEX(p_param,VS::ENV_BG_PARAM_MAX);
  4718. Environment * env = environment_owner.get(p_env);
  4719. ERR_FAIL_COND(!env);
  4720. env->bg_param[p_param]=p_value;
  4721. }
  4722. Variant RasterizerGLES2::environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const{
  4723. ERR_FAIL_INDEX_V(p_param,VS::ENV_BG_PARAM_MAX,Variant());
  4724. const Environment * env = environment_owner.get(p_env);
  4725. ERR_FAIL_COND_V(!env,Variant());
  4726. return env->bg_param[p_param];
  4727. }
  4728. void RasterizerGLES2::environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled){
  4729. ERR_FAIL_INDEX(p_effect,VS::ENV_FX_MAX);
  4730. Environment * env = environment_owner.get(p_env);
  4731. ERR_FAIL_COND(!env);
  4732. env->fx_enabled[p_effect]=p_enabled;
  4733. }
  4734. bool RasterizerGLES2::environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const{
  4735. ERR_FAIL_INDEX_V(p_effect,VS::ENV_FX_MAX,false);
  4736. const Environment * env = environment_owner.get(p_env);
  4737. ERR_FAIL_COND_V(!env,false);
  4738. return env->fx_enabled[p_effect];
  4739. }
  4740. void RasterizerGLES2::environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value){
  4741. ERR_FAIL_INDEX(p_param,VS::ENV_FX_PARAM_MAX);
  4742. Environment * env = environment_owner.get(p_env);
  4743. ERR_FAIL_COND(!env);
  4744. env->fx_param[p_param]=p_value;
  4745. }
  4746. Variant RasterizerGLES2::environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const{
  4747. ERR_FAIL_INDEX_V(p_param,VS::ENV_FX_PARAM_MAX,Variant());
  4748. const Environment * env = environment_owner.get(p_env);
  4749. ERR_FAIL_COND_V(!env,Variant());
  4750. return env->fx_param[p_param];
  4751. }
  4752. /*MISC*/
  4753. bool RasterizerGLES2::is_texture(const RID& p_rid) const {
  4754. return texture_owner.owns(p_rid);
  4755. }
  4756. bool RasterizerGLES2::is_material(const RID& p_rid) const {
  4757. return material_owner.owns(p_rid);
  4758. }
  4759. bool RasterizerGLES2::is_mesh(const RID& p_rid) const {
  4760. return mesh_owner.owns(p_rid);
  4761. }
  4762. bool RasterizerGLES2::is_multimesh(const RID& p_rid) const {
  4763. return multimesh_owner.owns(p_rid);
  4764. }
  4765. bool RasterizerGLES2::is_particles(const RID &p_beam) const {
  4766. return particles_owner.owns(p_beam);
  4767. }
  4768. bool RasterizerGLES2::is_light(const RID& p_rid) const {
  4769. return light_owner.owns(p_rid);
  4770. }
  4771. bool RasterizerGLES2::is_light_instance(const RID& p_rid) const {
  4772. return light_instance_owner.owns(p_rid);
  4773. }
  4774. bool RasterizerGLES2::is_particles_instance(const RID& p_rid) const {
  4775. return particles_instance_owner.owns(p_rid);
  4776. }
  4777. bool RasterizerGLES2::is_skeleton(const RID& p_rid) const {
  4778. return skeleton_owner.owns(p_rid);
  4779. }
  4780. bool RasterizerGLES2::is_environment(const RID& p_rid) const {
  4781. return environment_owner.owns(p_rid);
  4782. }
  4783. bool RasterizerGLES2::is_shader(const RID& p_rid) const {
  4784. return false;
  4785. }
  4786. void RasterizerGLES2::free(const RID& p_rid) {
  4787. if (texture_owner.owns(p_rid)) {
  4788. // delete the texture
  4789. Texture *texture = texture_owner.get(p_rid);
  4790. // glDeleteTextures( 1,&texture->tex_id );
  4791. _rinfo.texture_mem-=texture->total_data_size;
  4792. texture_owner.free(p_rid);
  4793. memdelete(texture);
  4794. } else if (shader_owner.owns(p_rid)) {
  4795. // delete the texture
  4796. Shader *shader = shader_owner.get(p_rid);
  4797. switch(shader->mode) {
  4798. case VS::SHADER_MATERIAL: {
  4799. material_shader.free_custom_shader(shader->custom_code_id);
  4800. } break;
  4801. case VS::SHADER_POST_PROCESS: {
  4802. //postprocess_shader.free_custom_shader(shader->custom_code_id);
  4803. } break;
  4804. }
  4805. if (shader->dirty_list.in_list())
  4806. _shader_dirty_list.remove(&shader->dirty_list);
  4807. //material_shader.free_custom_shader(shader->custom_code_id);
  4808. shader_owner.free(p_rid);
  4809. memdelete(shader);
  4810. } else if (material_owner.owns(p_rid)) {
  4811. Material *material = material_owner.get( p_rid );
  4812. ERR_FAIL_COND(!material);
  4813. _free_fixed_material(p_rid); //just in case
  4814. material_owner.free(p_rid);
  4815. memdelete(material);
  4816. } else if (mesh_owner.owns(p_rid)) {
  4817. Mesh *mesh = mesh_owner.get(p_rid);
  4818. ERR_FAIL_COND(!mesh);
  4819. for (int i=0;i<mesh->surfaces.size();i++) {
  4820. Surface *surface = mesh->surfaces[i];
  4821. if (surface->array_local != 0) {
  4822. memfree(surface->array_local);
  4823. };
  4824. if (surface->index_array_local != 0) {
  4825. memfree(surface->index_array_local);
  4826. };
  4827. if (mesh->morph_target_count>0) {
  4828. for(int i=0;i<mesh->morph_target_count;i++) {
  4829. memfree(surface->morph_targets_local[i].array);
  4830. }
  4831. memfree(surface->morph_targets_local);
  4832. surface->morph_targets_local=NULL;
  4833. }
  4834. if (surface->vertex_id)
  4835. glDeleteBuffers(1,&surface->vertex_id);
  4836. if (surface->index_id)
  4837. glDeleteBuffers(1,&surface->index_id);
  4838. memdelete( surface );
  4839. };
  4840. mesh->surfaces.clear();
  4841. mesh_owner.free(p_rid);
  4842. memdelete(mesh);
  4843. } else if (multimesh_owner.owns(p_rid)) {
  4844. MultiMesh *multimesh = multimesh_owner.get(p_rid);
  4845. ERR_FAIL_COND(!multimesh);
  4846. if (multimesh->tex_id) {
  4847. glDeleteTextures(1,&multimesh->tex_id);
  4848. }
  4849. multimesh_owner.free(p_rid);
  4850. memdelete(multimesh);
  4851. } else if (particles_owner.owns(p_rid)) {
  4852. Particles *particles = particles_owner.get(p_rid);
  4853. ERR_FAIL_COND(!particles);
  4854. particles_owner.free(p_rid);
  4855. memdelete(particles);
  4856. } else if (particles_instance_owner.owns(p_rid)) {
  4857. ParticlesInstance *particles_isntance = particles_instance_owner.get(p_rid);
  4858. ERR_FAIL_COND(!particles_isntance);
  4859. particles_instance_owner.free(p_rid);
  4860. memdelete(particles_isntance);
  4861. } else if (skeleton_owner.owns(p_rid)) {
  4862. Skeleton *skeleton = skeleton_owner.get( p_rid );
  4863. ERR_FAIL_COND(!skeleton);
  4864. if (skeleton->dirty_list.in_list())
  4865. _skeleton_dirty_list.remove(&skeleton->dirty_list);
  4866. if (skeleton->tex_id) {
  4867. glDeleteTextures(1,&skeleton->tex_id);
  4868. }
  4869. skeleton_owner.free(p_rid);
  4870. memdelete(skeleton);
  4871. } else if (light_owner.owns(p_rid)) {
  4872. Light *light = light_owner.get( p_rid );
  4873. ERR_FAIL_COND(!light)
  4874. light_owner.free(p_rid);
  4875. memdelete(light);
  4876. } else if (light_instance_owner.owns(p_rid)) {
  4877. LightInstance *light_instance = light_instance_owner.get( p_rid );
  4878. ERR_FAIL_COND(!light_instance);
  4879. light_instance->clear_shadow_buffers();
  4880. light_instance_owner.free(p_rid);
  4881. memdelete( light_instance );
  4882. } else if (environment_owner.owns(p_rid)) {
  4883. Environment *env = environment_owner.get( p_rid );
  4884. ERR_FAIL_COND(!env);
  4885. environment_owner.free(p_rid);
  4886. memdelete( env );
  4887. } else if (viewport_data_owner.owns(p_rid)) {
  4888. ViewportData *viewport_data = viewport_data_owner.get( p_rid );
  4889. ERR_FAIL_COND(!viewport_data);
  4890. glDeleteFramebuffers(1,&viewport_data->lum_fbo);
  4891. glDeleteTextures(1,&viewport_data->lum_color);
  4892. viewport_data_owner.free(p_rid);
  4893. memdelete( viewport_data );
  4894. } else if (render_target_owner.owns(p_rid)) {
  4895. RenderTarget *render_target = render_target_owner.get( p_rid );
  4896. ERR_FAIL_COND(!render_target);
  4897. render_target_set_size(p_rid,0,0); //clears framebuffer
  4898. texture_owner.free(render_target->texture);
  4899. memdelete(render_target->texture_ptr);
  4900. render_target_owner.free(p_rid);
  4901. memdelete( render_target );
  4902. };
  4903. }
  4904. bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
  4905. size=p_size;
  4906. // Create a framebuffer object
  4907. glGenFramebuffers(1, &fbo);
  4908. glBindFramebuffer(GL_FRAMEBUFFER, fbo);
  4909. // Create a render buffer
  4910. glGenRenderbuffers(1, &rbo);
  4911. glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  4912. // Create a texture for storing the depth
  4913. glGenTextures(1, &depth);
  4914. glBindTexture(GL_TEXTURE_2D, depth);
  4915. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  4916. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  4917. // Remove artifact on the edges of the shadowmap
  4918. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  4919. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  4920. //print_line("ERROR? "+itos(glGetError()));
  4921. if ( p_use_depth ) {
  4922. // We'll use a depth texture to store the depths in the shadow map
  4923. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
  4924. GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  4925. // Attach the depth texture to FBO depth attachment point
  4926. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  4927. GL_TEXTURE_2D, depth, 0);
  4928. #ifdef GLEW_ENABLED
  4929. glDrawBuffer(GL_NONE);
  4930. #endif
  4931. } else {
  4932. // We'll use a RGBA texture into which we pack the depth info
  4933. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
  4934. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  4935. // Attach the RGBA texture to FBO color attachment point
  4936. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  4937. GL_TEXTURE_2D, depth, 0);
  4938. // Allocate 16-bit depth buffer
  4939. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size,size);
  4940. // Attach the render buffer as depth buffer - will be ignored
  4941. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  4942. GL_RENDERBUFFER, rbo);
  4943. }
  4944. #if 0
  4945. if (!p_use_depth) {
  4946. print_line("try no depth!");
  4947. glGenTextures(1, &rgba);
  4948. glBindTexture(GL_TEXTURE_2D, rgba);
  4949. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  4950. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rgba, 0);
  4951. /*
  4952. glGenRenderbuffers(1, &depth);
  4953. glBindRenderbuffer(GL_RENDERBUFFER, depth);
  4954. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, p_size, p_size);
  4955. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
  4956. */
  4957. glGenTextures(1, &depth);
  4958. glBindTexture(GL_TEXTURE_2D, depth);
  4959. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  4960. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  4961. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  4962. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  4963. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  4964. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
  4965. } else {
  4966. // glGenRenderbuffers(1, &rbo);
  4967. // glBindRenderbuffer(GL_RENDERBUFFER, rbo);
  4968. glGenTextures(1, &depth);
  4969. glBindTexture(GL_TEXTURE_2D, depth);
  4970. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  4971. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  4972. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  4973. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  4974. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  4975. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
  4976. }
  4977. #endif
  4978. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  4979. //printf("errnum: %x\n",status);
  4980. #ifdef GLEW_ENABLED
  4981. if (p_use_depth) {
  4982. glDrawBuffer(GL_BACK);
  4983. }
  4984. #endif
  4985. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  4986. DEBUG_TEST_ERROR("Shadow Buffer Init");
  4987. ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
  4988. #ifdef GLEW_ENABLED
  4989. if (p_use_depth) {
  4990. glDrawBuffer(GL_BACK);
  4991. }
  4992. #endif
  4993. #if 0
  4994. glGenFramebuffers(1, &fbo_blur);
  4995. glBindFramebuffer(GL_FRAMEBUFFER, fbo_blur);
  4996. glGenRenderbuffers(1, &rbo_blur);
  4997. glBindRenderbuffer(GL_RENDERBUFFER, rbo_blur);
  4998. glGenTextures(1, &blur);
  4999. glBindTexture(GL_TEXTURE_2D, blur);
  5000. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  5001. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  5002. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  5003. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  5004. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  5005. // glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0,
  5006. // GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL);
  5007. // Attach the RGBA texture to FBO color attachment point
  5008. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  5009. GL_TEXTURE_2D, blur, 0);
  5010. // Allocate 16-bit depth buffer
  5011. /* glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
  5012. // Attach the render buffer as depth buffer - will be ignored
  5013. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
  5014. GL_RENDERBUFFER, rbo_blur);
  5015. */
  5016. status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  5017. OS::get_singleton()->print("Status: %x\n",status);
  5018. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  5019. DEBUG_TEST_ERROR("Shadow Blur Buffer Init");
  5020. ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
  5021. #endif
  5022. return true;
  5023. }
  5024. void RasterizerGLES2::_update_framebuffer() {
  5025. if (!use_framebuffers)
  5026. return;
  5027. int scale = GLOBAL_DEF("rasterizer/framebuffer_shrink",1);
  5028. int dwidth = OS::get_singleton()->get_video_mode().width/scale;
  5029. int dheight = OS::get_singleton()->get_video_mode().height/scale;
  5030. if (framebuffer.fbo && dwidth==framebuffer.width && dheight==framebuffer.height)
  5031. return;
  5032. bool use_fbo=true;
  5033. if (framebuffer.fbo!=0) {
  5034. glDeleteFramebuffers(1,&framebuffer.fbo);
  5035. #if 0
  5036. glDeleteTextures(1,&framebuffer.depth);
  5037. #else
  5038. glDeleteRenderbuffers(1,&framebuffer.depth);
  5039. #endif
  5040. glDeleteTextures(1,&framebuffer.color);
  5041. for(int i=0;i<framebuffer.luminance.size();i++) {
  5042. glDeleteTextures(1,&framebuffer.luminance[i].color);
  5043. glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
  5044. }
  5045. for(int i=0;i<3;i++) {
  5046. glDeleteTextures(1,&framebuffer.blur[i].color);
  5047. glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
  5048. }
  5049. glDeleteTextures(1,&framebuffer.sample_color);
  5050. glDeleteFramebuffers(1,&framebuffer.sample_fbo);
  5051. framebuffer.luminance.clear();
  5052. framebuffer.blur_size=0;
  5053. framebuffer.fbo=0;
  5054. }
  5055. framebuffer.active=use_fbo;
  5056. framebuffer.width=dwidth;
  5057. framebuffer.height=dheight;
  5058. framebuffer.scale=scale;
  5059. if (!framebuffer.active)
  5060. return;
  5061. glGenFramebuffers(1, &framebuffer.fbo);
  5062. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
  5063. //print_line("generating fbo, id: "+itos(framebuffer.fbo));
  5064. //depth
  5065. // Create a render buffer
  5066. #if 0
  5067. glGenTextures(1, &framebuffer.depth);
  5068. glBindTexture(GL_TEXTURE_2D, framebuffer.depth);
  5069. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, framebuffer.width, framebuffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
  5070. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  5071. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  5072. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
  5073. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, framebuffer.depth, 0);
  5074. #else
  5075. glGenRenderbuffers(1, &framebuffer.depth);
  5076. glBindRenderbuffer(GL_RENDERBUFFER, framebuffer.depth );
  5077. glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, framebuffer.width,framebuffer.height);
  5078. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, framebuffer.depth);
  5079. #endif
  5080. //color
  5081. glGenTextures(1, &framebuffer.color);
  5082. glBindTexture(GL_TEXTURE_2D, framebuffer.color);
  5083. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, framebuffer.width, framebuffer.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  5084. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  5085. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  5086. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  5087. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  5088. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  5089. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  5090. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.color, 0);
  5091. #
  5092. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  5093. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  5094. if (status != GL_FRAMEBUFFER_COMPLETE) {
  5095. glDeleteFramebuffers(1,&framebuffer.fbo);
  5096. #if 0
  5097. glDeleteTextures(1,&framebuffer.depth);
  5098. #else
  5099. glDeleteRenderbuffers(1,&framebuffer.depth);
  5100. #endif
  5101. glDeleteTextures(1,&framebuffer.color);
  5102. framebuffer.fbo=0;
  5103. framebuffer.active=false;
  5104. //print_line("**************** NO FAMEBUFFEEEERRRR????");
  5105. WARN_PRINT("Could not create framebuffer!!");
  5106. }
  5107. //sample
  5108. glGenFramebuffers(1, &framebuffer.sample_fbo);
  5109. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
  5110. glGenTextures(1, &framebuffer.sample_color);
  5111. glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
  5112. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, framebuffer.width, framebuffer.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  5113. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  5114. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  5115. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  5116. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  5117. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  5118. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  5119. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.sample_color, 0);
  5120. #
  5121. status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  5122. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  5123. if (status != GL_FRAMEBUFFER_COMPLETE) {
  5124. glDeleteFramebuffers(1,&framebuffer.fbo);
  5125. #if 0
  5126. glDeleteTextures(1,&framebuffer.depth);
  5127. #else
  5128. glDeleteRenderbuffers(1,&framebuffer.depth);
  5129. #endif
  5130. glDeleteTextures(1,&framebuffer.color);
  5131. glDeleteTextures(1,&framebuffer.sample_color);
  5132. glDeleteFramebuffers(1,&framebuffer.sample_fbo);
  5133. framebuffer.fbo=0;
  5134. framebuffer.active=false;
  5135. //print_line("**************** NO FAMEBUFFEEEERRRR????");
  5136. WARN_PRINT("Could not create framebuffer!!");
  5137. }
  5138. //blur
  5139. int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
  5140. if (size!=framebuffer.blur_size) {
  5141. for(int i=0;i<3;i++) {
  5142. if (framebuffer.blur[i].fbo) {
  5143. glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
  5144. glDeleteTextures(1,&framebuffer.blur[i].color);
  5145. framebuffer.blur[i].fbo=0;
  5146. framebuffer.blur[i].color=0;
  5147. }
  5148. }
  5149. framebuffer.blur_size=size;
  5150. for(int i=0;i<3;i++) {
  5151. glGenFramebuffers(1, &framebuffer.blur[i].fbo);
  5152. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
  5153. glGenTextures(1, &framebuffer.blur[i].color);
  5154. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
  5155. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  5156. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  5157. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  5158. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  5159. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
  5160. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  5161. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  5162. GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
  5163. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  5164. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  5165. DEBUG_TEST_ERROR("Shadow Buffer Init");
  5166. ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
  5167. }
  5168. }
  5169. // luminance
  5170. int base_size = GLOBAL_DEF("rasterizer/luminance_buffer_size",81);
  5171. if (framebuffer.luminance.empty() || framebuffer.luminance[0].size!=base_size) {
  5172. for(int i=0;i<framebuffer.luminance.size();i++) {
  5173. glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
  5174. glDeleteTextures(1,&framebuffer.luminance[i].color);
  5175. }
  5176. framebuffer.luminance.clear();
  5177. while(base_size>0) {
  5178. FrameBuffer::Luminance lb;
  5179. lb.size=base_size;
  5180. glGenFramebuffers(1, &lb.fbo);
  5181. glBindFramebuffer(GL_FRAMEBUFFER, lb.fbo);
  5182. glGenTextures(1, &lb.color);
  5183. glBindTexture(GL_TEXTURE_2D, lb.color);
  5184. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  5185. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  5186. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  5187. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  5188. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lb.size, lb.size, 0,
  5189. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  5190. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  5191. GL_TEXTURE_2D, lb.color, 0);
  5192. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  5193. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  5194. DEBUG_TEST_ERROR("Shadow Buffer Init");
  5195. ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
  5196. base_size/=3;
  5197. framebuffer.luminance.push_back(lb);
  5198. }
  5199. }
  5200. }
  5201. void RasterizerGLES2::set_base_framebuffer(GLuint p_id) {
  5202. base_framebuffer=p_id;
  5203. }
  5204. #if 0
  5205. void RasterizerGLES2::_update_blur_buffer() {
  5206. int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
  5207. if (size!=framebuffer.blur_size) {
  5208. for(int i=0;i<3;i++) {
  5209. if (framebuffer.blur[i].fbo) {
  5210. glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
  5211. glDeleteTextures(1,&framebuffer.blur[i].color);
  5212. framebuffer.blur[i].fbo=0;
  5213. framebuffer.blur[i].color=0;
  5214. }
  5215. }
  5216. framebuffer.blur_size=size;
  5217. for(int i=0;i<3;i++) {
  5218. glGenFramebuffers(1, &framebuffer.blur[i].fbo);
  5219. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
  5220. glGenTextures(1, &framebuffer.blur[i].color);
  5221. glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
  5222. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  5223. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  5224. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  5225. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  5226. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
  5227. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  5228. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  5229. GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
  5230. GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  5231. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  5232. DEBUG_TEST_ERROR("Shadow Buffer Init");
  5233. ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
  5234. }
  5235. }
  5236. }
  5237. #endif
  5238. void RasterizerGLES2::init() {
  5239. #ifdef GLEW_ENABLED
  5240. GLuint res = glewInit();
  5241. ERR_FAIL_COND(res!=GLEW_OK);
  5242. #endif
  5243. scene_pass=1;
  5244. if (extensions.size()==0) {
  5245. set_extensions( (const char*)glGetString( GL_EXTENSIONS ));
  5246. }
  5247. GLint tmp = 0;
  5248. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &tmp);
  5249. //print_line("GL_MAX_VERTEX_ATTRIBS "+itos(tmp));
  5250. glEnable(GL_DEPTH_TEST);
  5251. glDepthFunc(GL_LEQUAL);
  5252. glFrontFace(GL_CW);
  5253. //glEnable(GL_TEXTURE_2D);
  5254. default_material=create_default_material();
  5255. material_shader.init();
  5256. canvas_shader.init();
  5257. copy_shader.init();
  5258. #ifdef GLEW_ENABLED
  5259. material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL,true);
  5260. canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL,true);
  5261. copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL,true);
  5262. #endif
  5263. shadow=NULL;
  5264. shadow_pass=0;
  5265. framebuffer.fbo=0;
  5266. framebuffer.width=0;
  5267. framebuffer.height=0;
  5268. // framebuffer.buff16=false;
  5269. // framebuffer.blur[0].fbo=false;
  5270. // framebuffer.blur[1].fbo=false;
  5271. framebuffer.active=false;
  5272. //do a single initial clear
  5273. glClearColor(0,0,0,1);
  5274. //glClearDepth(1.0);
  5275. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  5276. skinned_buffer_size = GLOBAL_DEF("rasterizer/skinned_buffer_size",DEFAULT_SKINNED_BUFFER_SIZE);
  5277. skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size );
  5278. glGenTextures(1, &white_tex);
  5279. unsigned char whitetexdata[8*8*3];
  5280. for(int i=0;i<8*8*3;i++) {
  5281. whitetexdata[i]=255;
  5282. }
  5283. glActiveTexture(GL_TEXTURE0);
  5284. glBindTexture(GL_TEXTURE_2D,white_tex);
  5285. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
  5286. glGenerateMipmap(GL_TEXTURE_2D);
  5287. glBindTexture(GL_TEXTURE_2D,0);
  5288. #ifdef GLEW_ENABLED
  5289. read_depth_supported=true;
  5290. pvr_supported=false;
  5291. etc_supported=false;
  5292. use_depth24 =true;
  5293. s3tc_supported = true;
  5294. use_hw_skeleton_xform = false;
  5295. // use_texture_instancing=false;
  5296. // use_attribute_instancing=true;
  5297. use_texture_instancing=false;
  5298. use_attribute_instancing=true;
  5299. #ifdef OSX_ENABLED
  5300. use_rgba_shadowmaps=true;
  5301. #else
  5302. use_rgba_shadowmaps=false;
  5303. #endif
  5304. use_half_float=true;
  5305. #else
  5306. read_depth_supported=extensions.has("GL_OES_depth_texture");
  5307. use_rgba_shadowmaps=!read_depth_supported;
  5308. pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc");
  5309. etc_supported=extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
  5310. use_depth24 = extensions.has("GL_OES_depth24");
  5311. s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
  5312. use_half_float = extensions.has("GL_OES_vertex_half_float");
  5313. GLint vtf;
  5314. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
  5315. use_hw_skeleton_xform=vtf>0 && extensions.has("GL_OES_texture_float");
  5316. //if (extensions.has("GL_QCOM_tiled_rendering"))
  5317. // use_hw_skeleton_xform=false;
  5318. GLint mva;
  5319. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,&mva);
  5320. if (vtf==0 && mva>8) {
  5321. //tegra 3, mali 400
  5322. use_attribute_instancing=true;
  5323. use_texture_instancing=false;
  5324. } else if (vtf>0 && extensions.has("GL_OES_texture_float")){
  5325. //use_texture_instancing=true;
  5326. use_texture_instancing=false; // i don't get it, uniforms are faster.
  5327. use_attribute_instancing=false;
  5328. } else {
  5329. use_texture_instancing=false;
  5330. use_attribute_instancing=false;
  5331. }
  5332. //etc_supported=false;
  5333. use_hw_skeleton_xform=false;
  5334. #endif
  5335. //use_rgba_shadowmaps=true;
  5336. //read_depth_supported=false;
  5337. {
  5338. //shadowmaps
  5339. OS::VideoMode vm=OS::get_singleton()->get_video_mode();
  5340. //don't use a shadowbuffer too big in GLES, this should be the maximum
  5341. int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);//nearest_power_of_2(MIN(vm.width,vm.height))/2;
  5342. while(max_shadow_size>=16) {
  5343. ShadowBuffer sb;
  5344. bool s = sb.init(max_shadow_size,!use_rgba_shadowmaps);
  5345. if (s)
  5346. near_shadow_buffers.push_back(sb);
  5347. max_shadow_size/=2;
  5348. }
  5349. //material_shader
  5350. material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
  5351. }
  5352. shadow_material = material_create(); //empty with nothing
  5353. shadow_mat_ptr = material_owner.get(shadow_material);
  5354. overdraw_material = create_overdraw_debug_material();
  5355. npo2_textures_available=true;
  5356. //fragment_lighting=false;
  5357. _rinfo.texture_mem=0;
  5358. current_env=NULL;
  5359. current_rt=NULL;
  5360. current_vd=NULL;
  5361. current_debug=VS::SCENARIO_DEBUG_DISABLED;
  5362. glGenBuffers(1,&gui_quad_buffer);
  5363. glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
  5364. glBufferData(GL_ARRAY_BUFFER,128,NULL,GL_DYNAMIC_DRAW);
  5365. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  5366. _update_framebuffer();
  5367. DEBUG_TEST_ERROR("Initializing");
  5368. }
  5369. void RasterizerGLES2::finish() {
  5370. memdelete_arr(skinned_buffer);
  5371. }
  5372. int RasterizerGLES2::get_render_info(VS::RenderInfo p_info) {
  5373. switch(p_info) {
  5374. case VS::INFO_OBJECTS_IN_FRAME: {
  5375. return _rinfo.object_count;
  5376. } break;
  5377. case VS::INFO_VERTICES_IN_FRAME: {
  5378. return _rinfo.vertex_count;
  5379. } break;
  5380. case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
  5381. return _rinfo.mat_change_count;
  5382. } break;
  5383. case VS::INFO_SHADER_CHANGES_IN_FRAME: {
  5384. return _rinfo.shader_change_count;
  5385. } break;
  5386. case VS::INFO_DRAW_CALLS_IN_FRAME: {
  5387. return _rinfo.draw_calls;
  5388. } break;
  5389. case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
  5390. return _rinfo.surface_count;
  5391. } break;
  5392. case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {
  5393. return 0;
  5394. } break;
  5395. case VS::INFO_VIDEO_MEM_USED: {
  5396. return get_render_info(VS::INFO_TEXTURE_MEM_USED)+get_render_info(VS::INFO_VERTEX_MEM_USED);
  5397. } break;
  5398. case VS::INFO_TEXTURE_MEM_USED: {
  5399. return _rinfo.texture_mem;
  5400. } break;
  5401. case VS::INFO_VERTEX_MEM_USED: {
  5402. return 0;
  5403. } break;
  5404. }
  5405. return 0;
  5406. }
  5407. void RasterizerGLES2::set_extensions(const char *p_strings) {
  5408. Vector<String> strings = String(p_strings).split(" ",false);
  5409. for(int i=0;i<strings.size();i++) {
  5410. extensions.insert(strings[i]);
  5411. // print_line(strings[i]);
  5412. }
  5413. }
  5414. bool RasterizerGLES2::needs_to_draw_next_frame() const {
  5415. return draw_next_frame;
  5416. }
  5417. bool RasterizerGLES2::has_feature(VS::Features p_feature) const {
  5418. switch( p_feature) {
  5419. case VS::FEATURE_SHADERS: return true;
  5420. case VS::FEATURE_NEEDS_RELOAD_HOOK: return use_reload_hooks;
  5421. default: return false;
  5422. }
  5423. }
  5424. void RasterizerGLES2::reload_vram() {
  5425. glEnable(GL_DEPTH_TEST);
  5426. glDepthFunc(GL_LEQUAL);
  5427. glFrontFace(GL_CW);
  5428. //do a single initial clear
  5429. glClearColor(0,0,0,1);
  5430. //glClearDepth(1.0);
  5431. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  5432. glGenTextures(1, &white_tex);
  5433. unsigned char whitetexdata[8*8*3];
  5434. for(int i=0;i<8*8*3;i++) {
  5435. whitetexdata[i]=255;
  5436. }
  5437. glActiveTexture(GL_TEXTURE0);
  5438. glBindTexture(GL_TEXTURE_2D,white_tex);
  5439. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
  5440. glGenerateMipmap(GL_TEXTURE_2D);
  5441. glBindTexture(GL_TEXTURE_2D,0);
  5442. List<RID> textures;
  5443. texture_owner.get_owned_list(&textures);
  5444. keep_copies=false;
  5445. for(List<RID>::Element *E=textures.front();E;E=E->next()) {
  5446. RID tid = E->get();
  5447. Texture *t=texture_owner.get(tid);
  5448. ERR_CONTINUE(!t);
  5449. t->tex_id=0;
  5450. t->data_size=0;
  5451. glGenTextures(1, &t->tex_id);
  5452. t->active=false;
  5453. if (t->render_target)
  5454. continue;
  5455. texture_allocate(tid,t->width,t->height,t->format,t->flags);
  5456. bool had_image=false;
  5457. for(int i=0;i<6;i++) {
  5458. if (!t->image[i].empty()) {
  5459. texture_set_data(tid,t->image[i],VS::CubeMapSide(i));
  5460. had_image=true;
  5461. }
  5462. }
  5463. if (!had_image && t->reloader) {
  5464. Object *rl = ObjectDB::get_instance(t->reloader);
  5465. if (rl)
  5466. rl->call(t->reloader_func,tid);
  5467. }
  5468. }
  5469. keep_copies=true;
  5470. List<RID> render_targets;
  5471. render_target_owner.get_owned_list(&render_targets);
  5472. for(List<RID>::Element *E=render_targets.front();E;E=E->next()) {
  5473. RenderTarget *rt = render_target_owner.get(E->get());
  5474. int w = rt->width;
  5475. int h = rt->height;
  5476. rt->width=0;
  5477. rt->height=0;
  5478. render_target_set_size(E->get(),w,h);
  5479. }
  5480. List<RID> meshes;
  5481. mesh_owner.get_owned_list(&meshes);
  5482. for(List<RID>::Element *E=meshes.front();E;E=E->next()) {
  5483. Mesh *mesh = mesh_owner.get(E->get());
  5484. Vector<Surface*> surfaces =mesh->surfaces;
  5485. mesh->surfaces.clear();
  5486. for(int i=0;i<surfaces.size();i++) {
  5487. mesh_add_surface(E->get(),surfaces[i]->primitive,surfaces[i]->data,surfaces[i]->morph_data,surfaces[i]->alpha_sort);
  5488. mesh_surface_set_material(E->get(),i,surfaces[i]->material);
  5489. if (surfaces[i]->array_local != 0) {
  5490. memfree(surfaces[i]->array_local);
  5491. };
  5492. if (surfaces[i]->index_array_local != 0) {
  5493. memfree(surfaces[i]->index_array_local);
  5494. };
  5495. memdelete( surfaces[i] );
  5496. }
  5497. }
  5498. List<RID> skeletons;
  5499. skeleton_owner.get_owned_list(&skeletons);
  5500. for(List<RID>::Element *E=skeletons.front();E;E=E->next()) {
  5501. Skeleton *sk = skeleton_owner.get(E->get());
  5502. if (!sk->tex_id)
  5503. continue; //does not use hw transform, leave alone
  5504. Vector<Skeleton::Bone> bones = sk->bones;
  5505. sk->bones.clear();
  5506. sk->tex_id=0;
  5507. sk->pixel_size=1.0;
  5508. skeleton_resize(E->get(),bones.size());
  5509. sk->bones=bones;
  5510. }
  5511. List<RID> multimeshes;
  5512. multimesh_owner.get_owned_list(&multimeshes);
  5513. for(List<RID>::Element *E=multimeshes.front();E;E=E->next()) {
  5514. MultiMesh *mm = multimesh_owner.get(E->get());
  5515. if (!mm->tex_id)
  5516. continue; //does not use hw transform, leave alone
  5517. Vector<MultiMesh::Element> elements = mm->elements;
  5518. mm->elements.clear();
  5519. mm->tw=1;
  5520. mm->th=1;
  5521. mm->tex_id=0;
  5522. mm->last_pass=0;
  5523. mm->visible = -1;
  5524. multimesh_set_instance_count(E->get(),elements.size());
  5525. mm->elements=elements;
  5526. }
  5527. if (framebuffer.fbo!=0) {
  5528. framebuffer.fbo=0;
  5529. framebuffer.depth=0;
  5530. framebuffer.color=0;
  5531. for(int i=0;i<3;i++) {
  5532. framebuffer.blur[i].fbo=0;
  5533. framebuffer.blur[i].color=0;
  5534. }
  5535. framebuffer.luminance.clear();
  5536. }
  5537. for(int i=0;i<near_shadow_buffers.size();i++) {
  5538. near_shadow_buffers[i].init(near_shadow_buffers[i].size,!use_rgba_shadowmaps);
  5539. }
  5540. canvas_shader.clear_caches();
  5541. material_shader.clear_caches();
  5542. blur_shader.clear_caches();
  5543. copy_shader.clear_caches();
  5544. List<RID> shaders;
  5545. shader_owner.get_owned_list(&shaders);
  5546. for(List<RID>::Element *E=shaders.front();E;E=E->next()) {
  5547. Shader *s = shader_owner.get(E->get());
  5548. s->custom_code_id=0;
  5549. s->version=1;
  5550. s->valid=false;
  5551. shader_set_mode(E->get(),s->mode);
  5552. }
  5553. List<RID> materials;
  5554. material_owner.get_owned_list(&materials);
  5555. for(List<RID>::Element *E=materials.front();E;E=E->next()) {
  5556. Material *m = material_owner.get(E->get());
  5557. RID shader = m->shader;
  5558. m->shader_version=0;
  5559. material_set_shader(E->get(),shader);
  5560. }
  5561. }
  5562. void RasterizerGLES2::set_use_framebuffers(bool p_use) {
  5563. use_framebuffers=p_use;
  5564. }
  5565. RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) {
  5566. keep_copies=p_keep_ram_copy;
  5567. use_reload_hooks=p_use_reload_hooks;
  5568. pack_arrays=p_compress_arrays;
  5569. p_default_fragment_lighting=false;
  5570. fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true);
  5571. read_depth_supported=true; //todo check for extension
  5572. use_shadow_pcf=GLOBAL_DEF("rasterizer/use_shadow_pcf",true);
  5573. use_shadow_mapping=true;
  5574. use_fast_texture_filter=GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true);
  5575. skel_default.resize(1024*4);
  5576. for(int i=0;i<1024/3;i++) {
  5577. float * ptr = skel_default.ptr();
  5578. ptr+=i*4*4;
  5579. ptr[0]=1.0;
  5580. ptr[1]=0.0;
  5581. ptr[2]=0.0;
  5582. ptr[3]=0.0;
  5583. ptr[4]=0.0;
  5584. ptr[5]=1.0;
  5585. ptr[6]=0.0;
  5586. ptr[7]=0.0;
  5587. ptr[8]=0.0;
  5588. ptr[9]=0.0;
  5589. ptr[10]=1.0;
  5590. ptr[12]=0.0;
  5591. }
  5592. base_framebuffer=0;
  5593. frame = 0;
  5594. draw_next_frame=false;
  5595. use_framebuffers=true;
  5596. framebuffer.active=false;
  5597. };
  5598. RasterizerGLES2::~RasterizerGLES2() {
  5599. };
  5600. #endif