/*************************************************************************/ /* rasterizer_gles2.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_GLES2_H #define RASTERIZER_GLES2_H #include "servers/visual/rasterizer.h" #define MAX_POLYGON_VERTICES 4096 //used for WebGL canvas_draw_polygon call. #ifdef GLES2_ENABLED #include "image.h" #include "rid.h" #include "servers/visual_server.h" #include "list.h" #include "map.h" #include "camera_matrix.h" #include "sort.h" #include "self_list.h" #include "platform_config.h" #ifndef GLES2_INCLUDE_H #include #else #include GLES2_INCLUDE_H #endif #include "drivers/gles2/shaders/material.glsl.h" #include "drivers/gles2/shaders/canvas.glsl.h" #include "drivers/gles2/shaders/canvas_shadow.glsl.h" #include "drivers/gles2/shaders/blur.glsl.h" #include "drivers/gles2/shaders/copy.glsl.h" #include "drivers/gles2/shader_compiler_gles2.h" #include "servers/visual/particle_system_sw.h" /** @author Juan Linietsky */ class RasterizerGLES2 : public Rasterizer { enum { MAX_SCENE_LIGHTS=2048, LIGHT_SPOT_BIT=0x80, DEFAULT_SKINNED_BUFFER_SIZE = 2048, // 10k vertices MAX_HW_LIGHTS = 1, }; uint8_t *skinned_buffer; int skinned_buffer_size; bool pvr_supported; bool pvr_srgb_supported; bool s3tc_supported; bool s3tc_srgb_supported; bool latc_supported; bool etc_supported; bool atitc_supported; bool npo2_textures_available; bool read_depth_supported; bool use_framebuffers; bool full_float_fb_supported; bool use_shadow_mapping; bool use_fp16_fb; bool srgb_supported; bool float_supported; bool float_linear_supported; bool use_16bits_fbo; ShadowFilterTechnique shadow_filter; bool use_shadow_esm; bool use_shadow_pcf; bool use_hw_skeleton_xform; bool use_depth24; bool use_texture_instancing; bool use_attribute_instancing; bool use_rgba_shadowmaps; bool use_anisotropic_filter; float anisotropic_level; bool use_half_float; bool low_memory_2d; bool shrink_textures_x2; Vector skel_default; Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,GLenum& r_gl_internal_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed); struct RenderTarget; struct Texture { String path; uint32_t flags; int width,height; int alloc_width, alloc_height; Image::Format format; GLenum target; GLenum gl_format_cache; GLenum gl_internal_format_cache; int gl_components_cache; int data_size; //original data size, useful for retrieving back bool has_alpha; bool format_has_alpha; bool compressed; bool disallow_mipmaps; int total_data_size; bool ignore_mipmaps; ObjectID reloader; StringName reloader_func; Image image[6]; int mipmaps; bool active; GLuint tex_id; RenderTarget *render_target; Texture() { ignore_mipmaps=false; render_target=NULL; flags=width=height=0; tex_id=0; data_size=0; format=Image::FORMAT_L8; gl_components_cache=0; format_has_alpha=false; has_alpha=false; active=false; disallow_mipmaps=false; compressed=false; total_data_size=0; target=GL_TEXTURE_2D; mipmaps=0; reloader=0; } ~Texture() { if (tex_id!=0) { glDeleteTextures(1,&tex_id); } } }; mutable RID_Owner texture_owner; struct Shader { String vertex_code; String fragment_code; String light_code; int vertex_line; int fragment_line; int light_line; VS::ShaderMode mode; uint32_t custom_code_id; uint32_t version; bool valid; bool has_alpha; bool can_zpass; bool has_texscreen; bool has_screen_uv; bool writes_vertex; bool uses_discard; bool uses_time; bool uses_normal; bool uses_texpixel_size; Map uniforms; StringName first_texture; Map default_textures; SelfList dirty_list; Shader() : dirty_list(this) { valid=false; custom_code_id=0; has_alpha=false; version=1; vertex_line=0; fragment_line=0; light_line=0; can_zpass=true; has_texscreen=false; has_screen_uv=false; writes_vertex=false; uses_discard=false; uses_time=false; uses_normal=false; } }; mutable RID_Owner shader_owner; mutable SelfList::List _shader_dirty_list; _FORCE_INLINE_ void _shader_make_dirty(Shader* p_shader); void _update_shader( Shader* p_shader) const; struct Material { bool flags[VS::MATERIAL_FLAG_MAX]; VS::MaterialBlendMode blend_mode; VS::MaterialDepthDrawMode depth_draw_mode; float line_width; bool has_alpha; mutable uint32_t shader_version; RID shader; // shader material Shader *shader_cache; struct UniformData { bool inuse; bool istexture; Variant value; int index; }; mutable Map shader_params; uint64_t last_pass; Material() { for(int i=0;i material_owner; struct Geometry { enum Type { GEOMETRY_INVALID, GEOMETRY_SURFACE, GEOMETRY_IMMEDIATE, GEOMETRY_PARTICLES, GEOMETRY_MULTISURFACE, }; Type type; RID material; bool has_alpha; bool material_owned; Geometry() { has_alpha=false; material_owned = false; } virtual ~Geometry() {}; }; struct GeometryOwner { virtual ~GeometryOwner() {} }; struct Mesh; struct Surface : public Geometry { struct ArrayData { uint32_t ofs,size,datatype,count; bool normalize; bool bind; ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;} }; Mesh *mesh; Array data; Array morph_data; ArrayData array[VS::ARRAY_MAX]; // support for vertex array objects GLuint array_object_id; // support for vertex buffer object GLuint vertex_id; // 0 means, unconfigured GLuint index_id; // 0 means, unconfigured // no support for the above, array in localmem. uint8_t *array_local; uint8_t *index_array_local; Vector skeleton_bone_aabb; Vector skeleton_bone_used; //bool packed; struct MorphTarget { uint32_t configured_format; uint8_t *array; }; MorphTarget* morph_targets_local; int morph_target_count; AABB aabb; int array_len; int index_array_len; int max_bone; float vertex_scale; float uv_scale; float uv2_scale; bool alpha_sort; VS::PrimitiveType primitive; uint32_t format; uint32_t configured_format; int stride; int local_stride; uint32_t morph_format; bool active; Point2 uv_min; Point2 uv_max; Surface() { array_len=0; local_stride=0; morph_format=0; type=GEOMETRY_SURFACE; primitive=VS::PRIMITIVE_POINTS; index_array_len=0; vertex_scale=1.0; uv_scale=1.0; uv2_scale=1.0; alpha_sort=false; format=0; stride=0; morph_targets_local=0; morph_target_count=0; array_local = index_array_local = 0; vertex_id = index_id = 0; active=false; //packed=false; } ~Surface() { } }; struct Mesh { bool active; Vector surfaces; int morph_target_count; VS::MorphTargetMode morph_target_mode; AABB custom_aabb; mutable uint64_t last_pass; Mesh() { morph_target_mode=VS::MORPH_MODE_NORMALIZED; morph_target_count=0; last_pass=0; active=false; } }; mutable RID_Owner mesh_owner; Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main); struct MultiMesh; struct MultiMeshSurface : public Geometry { Surface *surface; MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; } }; struct MultiMesh : public GeometryOwner { struct Element { float matrix[16]; uint8_t color[4]; Element() { matrix[0]=1; matrix[1]=0; matrix[2]=0; matrix[3]=0; matrix[4]=0; matrix[5]=1; matrix[6]=0; matrix[7]=0; matrix[8]=0; matrix[9]=0; matrix[10]=1; matrix[11]=0; matrix[12]=0; matrix[13]=0; matrix[14]=0; matrix[15]=1; }; }; AABB aabb; RID mesh; int visible; //IDirect3DVertexBuffer9* instance_buffer; Vector elements; Vector cache_surfaces; mutable uint64_t last_pass; GLuint tex_id; int tw; int th; SelfList dirty_list; MultiMesh() : dirty_list(this) { tw=1; th=1; tex_id=0; last_pass=0; visible = -1; } }; mutable RID_Owner multimesh_owner; mutable SelfList::List _multimesh_dirty_list; struct Immediate : public Geometry { struct Chunk { RID texture; VS::PrimitiveType primitive; Vector vertices; Vector normals; Vector tangents; Vector colors; Vector uvs; Vector uvs2; }; List chunks; bool building; int mask; AABB aabb; Immediate() { type=GEOMETRY_IMMEDIATE; building=false;} }; mutable RID_Owner immediate_owner; struct Particles : public Geometry { ParticleSystemSW data; // software particle system Particles() { type=GEOMETRY_PARTICLES; } }; mutable RID_Owner particles_owner; struct ParticlesInstance : public GeometryOwner { RID particles; ParticleSystemProcessSW particles_process; Transform transform; ParticlesInstance() { } }; mutable RID_Owner particles_instance_owner; ParticleSystemDrawInfoSW particle_draw_info; struct Skeleton { struct Bone { float mtx[4][4]; //used Bone() { for(int i=0;i<4;i++) { for(int j=0;j<4;j++) { mtx[i][j]=(i==j)?1:0; } } } _ALWAYS_INLINE_ void transform_add_mul3(const float * p_src, float* r_dst, float p_weight) const { r_dst[0]+=((mtx[0][0]*p_src[0] ) + ( mtx[1][0]*p_src[1] ) + ( mtx[2][0]*p_src[2] ) + mtx[3][0])*p_weight; r_dst[1]+=((mtx[0][1]*p_src[0] ) + ( mtx[1][1]*p_src[1] ) + ( mtx[2][1]*p_src[2] ) + mtx[3][1])*p_weight; r_dst[2]+=((mtx[0][2]*p_src[0] ) + ( mtx[1][2]*p_src[1] ) + ( mtx[2][2]*p_src[2] ) + mtx[3][2])*p_weight; } _ALWAYS_INLINE_ void transform3_add_mul3(const float * p_src, float* r_dst, float p_weight) const { r_dst[0]+=((mtx[0][0]*p_src[0] ) + ( mtx[1][0]*p_src[1] ) + ( mtx[2][0]*p_src[2] ) )*p_weight; r_dst[1]+=((mtx[0][1]*p_src[0] ) + ( mtx[1][1]*p_src[1] ) + ( mtx[2][1]*p_src[2] ) )*p_weight; r_dst[2]+=((mtx[0][2]*p_src[0] ) + ( mtx[1][2]*p_src[1] ) + ( mtx[2][2]*p_src[2] ) )*p_weight; } _ALWAYS_INLINE_ AABB transform_aabb(const AABB& p_aabb) const { float vertices[8][3]={ {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z}, {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z}, {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z}, {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z}, {p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z}, {p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z}, {p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z}, {p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z} }; AABB ret; for (int i=0;i<8;i++) { Vector3 xv( ((mtx[0][0]*vertices[i][0] ) + ( mtx[1][0]*vertices[i][1] ) + ( mtx[2][0]*vertices[i][2] ) + mtx[3][0] ), ((mtx[0][1]*vertices[i][0] ) + ( mtx[1][1]*vertices[i][1] ) + ( mtx[2][1]*vertices[i][2] ) + mtx[3][1] ), ((mtx[0][2]*vertices[i][0] ) + ( mtx[1][2]*vertices[i][1] ) + ( mtx[2][2]*vertices[i][2] ) + mtx[3][2] ) ); if (i==0) ret.pos=xv; else ret.expand_to(xv); } return ret; } }; GLuint tex_id; float pixel_size; //for texture Vector bones; SelfList dirty_list; Skeleton() : dirty_list(this) { tex_id=0; pixel_size=1.0; } }; mutable RID_Owner skeleton_owner; mutable SelfList::List _skeleton_dirty_list; template void _skeleton_xform(const uint8_t * p_src_array, int p_src_stride, uint8_t * p_dst_array, int p_dst_stride, int p_elements,const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms); struct Light { VS::LightType type; float vars[VS::LIGHT_PARAM_MAX]; Color colors[3]; bool shadow_enabled; RID projector; bool volumetric_enabled; Color volumetric_color; VS::LightOmniShadowMode omni_shadow_mode; VS::LightDirectionalShadowMode directional_shadow_mode; float directional_shadow_param[3]; Light() { vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1; vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45; vars[VS::LIGHT_PARAM_ATTENUATION]=1.0; vars[VS::LIGHT_PARAM_ENERGY]=1.0; vars[VS::LIGHT_PARAM_RADIUS]=1.0; vars[VS::LIGHT_PARAM_SHADOW_DARKENING]=0.0; vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.2; vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]=1.4; vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]=60.0; vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]=1; colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1); colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1); shadow_enabled=false; volumetric_enabled=false; directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT]=0.5; directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE]=0; directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE]=2.0; omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DEFAULT; directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; } }; struct Environment { VS::EnvironmentBG bg_mode; Variant bg_param[VS::ENV_BG_PARAM_MAX]; bool fx_enabled[VS::ENV_FX_MAX]; Variant fx_param[VS::ENV_FX_PARAM_MAX]; Environment() { bg_mode=VS::ENV_BG_DEFAULT_COLOR; bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0); bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID(); bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID(); bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0; bg_param[VS::ENV_BG_PARAM_SCALE]=1.0; bg_param[VS::ENV_BG_PARAM_GLOW]=0.0; bg_param[VS::ENV_BG_PARAM_CANVAS_MAX_LAYER]=0; for(int i=0;i environment_owner; struct SampledLight { int w,h; GLuint texture; float multiplier; bool is_float; }; mutable RID_Owner sampled_light_owner; struct ViewportData { //1x1 fbo+texture for storing previous HDR value GLuint lum_fbo; GLuint lum_color; ViewportData() { lum_fbo=0; lum_color=0; } }; mutable RID_Owner viewport_data_owner; struct RenderTarget { Texture *texture_ptr; RID texture; GLuint fbo; GLuint color; GLuint depth; int width,height; uint64_t last_pass; }; mutable RID_Owner render_target_owner; struct ShadowBuffer; struct LightInstance { struct SplitInfo { CameraMatrix camera; Transform transform; float near; float far; }; RID light; Light *base; Transform transform; CameraMatrix projection; Transform custom_transform[4]; CameraMatrix custom_projection[4]; Vector3 light_vector; Vector3 spot_vector; float linear_att; uint64_t shadow_pass; uint64_t last_pass; uint16_t sort_key; Vector2 dp; CameraMatrix shadow_projection[4]; float shadow_split[4]; ShadowBuffer* near_shadow_buffer; void clear_shadow_buffers() { clear_near_shadow_buffers(); } void clear_near_shadow_buffers() { if (near_shadow_buffer) { near_shadow_buffer->owner=NULL; near_shadow_buffer=NULL; } } LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; near_shadow_buffer=NULL;} }; mutable RID_Owner light_owner; mutable RID_Owner light_instance_owner; LightInstance *light_instances[MAX_SCENE_LIGHTS]; LightInstance *directional_lights[4]; int light_instance_count; int directional_light_count; int last_light_id; bool current_depth_test; bool current_depth_mask; VS::MaterialBlendMode current_blend_mode; bool use_fast_texture_filter; int max_texture_size; bool fragment_lighting; RID shadow_material; RID shadow_material_double_sided; Material *shadow_mat_ptr; Material *shadow_mat_double_sided_ptr; int max_texture_units; GLuint base_framebuffer; GLuint gui_quad_buffer; GLuint indices_buffer; struct RenderList { enum { DEFAULT_MAX_ELEMENTS=4096, MAX_LIGHTS=4, SORT_FLAG_SKELETON=1, SORT_FLAG_INSTANCING=2, }; static int max_elements; struct Element { float depth; const InstanceData *instance; const Skeleton *skeleton; const Geometry *geometry; const Geometry *geometry_cmp; const Material *material; const GeometryOwner *owner; bool *additive_ptr; bool additive; bool mirror; union { #ifdef BIG_ENDIAN_ENABLED struct { uint8_t sort_flags; uint8_t light_type; uint16_t light; }; #else struct { uint16_t light; uint8_t light_type; uint8_t sort_flags; }; #endif uint32_t sort_key; }; }; Element *_elements; Element **elements; int element_count; void clear() { element_count=0; } struct SortZ { _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { return A->depth > B->depth; } }; void sort_z() { SortArray sorter; sorter.sort(elements,element_count); } struct SortMatGeom { _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { // TODO move to a single uint64 (one comparison) if (A->material->shader_cache == B->material->shader_cache) { if (A->material == B->material) { return A->geometry_cmp < B->geometry_cmp; } else { return (A->material < B->material); } } else { return A->material->shader_cache < B->material->shader_cache; } } }; void sort_mat_geom() { SortArray sorter; sorter.sort(elements,element_count); } struct SortMatLight { _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { if (A->geometry_cmp == B->geometry_cmp) { if (A->material == B->material) { return A->lightlight; } else { return (A->material < B->material); } } else { return (A->geometry_cmp < B->geometry_cmp); } } }; void sort_mat_light() { SortArray sorter; sorter.sort(elements,element_count); } struct SortMatLightType { _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { if (A->light_type == B->light_type) { if (A->material->shader_cache == B->material->shader_cache) { if (A->material == B->material) { return (A->geometry_cmp < B->geometry_cmp); } else { return (A->material < B->material); } } else { return (A->material->shader_cache < B->material->shader_cache); } } else { return A->light_type < B->light_type; } } }; void sort_mat_light_type() { SortArray sorter; sorter.sort(elements,element_count); } struct SortMatLightTypeFlags { _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { if (A->sort_key == B->sort_key) { if (A->material->shader_cache == B->material->shader_cache) { if (A->material == B->material) { return (A->geometry_cmp < B->geometry_cmp); } else { return (A->material < B->material); } } else { return (A->material->shader_cache < B->material->shader_cache); } } else { return A->sort_key < B->sort_key; //one is null and one is not } } }; void sort_mat_light_type_flags() { SortArray sorter; sorter.sort(elements,element_count); } _FORCE_INLINE_ Element* add_element() { if (element_count>=max_elements) return NULL; elements[element_count]=&_elements[element_count]; return elements[element_count++]; } void init() { element_count = 0; elements=memnew_arr(Element*,max_elements); _elements=memnew_arr(Element,max_elements); for (int i=0;i extensions; bool texscreen_copied; bool texscreen_used; Plane camera_plane; void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner,int p_material=-1); void _render_list_forward(RenderList *p_render_list,const Transform& p_view_transform,const Transform& p_view_transform_inverse, const CameraMatrix& p_projection,bool p_reverse_cull=false,bool p_fragment_light=false,bool p_alpha_pass=false); //void _setup_light(LightInstance* p_instance, int p_idx); void _setup_light(uint16_t p_light); _FORCE_INLINE_ void _setup_shader_params(const Material *p_material); bool _setup_material(const Geometry *p_geometry, const Material *p_material, bool p_no_const_light, bool p_opaque_pass); void _setup_skeleton(const Skeleton *p_skeleton); Error _setup_geometry(const Geometry *p_geometry, const Material* p_material,const Skeleton *p_skeleton, const float *p_morphs); void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform); /***********/ /* SHADOWS */ /***********/ struct ShadowBuffer { int size; GLuint fbo; GLuint rbo; GLuint depth; GLuint rgba; //for older devices #if 0 GLuint fbo_blur; GLuint rbo_blur; GLuint blur; #endif LightInstance *owner; bool init(int p_size,bool p_use_depth); ShadowBuffer() { size=0; depth=0; owner=NULL; } }; Vector near_shadow_buffers; ShadowBuffer blur_shadow_buffer; Vector far_shadow_buffers; LightInstance *shadow; int shadow_pass; float shadow_near_far_split_size_ratio; bool _allocate_shadow_buffers(LightInstance *p_instance, Vector& p_buffers); void _debug_draw_shadow(GLuint tex, const Rect2& p_rect); void _debug_draw_shadows_type(Vector& p_shadows,Point2& ofs); void _debug_shadows(); void _debug_luminances(); void _debug_samplers(); /***********/ /* FBOs */ /***********/ struct FrameBuffer { GLuint fbo; GLuint color; GLuint depth; int width,height; int scale; bool active; int blur_size; struct Blur { GLuint fbo; GLuint color; Blur() { fbo=0; color=0; } } blur[3]; struct Luminance { int size; GLuint fbo; GLuint color; Luminance() { fbo=0; color=0; size=0;} }; Vector luminance; GLuint sample_fbo; GLuint sample_color; FrameBuffer() { blur_size=0; } } framebuffer; void _update_framebuffer(); void _process_glow_and_bloom(); //void _update_blur_buffer(); /*********/ /* FRAME */ /*********/ struct _Rinfo { int texture_mem; int vertex_count; int object_count; int mat_change_count; int surface_count; int shader_change_count; int ci_draw_commands; int draw_calls; } _rinfo; /*******************/ /* CANVAS OCCLUDER */ /*******************/ struct CanvasOccluder { GLuint vertex_id; // 0 means, unconfigured GLuint index_id; // 0 means, unconfigured DVector lines; int len; }; RID_Owner canvas_occluder_owner; /***********************/ /* CANVAS LIGHT SHADOW */ /***********************/ struct CanvasLightShadow { int size; int height; GLuint fbo; GLuint rbo; GLuint depth; GLuint rgba; //for older devices GLuint blur; }; RID_Owner canvas_light_shadow_owner; RID canvas_shadow_blur; /* ETC */ RenderTarget *current_rt; bool current_rt_transparent; bool current_rt_vflip; ViewportData *current_vd; GLuint white_tex; RID canvas_tex; float canvas_opacity; Color canvas_modulate; bool canvas_use_modulate; bool uses_texpixel_size; bool rebind_texpixel_size; Transform canvas_transform; CanvasItemMaterial *canvas_last_material; bool canvas_texscreen_used; Vector2 normal_flip; _FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2& p_flip); _FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture); VS::MaterialBlendMode canvas_blend_mode; int _setup_geometry_vinfo; bool pack_arrays; bool keep_copies; bool use_reload_hooks; bool cull_front; bool lights_use_shadow; _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false); _FORCE_INLINE_ Color _convert_color(const Color& p_color); void _process_glow_bloom(); void _process_hdr(); void _draw_tex_bg(); bool using_canvas_bg; Size2 window_size; VS::ViewportRect viewport; double last_time; double time_delta; uint64_t frame; uint64_t scene_pass; bool draw_next_frame; Environment *current_env; VS::ScenarioDebugMode current_debug; RID overdraw_material; float shader_time_rollback; mutable MaterialShaderGLES2 material_shader; mutable CanvasShaderGLES2 canvas_shader; BlurShaderGLES2 blur_shader; CopyShaderGLES2 copy_shader; mutable CanvasShadowShaderGLES2 canvas_shadow_shader; mutable ShaderCompilerGLES2 shader_precompiler; void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1); _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs); _FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2); void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false, bool p_transpose=false ); void _draw_quad(const Rect2& p_rect); void _copy_screen_quad(); void _copy_to_texscreen(); bool _test_depth_shadow_buffer(); Vector3 chunk_vertex; Vector3 chunk_normal; Plane chunk_tangent; Color chunk_color; Vector2 chunk_uv; Vector2 chunk_uv2; GLuint tc0_id_cache; GLuint tc0_idx; template _FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip); _FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* p_shader); _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* p_shader); public: /* TEXTURE API */ virtual RID texture_create(); virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT); virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const; virtual void texture_set_flags(RID p_texture,uint32_t p_flags); virtual uint32_t texture_get_flags(RID p_texture) const; virtual Image::Format texture_get_format(RID p_texture) const; virtual uint32_t texture_get_width(RID p_texture) const; virtual uint32_t texture_get_height(RID p_texture) const; virtual bool texture_has_alpha(RID p_texture) const; virtual void texture_set_size_override(RID p_texture,int p_width, int p_height); virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const; virtual void texture_set_path(RID p_texture,const String& p_path); virtual String texture_get_path(RID p_texture) const; virtual void texture_debug_usage(List *r_info); virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable); GLuint _texture_get_name(RID p_tex); /* SHADER API */ virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL); virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode); virtual VS::ShaderMode shader_get_mode(RID p_shader) const; virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0); virtual String shader_get_fragment_code(RID p_shader) const; virtual String shader_get_vertex_code(RID p_shader) const; virtual String shader_get_light_code(RID p_shader) const; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const; virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture); virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const; virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name); /* COMMON MATERIAL API */ virtual RID material_create(); virtual void material_set_shader(RID p_shader_material, RID p_shader); virtual RID material_get_shader(RID p_shader_material) const; virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value); virtual Variant material_get_param(RID p_material, const StringName& p_param) const; virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled); virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const; virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode); virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const; virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const; virtual void material_set_line_width(RID p_material,float p_line_width); virtual float material_get_line_width(RID p_material) const; /* MESH API */ virtual RID mesh_create(); virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false); virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const; virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const; virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount); virtual int mesh_get_morph_target_count(RID p_mesh) const; virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode); virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false); virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; virtual void mesh_remove_surface(RID p_mesh,int p_index); virtual int mesh_get_surface_count(RID p_mesh) const; virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) const; virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb); virtual AABB mesh_get_custom_aabb(RID p_mesh) const; /* MULTIMESH API */ virtual RID multimesh_create(); virtual void multimesh_set_instance_count(RID p_multimesh,int p_count); virtual int multimesh_get_instance_count(RID p_multimesh) const; virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh); virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb); virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform); virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color); virtual RID multimesh_get_mesh(RID p_multimesh) const; virtual AABB multimesh_get_aabb(RID p_multimesh) const;; virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const; virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const; virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible); virtual int multimesh_get_visible_instances(RID p_multimesh) const; /* IMMEDIATE API */ virtual RID immediate_create(); virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID()); virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex); virtual void immediate_normal(RID p_immediate,const Vector3& p_normal); virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent); virtual void immediate_color(RID p_immediate,const Color& p_color); virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv); virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv); virtual void immediate_end(RID p_immediate); virtual void immediate_clear(RID p_immediate); virtual AABB immediate_get_aabb(RID p_immediate) const; virtual void immediate_set_material(RID p_immediate,RID p_material); virtual RID immediate_get_material(RID p_immediate) const; /* PARTICLES API */ virtual RID particles_create(); virtual void particles_set_amount(RID p_particles, int p_amount); virtual int particles_get_amount(RID p_particles) const; virtual void particles_set_emitting(RID p_particles, bool p_emitting); virtual bool particles_is_emitting(RID p_particles) const; virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility); virtual AABB particles_get_visibility_aabb(RID p_particles) const; virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents); virtual Vector3 particles_get_emission_half_extents(RID p_particles) const; virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity); virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const; virtual void particles_set_emission_points(RID p_particles, const DVector& p_points); virtual DVector particles_get_emission_points(RID p_particles) const; virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal); virtual Vector3 particles_get_gravity_normal(RID p_particles) const; virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value); virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const; virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness); virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const; virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos); virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const; virtual void particles_set_color_phases(RID p_particles, int p_phases); virtual int particles_get_color_phases(RID p_particles) const; virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color); virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const; virtual void particles_set_attractors(RID p_particles, int p_attractors); virtual int particles_get_attractors(RID p_particles) const; virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos); virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const; virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force); virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const; virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false); virtual RID particles_get_material(RID p_particles) const; virtual AABB particles_get_aabb(RID p_particles) const; virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable); virtual bool particles_has_height_from_velocity(RID p_particles) const; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); virtual bool particles_is_using_local_coordinates(RID p_particles) const; /* SKELETON API */ virtual RID skeleton_create(); virtual void skeleton_resize(RID p_skeleton,int p_bones); virtual int skeleton_get_bone_count(RID p_skeleton) const; virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform); virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone); /* LIGHT API */ virtual RID light_create(VS::LightType p_type); virtual VS::LightType light_get_type(RID p_light) const; virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color); virtual Color light_get_color(RID p_light,VS::LightColor p_type) const; virtual void light_set_shadow(RID p_light,bool p_enabled); virtual bool light_has_shadow(RID p_light) const; virtual void light_set_volumetric(RID p_light,bool p_enabled); virtual bool light_is_volumetric(RID p_light) const; virtual void light_set_projector(RID p_light,RID p_texture); virtual RID light_get_projector(RID p_light) const; virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value); virtual float light_get_var(RID p_light, VS::LightParam p_var) const; virtual void light_set_operator(RID p_light,VS::LightOp p_op); virtual VS::LightOp light_get_operator(RID p_light) const; virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode); virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const; virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode); virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const; virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value); virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const; virtual AABB light_get_aabb(RID p_poly) const; virtual RID light_instance_create(RID p_light); virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform); virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const; virtual int light_instance_get_shadow_passes(RID p_light_instance) const; virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const; virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0); virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const; virtual void shadow_clear_near(); virtual bool shadow_allocate_near(RID p_light); virtual bool shadow_allocate_far(RID p_light); /* SHADOW */ virtual RID particles_instance_create(RID p_particles); virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform); /* VIEWPORT */ virtual RID viewport_data_create(); virtual RID render_target_create(); virtual void render_target_set_size(RID p_render_target, int p_width, int p_height); virtual RID render_target_get_texture(RID p_render_target) const; virtual bool render_target_renedered_in_frame(RID p_render_target); /* RENDER API */ /* all calls (inside begin/end shadow) are always warranted to be in the following order: */ virtual void begin_frame(); virtual void set_viewport(const VS::ViewportRect& p_viewport); virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false); virtual void clear_viewport(const Color& p_color); virtual void capture_viewport(Image* r_capture); virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug); virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass ); virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint); virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls typedef Map ParamOverrideMap; virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data); virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data); virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data); virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data); virtual void end_scene(); virtual void end_shadow_map(); virtual void end_frame(); /* CANVAS API */ virtual void begin_canvas_bg(); virtual void canvas_begin(); virtual void canvas_disable_blending(); virtual void canvas_set_opacity(float p_opacity); virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode); virtual void canvas_begin_rect(const Matrix32& p_transform); virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect); virtual void canvas_end_rect(); virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width,bool p_antialiased); virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate); virtual void canvas_draw_style_box(const Rect2& p_rect, const Rect2& p_src_region, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1)); virtual void canvas_draw_primitive(const Vector& p_points, const Vector& p_colors,const Vector& p_uvs, RID p_texture,float p_width); virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor); virtual void canvas_set_transform(const Matrix32& p_transform); virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light); virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow); /* CANVAS LIGHT SHADOW */ //buffer virtual RID canvas_light_shadow_buffer_create(int p_width); virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache); //occluder virtual RID canvas_light_occluder_create(); virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector& p_lines); /* ENVIRONMENT */ virtual RID environment_create(); virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg); virtual VS::EnvironmentBG environment_get_background(RID p_env) const; virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value); virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const; virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled); virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const; virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value); virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const; /* SAMPLED LIGHT */ virtual RID sampled_light_dp_create(int p_width,int p_height); virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier); /*MISC*/ virtual bool is_texture(const RID& p_rid) const; virtual bool is_material(const RID& p_rid) const; virtual bool is_mesh(const RID& p_rid) const; virtual bool is_immediate(const RID& p_rid) const; virtual bool is_multimesh(const RID& p_rid) const; virtual bool is_particles(const RID &p_beam) const; virtual bool is_light(const RID& p_rid) const; virtual bool is_light_instance(const RID& p_rid) const; virtual bool is_particles_instance(const RID& p_rid) const; virtual bool is_skeleton(const RID& p_rid) const; virtual bool is_environment(const RID& p_rid) const; virtual bool is_shader(const RID& p_rid) const; virtual bool is_canvas_light_occluder(const RID& p_rid) const; virtual void free(const RID& p_rid); virtual void init(); virtual void finish(); virtual int get_render_info(VS::RenderInfo p_info); void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0)); virtual void flush_frame(); //not necesary in most cases void set_extensions(const char *p_strings); virtual bool needs_to_draw_next_frame() const; void set_use_framebuffers(bool p_use); void reload_vram(); virtual bool has_feature(VS::Features p_feature) const; virtual void restore_framebuffer(); static RasterizerGLES2* get_singleton(); virtual void set_force_16_bits_fbo(bool p_force); RasterizerGLES2(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true,bool p_use_reload_hooks=false); virtual ~RasterizerGLES2(); }; #endif #endif