#include "rasterizer_storage_gles3.h" #include "rasterizer_canvas_gles3.h" #include "rasterizer_scene_gles3.h" #include "globals.h" /* TEXTURE API */ #define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 #define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 #define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 #define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 #define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 #define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 #define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 #define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 #define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 #define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 #define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 #define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 #define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 #define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 #define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB #define _EXT_COMPRESSED_RED_RGTC1 0x8DBB #define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC #define _EXT_COMPRESSED_RG_RGTC2 0x8DBD #define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE #define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC #define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD #define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE #define _EXT_ETC1_RGB8_OES 0x8D64 #define _EXT_SLUMINANCE_NV 0x8C46 #define _EXT_SLUMINANCE_ALPHA_NV 0x8C44 #define _EXT_SRGB8_NV 0x8C41 #define _EXT_SLUMINANCE8_NV 0x8C47 #define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45 #define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E #define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F #define _EXT_ATC_RGB_AMD 0x8C92 #define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 #define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE #define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F #define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE #define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF #define _EXT_COMPRESSED_R11_EAC 0x9270 #define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271 #define _EXT_COMPRESSED_RG11_EAC 0x9272 #define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273 #define _EXT_COMPRESSED_RGB8_ETC2 0x9274 #define _EXT_COMPRESSED_SRGB8_ETC2 0x9275 #define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 #define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 #define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278 #define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 #define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C #define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D #define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E #define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F Image RasterizerStorageGLES3::_get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,GLenum& r_gl_internal_format,GLenum &r_gl_type,bool &r_compressed,bool &srgb) { r_compressed=false; r_gl_format=0; Image image=p_image; srgb=false; bool need_decompress=false; switch(p_format) { case Image::FORMAT_L8: { r_gl_internal_format=GL_R8; r_gl_format=GL_RED; r_gl_type=GL_UNSIGNED_BYTE; } break; case Image::FORMAT_LA8: { r_gl_internal_format=GL_RG8; r_gl_format=GL_RG; r_gl_type=GL_UNSIGNED_BYTE; } break; case Image::FORMAT_R8: { r_gl_internal_format=GL_R8; r_gl_format=GL_RED; r_gl_type=GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RG8: { r_gl_internal_format=GL_RG8; r_gl_format=GL_RG; r_gl_type=GL_UNSIGNED_BYTE; } break; case Image::FORMAT_RGB8: { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8:GL_RGB8; r_gl_format=GL_RGB; r_gl_type=GL_UNSIGNED_BYTE; srgb=true; } break; case Image::FORMAT_RGBA8: { r_gl_format=GL_RGBA; r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8_ALPHA8:GL_RGBA8; r_gl_type=GL_UNSIGNED_BYTE; srgb=true; } break; case Image::FORMAT_RGB565: { #warning TODO: Convert tod 555 if 565 is not supported (GLES3.3-) r_gl_internal_format=GL_RGB5; //r_gl_internal_format=GL_RGB565; r_gl_format=GL_RGB; r_gl_type=GL_UNSIGNED_SHORT_5_6_5; } break; case Image::FORMAT_RGBA4444: { r_gl_internal_format=GL_RGBA4; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_SHORT_4_4_4_4; } break; case Image::FORMAT_RGBA5551: { r_gl_internal_format=GL_RGB5_A1; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_SHORT_5_5_5_1; } break; case Image::FORMAT_RF: { r_gl_internal_format=GL_R32F; r_gl_format=GL_RED; r_gl_type=GL_FLOAT; } break; case Image::FORMAT_RGF: { r_gl_internal_format=GL_RG32F; r_gl_format=GL_RG; r_gl_type=GL_FLOAT; } break; case Image::FORMAT_RGBF: { r_gl_internal_format=GL_RGB32F; r_gl_format=GL_RGB; r_gl_type=GL_FLOAT; } break; case Image::FORMAT_RGBAF: { r_gl_internal_format=GL_RGBA32F; r_gl_format=GL_RGBA; r_gl_type=GL_FLOAT; } break; case Image::FORMAT_RH: { r_gl_internal_format=GL_R32F; r_gl_format=GL_RED; r_gl_type=GL_HALF_FLOAT; } break; case Image::FORMAT_RGH: { r_gl_internal_format=GL_RG32F; r_gl_format=GL_RG; r_gl_type=GL_HALF_FLOAT; } break; case Image::FORMAT_RGBH: { r_gl_internal_format=GL_RGB32F; r_gl_format=GL_RGB; r_gl_type=GL_HALF_FLOAT; } break; case Image::FORMAT_RGBAH: { r_gl_internal_format=GL_RGBA32F; r_gl_format=GL_RGBA; r_gl_type=GL_HALF_FLOAT; } break; case Image::FORMAT_DXT1: { if (config.s3tc_supported) { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; case Image::FORMAT_DXT3: { if (config.s3tc_supported) { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; case Image::FORMAT_DXT5: { if (config.s3tc_supported) { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; case Image::FORMAT_ATI1: { if (config.latc_supported) { r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; case Image::FORMAT_ATI2: { if (config.latc_supported) { r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; } else { need_decompress=true; } } break; case Image::FORMAT_BPTC_RGBA: { if (config.bptc_supported) { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:_EXT_COMPRESSED_RGBA_BPTC_UNORM; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; case Image::FORMAT_BPTC_RGBF: { if (config.bptc_supported) { r_gl_internal_format=_EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT; r_gl_format=GL_RGB; r_gl_type=GL_FLOAT; r_compressed=true; } else { need_decompress=true; } } break; case Image::FORMAT_BPTC_RGBFU: { if (config.bptc_supported) { r_gl_internal_format=_EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT; r_gl_format=GL_RGB; r_gl_type=GL_FLOAT; r_compressed=true; } else { need_decompress=true; } } break; case Image::FORMAT_PVRTC2: { if (config.pvrtc_supported) { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; case Image::FORMAT_PVRTC2A: { if (config.pvrtc_supported) { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; case Image::FORMAT_PVRTC4: { if (config.pvrtc_supported) { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; case Image::FORMAT_PVRTC4A: { if (config.pvrtc_supported) { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; case Image::FORMAT_ETC: { if (config.etc_supported) { r_gl_internal_format=_EXT_ETC1_RGB8_OES; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; } else { need_decompress=true; } } break; case Image::FORMAT_ETC2_R11: { if (config.etc2_supported) { r_gl_internal_format=_EXT_COMPRESSED_R11_EAC; r_gl_format=GL_RED; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; } else { need_decompress=true; } } break; case Image::FORMAT_ETC2_R11S: { if (config.etc2_supported) { r_gl_internal_format=_EXT_COMPRESSED_SIGNED_R11_EAC; r_gl_format=GL_RED; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; } else { need_decompress=true; } } break; case Image::FORMAT_ETC2_RG11: { if (config.etc2_supported) { r_gl_internal_format=_EXT_COMPRESSED_RG11_EAC; r_gl_format=GL_RG; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; } else { need_decompress=true; } } break; case Image::FORMAT_ETC2_RG11S: { if (config.etc2_supported) { r_gl_internal_format=_EXT_COMPRESSED_SIGNED_RG11_EAC; r_gl_format=GL_RG; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; } else { need_decompress=true; } } break; case Image::FORMAT_ETC2_RGB8: { if (config.etc2_supported) { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_ETC2:_EXT_COMPRESSED_RGB8_ETC2; r_gl_format=GL_RGB; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; case Image::FORMAT_ETC2_RGBA8: { if (config.etc2_supported) { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:_EXT_COMPRESSED_RGBA8_ETC2_EAC; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; case Image::FORMAT_ETC2_RGB8A1: { if (config.etc2_supported) { r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:_EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2; r_gl_format=GL_RGBA; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=true; srgb=true; } else { need_decompress=true; } } break; default: { ERR_FAIL_V(Image()); } } if (need_decompress) { if (!image.empty()) { image.decompress(); ERR_FAIL_COND_V(image.is_compressed(),image); image.convert(Image::FORMAT_RGBA8); } r_gl_format=GL_RGBA; r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8_ALPHA8:GL_RGBA8; r_gl_type=GL_UNSIGNED_BYTE; r_compressed=false; srgb=true; return image; } return image; } static const GLenum _cube_side_enum[6]={ GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, }; RID RasterizerStorageGLES3::texture_create() { Texture *texture = memnew(Texture); ERR_FAIL_COND_V(!texture,RID()); glGenTextures(1, &texture->tex_id); texture->active=false; texture->total_data_size=0; return texture_owner.make_rid( texture ); } void RasterizerStorageGLES3::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) { int components; GLenum format; GLenum internal_format; GLenum type; bool compressed; bool srgb; if (p_flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) { p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video } Texture *texture = texture_owner.get( p_texture ); ERR_FAIL_COND(!texture); texture->width=p_width; texture->height=p_height; texture->format=p_format; texture->flags=p_flags; texture->stored_cube_sides=0; texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D; _get_gl_image_and_format(Image(),texture->format,texture->flags,format,internal_format,type,compressed,srgb); texture->alloc_width = texture->width; texture->alloc_height = texture->height; texture->gl_format_cache=format; texture->gl_type_cache=type; texture->gl_internal_format_cache=internal_format; texture->compressed=compressed; texture->srgb=srgb; texture->data_size=0; texture->mipmaps=1; glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); if (p_flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) { //prealloc if video glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type,NULL); } texture->active=true; } void RasterizerStorageGLES3::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); ERR_FAIL_COND(!texture->active); ERR_FAIL_COND(texture->render_target); ERR_FAIL_COND(texture->format != p_image.get_format() ); ERR_FAIL_COND( p_image.empty() ); GLenum type; GLenum format; GLenum internal_format; bool compressed; bool srgb; Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,internal_format,type,compressed,srgb); if (config.shrink_textures_x2 && (p_image.has_mipmaps() || !p_image.is_compressed()) && !(texture->flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { texture->alloc_height = MAX(1,texture->alloc_height/2); texture->alloc_width = MAX(1,texture->alloc_width/2); if (texture->alloc_width == img.get_width()/2 && texture->alloc_height == img.get_height()/2) { img.shrink_x2(); } else if (img.get_format() <= Image::FORMAT_RGB565) { img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR); } }; GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D; texture->data_size=img.get_data().size(); DVector::Read read = img.get_data().read(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); texture->ignore_mipmaps = compressed && !img.has_mipmaps(); if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,config.use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR); else { if (texture->flags&VS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); } else { glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST); } } if (config.srgb_decode_supported && srgb) { if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); texture->using_srgb=true; } else { glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); texture->using_srgb=false; } } if (texture->flags&VS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering } else { glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering } if ((texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); } else{ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); } } else { //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); } //set swizle for older format compatibility switch(texture->format) { case Image::FORMAT_L8: { glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED); glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_RED); glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_RED); glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_ONE); } break; case Image::FORMAT_LA8: { glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED); glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_RED); glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_RED); glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_GREEN); } break; default: { glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED); glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_GREEN); glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_BLUE); glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_ALPHA); } break; } if (config.use_anisotropic_filter) { if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level); } else { glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1); } } int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.has_mipmaps()) ? img.get_mipmap_count() +1: 1; int w=img.get_width(); int h=img.get_height(); int tsize=0; for(int i=0;icompressed) { glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] ); } else { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (texture->flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) { glTexSubImage2D( blit_target, i, 0,0,w, h,format,type,&read[ofs] ); } else { glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type,&read[ofs]); } } tsize+=size; w = MAX(1,w>>1); h = MAX(1,h>>1); } info.texture_mem-=texture->total_data_size; texture->total_data_size=tsize; info.texture_mem+=texture->total_data_size; //printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem); texture->stored_cube_sides|=(1<flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1 && !texture->ignore_mipmaps && (!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP) || texture->stored_cube_sides==(1<<6)-1)) { //generate mipmaps if they were requested and the image does not contain them glGenerateMipmap(texture->target); } texture->mipmaps=mipmaps; //texture_set_flags(p_texture,texture->flags); } Image RasterizerStorageGLES3::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,Image()); ERR_FAIL_COND_V(!texture->active,Image()); ERR_FAIL_COND_V(texture->data_size==0,Image()); ERR_FAIL_COND_V(texture->render_target,Image()); #ifdef GLES_OVER_GL DVector data; int data_size = Image::get_image_data_size(texture->width,texture->height,texture->format,texture->mipmaps>1?-1:0); data.resize(data_size); DVector::Write wb = data.write(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target,texture->tex_id); for(int i=0;imipmaps;i++) { int ofs=0; if (i>0) { ofs=Image::get_image_data_size(texture->alloc_width,texture->alloc_height,texture->format,i-1); } if (texture->compressed) { glPixelStorei(GL_PACK_ALIGNMENT, 4); glGetCompressedTexImage(texture->target,i,&wb[ofs]); } else { glPixelStorei(GL_PACK_ALIGNMENT, 1); glGetTexImage(texture->target,i,texture->gl_format_cache,texture->gl_type_cache,&wb[ofs]); } } wb=DVector::Write(); Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps>1?true:false,texture->format,data); return img; #else ERR_EXPLAIN("Sorry, It's not posible to obtain images back in OpenGL ES"); #endif } void RasterizerStorageGLES3::texture_set_flags(RID p_texture,uint32_t p_flags) { Texture *texture = texture_owner.get( p_texture ); ERR_FAIL_COND(!texture); if (texture->render_target) { p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter } bool had_mipmaps = texture->flags&VS::TEXTURE_FLAG_MIPMAPS; glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP; texture->flags=p_flags|cube; // can't remove a cube from being a cube if ((texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); } else { glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); } } else { //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); } if (config.use_anisotropic_filter) { if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level); } else { glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1); } } if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) { if (!had_mipmaps && texture->mipmaps==1) { glGenerateMipmap(texture->target); } glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,config.use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR); } else{ if (texture->flags&VS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); } else { glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST); } } if (config.srgb_decode_supported && texture->srgb) { if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); texture->using_srgb=true; } else { glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); texture->using_srgb=false; } } if (texture->flags&VS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering } else { glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering } } uint32_t RasterizerStorageGLES3::texture_get_flags(RID p_texture) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,0); return texture->flags; } Image::Format RasterizerStorageGLES3::texture_get_format(RID p_texture) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,Image::FORMAT_L8); return texture->format; } uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,0); return texture->width; } uint32_t RasterizerStorageGLES3::texture_get_height(RID p_texture) const { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,0); return texture->height; } void RasterizerStorageGLES3::texture_set_size_override(RID p_texture,int p_width, int p_height) { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); ERR_FAIL_COND(texture->render_target); ERR_FAIL_COND(p_width<=0 || p_width>16384); ERR_FAIL_COND(p_height<=0 || p_height>16384); //real texture size is in alloc width and height texture->width=p_width; texture->height=p_height; } void RasterizerStorageGLES3::texture_set_path(RID p_texture,const String& p_path) { Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND(!texture); texture->path=p_path; } String RasterizerStorageGLES3::texture_get_path(RID p_texture) const{ Texture * texture = texture_owner.get(p_texture); ERR_FAIL_COND_V(!texture,String()); return texture->path; } void RasterizerStorageGLES3::texture_debug_usage(List *r_info){ List textures; texture_owner.get_owned_list(&textures); for (List::Element *E=textures.front();E;E=E->next()) { Texture *t = texture_owner.get(E->get()); if (!t) continue; VS::TextureInfo tinfo; tinfo.path=t->path; tinfo.format=t->format; tinfo.size.x=t->alloc_width; tinfo.size.y=t->alloc_height; tinfo.bytes=t->total_data_size; r_info->push_back(tinfo); } } void RasterizerStorageGLES3::texture_set_shrink_all_x2_on_set_data(bool p_enable) { config.shrink_textures_x2=p_enable; } RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source,int p_resolution) const { Texture * texture = texture_owner.get(p_source); ERR_FAIL_COND_V(!texture,RID()); ERR_FAIL_COND_V(!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP),RID()); bool use_float=true; if (p_resolution<0) { p_resolution=texture->width; } glBindVertexArray(0); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) { glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); texture->using_srgb=true; #ifdef TOOLS_ENABLED if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; //notify that texture must be set to linear beforehand, so it works in other platforms when exported } #endif } glActiveTexture(GL_TEXTURE1); GLuint new_cubemap; glGenTextures(1, &new_cubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, new_cubemap); GLuint tmp_fb; glGenFramebuffers(1, &tmp_fb); glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); int size = p_resolution; int lod=0; shaders.cubemap_filter.bind(); int mipmaps=6; int mm_level=mipmaps; GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2; GLenum format = GL_RGBA; GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV; while(mm_level) { for(int i=0;i<6;i++) { glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL); } lod++; mm_level--; if (size>1) size>>=1; } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1); lod=0; mm_level=mipmaps; size = p_resolution; shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,false); while(mm_level) { for(int i=0;i<6;i++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], new_cubemap, lod); glViewport(0,0,size,size); glBindVertexArray(resources.quadie_array); shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::FACE_ID,i); shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps-1)); glDrawArrays(GL_TRIANGLE_FAN,0,4); glBindVertexArray(0); #ifdef DEBUG_ENABLED GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); #endif } if (size>1) size>>=1; lod++; mm_level--; } //restore ranges glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); glDeleteFramebuffers(1, &tmp_fb); Texture * ctex = memnew( Texture ); ctex->flags=VS::TEXTURE_FLAG_CUBEMAP|VS::TEXTURE_FLAG_MIPMAPS|VS::TEXTURE_FLAG_FILTER; ctex->width=p_resolution; ctex->height=p_resolution; ctex->alloc_width=p_resolution; ctex->alloc_height=p_resolution; ctex->format=use_float?Image::FORMAT_RGBAH:Image::FORMAT_RGBA8; ctex->target=GL_TEXTURE_CUBE_MAP; ctex->gl_format_cache=format; ctex->gl_internal_format_cache=internal_format; ctex->gl_type_cache=type; ctex->data_size=0; ctex->compressed=false; ctex->srgb=false; ctex->total_data_size=0; ctex->ignore_mipmaps=false; ctex->mipmaps=mipmaps; ctex->active=true; ctex->tex_id=new_cubemap; ctex->stored_cube_sides=(1<<6)-1; ctex->render_target=NULL; return texture_owner.make_rid(ctex); } RID RasterizerStorageGLES3::skybox_create() { SkyBox *skybox = memnew( SkyBox ); skybox->radiance=0; return skybox_owner.make_rid(skybox); } void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, int p_radiance_size){ SkyBox *skybox = skybox_owner.getornull(p_skybox); ERR_FAIL_COND(!skybox); if (skybox->cubemap.is_valid()) { skybox->cubemap=RID(); glDeleteTextures(1,&skybox->radiance); skybox->radiance=0; } skybox->cubemap=p_cube_map; if (!skybox->cubemap.is_valid()) return; //cleared Texture *texture = texture_owner.getornull(skybox->cubemap); if (!texture || !(texture->flags&VS::TEXTURE_FLAG_CUBEMAP)) { skybox->cubemap=RID(); ERR_FAIL_COND(!texture || !(texture->flags&VS::TEXTURE_FLAG_CUBEMAP)); } glBindVertexArray(0); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) { glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); texture->using_srgb=true; #ifdef TOOLS_ENABLED if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; //notify that texture must be set to linear beforehand, so it works in other platforms when exported } #endif } glActiveTexture(GL_TEXTURE1); glGenTextures(1, &skybox->radiance); glBindTexture(GL_TEXTURE_2D, skybox->radiance); GLuint tmp_fb; glGenFramebuffers(1, &tmp_fb); glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); int size = p_radiance_size; int lod=0; int mipmaps=6; int mm_level=mipmaps; bool use_float=true; GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2; GLenum format = GL_RGBA; GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV; while(mm_level) { glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size*2, 0, format, type, NULL); lod++; mm_level--; if (size>1) size>>=1; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod-1); lod=0; mm_level=mipmaps; size = p_radiance_size; shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,true); shaders.cubemap_filter.bind(); while(mm_level) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, skybox->radiance, lod); #ifdef DEBUG_ENABLED GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); #endif for(int i=0;i<2;i++) { glViewport(0,i*size,size,size); glBindVertexArray(resources.quadie_array); shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP,i>0); shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps-1)); glDrawArrays(GL_TRIANGLE_FAN,0,4); glBindVertexArray(0); } if (size>1) size>>=1; lod++; mm_level--; } shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,false); //restore ranges glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod-1); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); glDeleteFramebuffers(1, &tmp_fb); } /* SHADER API */ RID RasterizerStorageGLES3::shader_create(VS::ShaderMode p_mode){ Shader *shader = memnew( Shader ); shader->mode=p_mode; RID rid = shader_owner.make_rid(shader); shader_set_mode(rid,p_mode); _shader_make_dirty(shader); shader->self=rid; return rid; } void RasterizerStorageGLES3::_shader_make_dirty(Shader* p_shader) { if (p_shader->dirty_list.in_list()) return; _shader_dirty_list.add(&p_shader->dirty_list); } void RasterizerStorageGLES3::shader_set_mode(RID p_shader,VS::ShaderMode p_mode){ ERR_FAIL_INDEX(p_mode,VS::SHADER_MAX); Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND(!shader); if (shader->custom_code_id && p_mode==shader->mode) return; if (shader->custom_code_id) { shader->shader->free_custom_shader(shader->custom_code_id); shader->custom_code_id=0; } shader->mode=p_mode; ShaderGLES3* shaders[VS::SHADER_MAX]={ &scene->state.scene_shader, &canvas->state.canvas_shader, &canvas->state.canvas_shader, }; shader->shader=shaders[p_mode]; shader->custom_code_id = shader->shader->create_custom_shader(); _shader_make_dirty(shader); } VS::ShaderMode RasterizerStorageGLES3::shader_get_mode(RID p_shader) const { const Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND_V(!shader,VS::SHADER_MAX); return shader->mode; } void RasterizerStorageGLES3::shader_set_code(RID p_shader, const String& p_code){ Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND(!shader); shader->code=p_code; _shader_make_dirty(shader); } String RasterizerStorageGLES3::shader_get_code(RID p_shader) const{ const Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND_V(!shader,String()); return shader->code; } void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const { _shader_dirty_list.remove( &p_shader->dirty_list ); p_shader->valid=false; p_shader->uniforms.clear(); ShaderCompilerGLES3::GeneratedCode gen_code; ShaderCompilerGLES3::IdentifierActions *actions=NULL; switch(p_shader->mode) { case VS::SHADER_CANVAS_ITEM: { p_shader->canvas_item.light_mode=Shader::CanvasItem::LIGHT_MODE_NORMAL; p_shader->canvas_item.blend_mode=Shader::CanvasItem::BLEND_MODE_MIX; shaders.actions_canvas.render_mode_values["blend_add"]=Pair(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_ADD); shaders.actions_canvas.render_mode_values["blend_mix"]=Pair(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_MIX); shaders.actions_canvas.render_mode_values["blend_sub"]=Pair(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_SUB); shaders.actions_canvas.render_mode_values["blend_mul"]=Pair(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_MUL); shaders.actions_canvas.render_mode_values["blend_premul_alpha"]=Pair(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_PMALPHA); shaders.actions_canvas.render_mode_values["unshaded"]=Pair(&p_shader->canvas_item.light_mode,Shader::CanvasItem::LIGHT_MODE_UNSHADED); shaders.actions_canvas.render_mode_values["light_only"]=Pair(&p_shader->canvas_item.light_mode,Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY); actions=&shaders.actions_canvas; actions->uniforms=&p_shader->uniforms; } break; case VS::SHADER_SPATIAL: { p_shader->spatial.blend_mode=Shader::Spatial::BLEND_MODE_MIX; p_shader->spatial.depth_draw_mode=Shader::Spatial::DEPTH_DRAW_OPAQUE; p_shader->spatial.cull_mode=Shader::Spatial::CULL_MODE_BACK; p_shader->spatial.uses_alpha=false; p_shader->spatial.unshaded=false; p_shader->spatial.ontop=false; p_shader->spatial.uses_sss=false; shaders.actions_scene.render_mode_values["blend_add"]=Pair(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_ADD); shaders.actions_scene.render_mode_values["blend_mix"]=Pair(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MIX); shaders.actions_scene.render_mode_values["blend_sub"]=Pair(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_SUB); shaders.actions_scene.render_mode_values["blend_mul"]=Pair(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MUL); shaders.actions_scene.render_mode_values["depth_draw_opaque"]=Pair(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_OPAQUE); shaders.actions_scene.render_mode_values["depth_draw_always"]=Pair(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALWAYS); shaders.actions_scene.render_mode_values["depth_draw_never"]=Pair(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_NEVER); shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"]=Pair(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS); shaders.actions_scene.render_mode_values["cull_front"]=Pair(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_FRONT); shaders.actions_scene.render_mode_values["cull_back"]=Pair(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_BACK); shaders.actions_scene.render_mode_values["cull_disabled"]=Pair(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_DISABLED); shaders.actions_scene.render_mode_flags["unshaded"]=&p_shader->spatial.unshaded; shaders.actions_scene.render_mode_flags["ontop"]=&p_shader->spatial.ontop; shaders.actions_scene.usage_flag_pointers["ALPHA"]=&p_shader->spatial.uses_alpha; shaders.actions_scene.usage_flag_pointers["VERTEX"]=&p_shader->spatial.uses_vertex; shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"]=&p_shader->spatial.uses_sss; actions=&shaders.actions_scene; actions->uniforms=&p_shader->uniforms; } } Error err = shaders.compiler.compile(p_shader->mode,p_shader->code,actions,p_shader->path,gen_code); ERR_FAIL_COND(err!=OK); p_shader->shader->set_custom_shader_code(p_shader->custom_code_id,gen_code.vertex,gen_code.vertex_global,gen_code.fragment,gen_code.light,gen_code.fragment_global,gen_code.uniforms,gen_code.texture_uniforms,gen_code.defines); p_shader->ubo_size=gen_code.uniform_total_size; p_shader->ubo_offsets=gen_code.uniform_offsets; p_shader->texture_count=gen_code.texture_uniforms.size(); p_shader->texture_hints=gen_code.texture_hints; p_shader->uses_vertex_time=gen_code.uses_vertex_time; p_shader->uses_fragment_time=gen_code.uses_fragment_time; //all materials using this shader will have to be invalidated, unfortunately for (SelfList* E = p_shader->materials.first();E;E=E->next() ) { _material_make_dirty(E->self()); } p_shader->valid=true; p_shader->version++; } void RasterizerStorageGLES3::update_dirty_shaders() { while( _shader_dirty_list.first() ) { _update_shader(_shader_dirty_list.first()->self() ); } } void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List *p_param_list) const{ Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND(!shader); if (shader->dirty_list.in_list()) _update_shader(shader); // ok should be not anymore dirty Map order; for(Map::Element *E=shader->uniforms.front();E;E=E->next()) { order[E->get().order]=E->key(); } for(Map::Element *E=order.front();E;E=E->next()) { PropertyInfo pi; ShaderLanguage::ShaderNode::Uniform &u=shader->uniforms[E->get()]; pi.name=E->get(); switch(u.type) { case ShaderLanguage::TYPE_VOID: pi.type=Variant::NIL; break; case ShaderLanguage::TYPE_BOOL: pi.type=Variant::BOOL; break; case ShaderLanguage::TYPE_BVEC2: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y"; break; case ShaderLanguage::TYPE_BVEC3: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y,z"; break; case ShaderLanguage::TYPE_BVEC4: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y,z,w"; break; case ShaderLanguage::TYPE_UINT: case ShaderLanguage::TYPE_INT: { pi.type=Variant::INT; if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) { pi.hint=PROPERTY_HINT_RANGE; pi.hint_string=rtos(u.hint_range[0])+","+rtos(u.hint_range[1]); } } break; case ShaderLanguage::TYPE_IVEC2: case ShaderLanguage::TYPE_IVEC3: case ShaderLanguage::TYPE_IVEC4: case ShaderLanguage::TYPE_UVEC2: case ShaderLanguage::TYPE_UVEC3: case ShaderLanguage::TYPE_UVEC4: { pi.type=Variant::INT_ARRAY; } break; case ShaderLanguage::TYPE_FLOAT: { pi.type=Variant::REAL; if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) { pi.hint=PROPERTY_HINT_RANGE; pi.hint_string=rtos(u.hint_range[0])+","+rtos(u.hint_range[1])+","+rtos(u.hint_range[2]); } } break; case ShaderLanguage::TYPE_VEC2: pi.type=Variant::VECTOR2; break; case ShaderLanguage::TYPE_VEC3: pi.type=Variant::VECTOR3; break; case ShaderLanguage::TYPE_VEC4: { if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) { pi.type=Variant::COLOR; } else { pi.type=Variant::PLANE; } } break; case ShaderLanguage::TYPE_MAT2: pi.type=Variant::MATRIX32; break; case ShaderLanguage::TYPE_MAT3: pi.type=Variant::MATRIX3; break; case ShaderLanguage::TYPE_MAT4: pi.type=Variant::TRANSFORM; break; case ShaderLanguage::TYPE_SAMPLER2D: case ShaderLanguage::TYPE_ISAMPLER2D: case ShaderLanguage::TYPE_USAMPLER2D: { pi.type=Variant::OBJECT; pi.hint=PROPERTY_HINT_RESOURCE_TYPE; pi.hint_string="Texture"; } break; case ShaderLanguage::TYPE_SAMPLERCUBE: { pi.type=Variant::OBJECT; pi.hint=PROPERTY_HINT_RESOURCE_TYPE; pi.hint_string="CubeMap"; } break; }; p_param_list->push_back(pi); } } void RasterizerStorageGLES3::shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture){ Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND(!shader); ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture)); if (p_texture.is_valid()) shader->default_textures[p_name]=p_texture; else shader->default_textures.erase(p_name); _shader_make_dirty(shader); } RID RasterizerStorageGLES3::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{ const Shader *shader=shader_owner.get(p_shader); ERR_FAIL_COND_V(!shader,RID()); const Map::Element *E=shader->default_textures.find(p_name); if (!E) return RID(); return E->get(); } /* COMMON MATERIAL API */ void RasterizerStorageGLES3::_material_make_dirty(Material* p_material) const { if (p_material->dirty_list.in_list()) return; _material_dirty_list.add(&p_material->dirty_list); } RID RasterizerStorageGLES3::material_create(){ Material *material = memnew( Material ); return material_owner.make_rid(material); } void RasterizerStorageGLES3::material_set_shader(RID p_material, RID p_shader){ Material *material = material_owner.get( p_material ); ERR_FAIL_COND(!material); Shader *shader=shader_owner.getornull(p_shader); if (material->shader) { //if shader, remove from previous shader material list material->shader->materials.remove( &material->list ); } material->shader=shader; if (shader) { shader->materials.add(&material->list); } _material_make_dirty(material); } RID RasterizerStorageGLES3::material_get_shader(RID p_material) const{ const Material *material = material_owner.get( p_material ); ERR_FAIL_COND_V(!material,RID()); if (material->shader) return material->shader->self; return RID(); } void RasterizerStorageGLES3::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value){ Material *material = material_owner.get( p_material ); ERR_FAIL_COND(!material); if (p_value.get_type()==Variant::NIL) material->params.erase(p_param); else material->params[p_param]=p_value; _material_make_dirty(material); } Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringName& p_param) const{ const Material *material = material_owner.get( p_material ); ERR_FAIL_COND_V(!material,RID()); if (material->params.has(p_param)) return material->params[p_param]; return Variant(); } void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) { Material *material = material_owner.get( p_material ); ERR_FAIL_COND(!material); material->line_width=p_width; } bool RasterizerStorageGLES3::material_is_animated(RID p_material) { Material *material = material_owner.get( p_material ); ERR_FAIL_COND_V(!material,false); if (material->dirty_list.in_list()) { _update_material(material); } return material->is_animated_cache; } bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) { Material *material = material_owner.get( p_material ); ERR_FAIL_COND_V(!material,false); if (material->dirty_list.in_list()) { _update_material(material); } return material->can_cast_shadow_cache; } void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) { Material *material = material_owner.get( p_material ); ERR_FAIL_COND(!material); Map::Element *E=material->instance_owners.find(p_instance); if (E) { E->get()++; } else { material->instance_owners[p_instance]=1; } } void RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) { Material *material = material_owner.get( p_material ); ERR_FAIL_COND(!material); Map::Element *E=material->instance_owners.find(p_instance); ERR_FAIL_COND(!E); E->get()--; if (E->get()==0) { material->instance_owners.erase(E); } } _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant& value, uint8_t *data,bool p_linear_color) { switch(type) { case ShaderLanguage::TYPE_BOOL: { bool v = value; GLuint *gui = (GLuint*)data; *gui = v ? GL_TRUE : GL_FALSE; } break; case ShaderLanguage::TYPE_BVEC2: { int v = value; GLuint *gui = (GLuint*)data; gui[0]=v&1 ? GL_TRUE : GL_FALSE; gui[1]=v&2 ? GL_TRUE : GL_FALSE; } break; case ShaderLanguage::TYPE_BVEC3: { int v = value; GLuint *gui = (GLuint*)data; gui[0]=v&1 ? GL_TRUE : GL_FALSE; gui[1]=v&2 ? GL_TRUE : GL_FALSE; gui[2]=v&4 ? GL_TRUE : GL_FALSE; } break; case ShaderLanguage::TYPE_BVEC4: { int v = value; GLuint *gui = (GLuint*)data; gui[0]=v&1 ? GL_TRUE : GL_FALSE; gui[1]=v&2 ? GL_TRUE : GL_FALSE; gui[2]=v&4 ? GL_TRUE : GL_FALSE; gui[3]=v&8 ? GL_TRUE : GL_FALSE; } break; case ShaderLanguage::TYPE_INT: { int v = value; GLint *gui = (GLint*)data; gui[0]=v; } break; case ShaderLanguage::TYPE_IVEC2: { DVector iv = value; int s = iv.size(); GLint *gui = (GLint*)data; DVector::Read r = iv.read(); for(int i=0;i<2;i++) { if (i iv = value; int s = iv.size(); GLint *gui = (GLint*)data; DVector::Read r = iv.read(); for(int i=0;i<3;i++) { if (i iv = value; int s = iv.size(); GLint *gui = (GLint*)data; DVector::Read r = iv.read(); for(int i=0;i<4;i++) { if (i iv = value; int s = iv.size(); GLuint *gui = (GLuint*)data; DVector::Read r = iv.read(); for(int i=0;i<2;i++) { if (i iv = value; int s = iv.size(); GLuint *gui = (GLuint*)data; DVector::Read r = iv.read(); for(int i=0;i<3;i++) { if (i iv = value; int s = iv.size(); GLuint *gui = (GLuint*)data; DVector::Read r = iv.read(); for(int i=0;i<4;i++) { if (i& value, uint8_t *data) { switch(type) { case ShaderLanguage::TYPE_BOOL: { GLuint *gui = (GLuint*)data; *gui = value[0].boolean ? GL_TRUE : GL_FALSE; } break; case ShaderLanguage::TYPE_BVEC2: { GLuint *gui = (GLuint*)data; gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE; gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE; } break; case ShaderLanguage::TYPE_BVEC3: { GLuint *gui = (GLuint*)data; gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE; gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE; gui[2]=value[2].boolean ? GL_TRUE : GL_FALSE; } break; case ShaderLanguage::TYPE_BVEC4: { GLuint *gui = (GLuint*)data; gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE; gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE; gui[2]=value[2].boolean ? GL_TRUE : GL_FALSE; gui[3]=value[3].boolean ? GL_TRUE : GL_FALSE; } break; case ShaderLanguage::TYPE_INT: { GLint *gui = (GLint*)data; gui[0]=value[0].sint; } break; case ShaderLanguage::TYPE_IVEC2: { GLint *gui = (GLint*)data; for(int i=0;i<2;i++) { gui[i]=value[i].sint; } } break; case ShaderLanguage::TYPE_IVEC3: { GLint *gui = (GLint*)data; for(int i=0;i<3;i++) { gui[i]=value[i].sint; } } break; case ShaderLanguage::TYPE_IVEC4: { GLint *gui = (GLint*)data; for(int i=0;i<4;i++) { gui[i]=value[i].sint; } } break; case ShaderLanguage::TYPE_UINT: { GLuint *gui = (GLuint*)data; gui[0]=value[0].uint; } break; case ShaderLanguage::TYPE_UVEC2: { GLint *gui = (GLint*)data; for(int i=0;i<2;i++) { gui[i]=value[i].uint; } } break; case ShaderLanguage::TYPE_UVEC3: { GLint *gui = (GLint*)data; for(int i=0;i<3;i++) { gui[i]=value[i].uint; } } break; case ShaderLanguage::TYPE_UVEC4: { GLint *gui = (GLint*)data; for(int i=0;i<4;i++) { gui[i]=value[i].uint; } } break; case ShaderLanguage::TYPE_FLOAT: { GLfloat *gui = (GLfloat*)data; gui[0]=value[0].real; } break; case ShaderLanguage::TYPE_VEC2: { GLfloat *gui = (GLfloat*)data; for(int i=0;i<2;i++) { gui[i]=value[i].real; } } break; case ShaderLanguage::TYPE_VEC3: { GLfloat *gui = (GLfloat*)data; for(int i=0;i<3;i++) { gui[i]=value[i].real; } } break; case ShaderLanguage::TYPE_VEC4: { GLfloat *gui = (GLfloat*)data; for(int i=0;i<4;i++) { gui[i]=value[i].real; } } break; case ShaderLanguage::TYPE_MAT2: { GLfloat *gui = (GLfloat*)data; for(int i=0;i<2;i++) { gui[i]=value[i].real; } } break; case ShaderLanguage::TYPE_MAT3: { GLfloat *gui = (GLfloat*)data; gui[ 0]=value[0].real; gui[ 1]=value[1].real; gui[ 2]=value[2].real; gui[ 3]=0; gui[ 4]=value[3].real; gui[ 5]=value[4].real; gui[ 6]=value[5].real; gui[ 7]=0; gui[ 8]=value[6].real; gui[ 9]=value[7].real; gui[10]=value[8].real; gui[11]=0; } break; case ShaderLanguage::TYPE_MAT4: { GLfloat *gui = (GLfloat*)data; for(int i=0;i<16;i++) { gui[i]=value[i].real; } } break; default: {} } } _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, uint8_t *data) { switch(type) { case ShaderLanguage::TYPE_BOOL: case ShaderLanguage::TYPE_INT: case ShaderLanguage::TYPE_UINT: case ShaderLanguage::TYPE_FLOAT: { zeromem(data,4); } break; case ShaderLanguage::TYPE_BVEC2: case ShaderLanguage::TYPE_IVEC2: case ShaderLanguage::TYPE_UVEC2: case ShaderLanguage::TYPE_VEC2: { zeromem(data,8); } break; case ShaderLanguage::TYPE_BVEC3: case ShaderLanguage::TYPE_IVEC3: case ShaderLanguage::TYPE_UVEC3: case ShaderLanguage::TYPE_VEC3: case ShaderLanguage::TYPE_BVEC4: case ShaderLanguage::TYPE_IVEC4: case ShaderLanguage::TYPE_UVEC4: case ShaderLanguage::TYPE_VEC4: case ShaderLanguage::TYPE_MAT2:{ zeromem(data,16); } break; case ShaderLanguage::TYPE_MAT3:{ zeromem(data,48); } break; case ShaderLanguage::TYPE_MAT4:{ zeromem(data,64); } break; default: {} } } void RasterizerStorageGLES3::_update_material(Material* material) { if (material->dirty_list.in_list()) _material_dirty_list.remove( &material->dirty_list ); if (material->shader && material->shader->dirty_list.in_list()) { _update_shader(material->shader); } //update caches { bool can_cast_shadow = false; bool is_animated = false; if (material->shader && material->shader->mode==VS::SHADER_SPATIAL) { if (!material->shader->spatial.uses_alpha && material->shader->spatial.blend_mode==Shader::Spatial::BLEND_MODE_MIX) { can_cast_shadow=true; } if (material->shader->spatial.uses_discard && material->shader->uses_fragment_time) { is_animated=true; } if (material->shader->spatial.uses_vertex && material->shader->uses_vertex_time) { is_animated=true; } } if (can_cast_shadow!=material->can_cast_shadow_cache || is_animated!=material->is_animated_cache) { material->can_cast_shadow_cache=can_cast_shadow; material->is_animated_cache=is_animated; for(Map::Element *E=material->geometry_owners.front();E;E=E->next()) { E->key()->material_changed_notify(); } for(Map::Element *E=material->instance_owners.front();E;E=E->next()) { E->key()->base_material_changed(); } } } //clear ubo if it needs to be cleared if (material->ubo_size) { if (!material->shader || material->shader->ubo_size!=material->ubo_size) { //by by ubo glDeleteBuffers(1,&material->ubo_id); material->ubo_id=0; material->ubo_size=0; } } //create ubo if it needs to be created if (material->ubo_size==0 && material->shader && material->shader->ubo_size) { glGenBuffers(1, &material->ubo_id); glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id); glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); material->ubo_size=material->shader->ubo_size; } //fill up the UBO if it needs to be filled if (material->shader && material->ubo_size) { uint8_t* local_ubo = (uint8_t*)alloca(material->ubo_size); for(Map::Element *E=material->shader->uniforms.front();E;E=E->next()) { if (E->get().order<0) continue; // texture, does not go here //regular uniform uint8_t *data = &local_ubo[ material->shader->ubo_offsets[E->get().order] ]; Map::Element *V = material->params.find(E->key()); if (V) { //user provided _fill_std140_variant_ubo_value(E->get().type,V->get(),data,material->shader->mode==VS::SHADER_SPATIAL); } else if (E->get().default_value.size()){ //default value _fill_std140_ubo_value(E->get().type,E->get().default_value,data); //value=E->get().default_value; } else { //zero because it was not provided _fill_std140_ubo_empty(E->get().type,data); } } glBindBuffer(GL_UNIFORM_BUFFER,material->ubo_id); glBufferSubData(GL_UNIFORM_BUFFER, 0, material->ubo_size, local_ubo); glBindBuffer(GL_UNIFORM_BUFFER, 0); } //set up the texture array, for easy access when it needs to be drawn if (material->shader && material->shader->texture_count) { material->textures.resize(material->shader->texture_count); for(Map::Element *E=material->shader->uniforms.front();E;E=E->next()) { if (E->get().texture_order<0) continue; // not a texture, does not go here RID texture; Map::Element *V = material->params.find(E->key()); if (V) { texture=V->get(); } if (!texture.is_valid()) { Map::Element *W = material->shader->default_textures.find(E->key()); if (W) { texture=W->get(); } } material->textures[ E->get().texture_order ]=texture; } } else { material->textures.clear(); } } void RasterizerStorageGLES3::_material_add_geometry(RID p_material,Geometry *p_geometry) { Material * material = material_owner.getornull(p_material); ERR_FAIL_COND(!material); Map::Element *I = material->geometry_owners.find(p_geometry); if (I) { I->get()++; } else { material->geometry_owners[p_geometry]=1; } } void RasterizerStorageGLES3::_material_remove_geometry(RID p_material,Geometry *p_geometry) { Material * material = material_owner.getornull(p_material); ERR_FAIL_COND(!material); Map::Element *I = material->geometry_owners.find(p_geometry); ERR_FAIL_COND(!I); I->get()--; if (I->get()==0) { material->geometry_owners.erase(I); } } void RasterizerStorageGLES3::update_dirty_materials() { while( _material_dirty_list.first() ) { Material *material = _material_dirty_list.first()->self(); _update_material(material); } } /* MESH API */ RID RasterizerStorageGLES3::mesh_create(){ Mesh * mesh = memnew( Mesh ); return mesh_owner.make_rid(mesh); } void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector& p_array,int p_vertex_count,const DVector& p_index_array,int p_index_count,const AABB& p_aabb,const Vector >& p_blend_shapes,const Vector& p_bone_aabbs){ Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); ERR_FAIL_COND(!(p_format&VS::ARRAY_FORMAT_VERTEX)); //must have index and bones, both. { uint32_t bones_weight = VS::ARRAY_FORMAT_BONES|VS::ARRAY_FORMAT_WEIGHTS; ERR_EXPLAIN("Array must have both bones and weights in format or none."); ERR_FAIL_COND( (p_format&bones_weight) && (p_format&bones_weight)!=bones_weight ); } bool has_morph = p_blend_shapes.size(); Surface::Attrib attribs[VS::ARRAY_MAX]; int stride=0; for(int i=0;i=(1<<16)) { attribs[i].type=GL_UNSIGNED_INT; attribs[i].stride=4; } else { attribs[i].type=GL_UNSIGNED_SHORT; attribs[i].stride=2; } attribs[i].normalized=GL_FALSE; } break; } } for(int i=0;imorph_target_count); for(int i=0;iactive=true; surface->array_len=p_vertex_count; surface->index_array_len=p_index_count; surface->array_byte_size=p_array.size(); surface->index_array_byte_size=p_index_array.size(); surface->primitive=p_primitive; surface->mesh=mesh; surface->format=p_format; surface->skeleton_bone_aabb=p_bone_aabbs; surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size()); surface->aabb=p_aabb; surface->max_bone=p_bone_aabbs.size(); for(int i=0;iskeleton_bone_used.size();i++) { if (surface->skeleton_bone_aabb[i].size.x<0 || surface->skeleton_bone_aabb[i].size.y<0 || surface->skeleton_bone_aabb[i].size.z<0) { surface->skeleton_bone_used[i]=false; } else { surface->skeleton_bone_used[i]=true; } } for(int i=0;iattribs[i]=attribs[i]; } { DVector::Read vr = p_array.read(); glGenBuffers(1,&surface->vertex_id); glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind if (p_format&VS::ARRAY_FORMAT_INDEX) { DVector::Read ir = p_index_array.read(); glGenBuffers(1,&surface->index_id); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_size,ir.ptr(),GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind } //generate arrays for faster state switching for(int i=0;i<2;i++) { if (i==0) { //for normal draw glGenVertexArrays(1,&surface->array_id); glBindVertexArray(surface->array_id); glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); } else if (i==1) { //for instancing draw (can be changed and no one cares) glGenVertexArrays(1,&surface->instancing_array_id); glBindVertexArray(surface->instancing_array_id); glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); } for(int i=0;iindex_id) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); } glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } } { //blend shapes for(int i=0;i::Read vr = p_blend_shapes[i].read(); glGenBuffers(1,&mt.vertex_id); glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id); glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind glGenVertexArrays(1,&mt.array_id); glBindVertexArray(mt.array_id); glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id); for(int j=0;jmorph_targets.push_back(mt); } } mesh->surfaces.push_back(surface); mesh->instance_change_notify(); } void RasterizerStorageGLES3::mesh_set_morph_target_count(RID p_mesh,int p_amount){ Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); ERR_FAIL_COND(mesh->surfaces.size()!=0); ERR_FAIL_COND(p_amount<0); mesh->morph_target_count=p_amount; } int RasterizerStorageGLES3::mesh_get_morph_target_count(RID p_mesh) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,0); return mesh->morph_target_count; } void RasterizerStorageGLES3::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode){ Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); mesh->morph_target_mode=p_mode; } VS::MorphTargetMode RasterizerStorageGLES3::mesh_get_morph_target_mode(RID p_mesh) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED); return mesh->morph_target_mode; } void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material){ Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); ERR_FAIL_INDEX(p_surface,mesh->surfaces.size()); if (mesh->surfaces[p_surface]->material==p_material) return; if (mesh->surfaces[p_surface]->material.is_valid()) { _material_remove_geometry(mesh->surfaces[p_surface]->material,mesh->surfaces[p_surface]); } mesh->surfaces[p_surface]->material=p_material; if (mesh->surfaces[p_surface]->material.is_valid()) { _material_add_geometry(mesh->surfaces[p_surface]->material,mesh->surfaces[p_surface]); } mesh->instance_material_change_notify(); } RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,RID()); ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),RID()); return mesh->surfaces[p_surface]->material; } int RasterizerStorageGLES3::mesh_surface_get_array_len(RID p_mesh, int p_surface) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,0); ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0); return mesh->surfaces[p_surface]->array_len; } int RasterizerStorageGLES3::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,0); ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0); return mesh->surfaces[p_surface]->index_array_len; } DVector RasterizerStorageGLES3::mesh_surface_get_array(RID p_mesh, int p_surface) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,DVector()); ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector()); Surface *surface = mesh->surfaces[p_surface]; glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); void * data = glMapBufferRange(GL_ARRAY_BUFFER,0,surface->array_byte_size,GL_MAP_READ_BIT); ERR_FAIL_COND_V(!data,DVector()); DVector ret; ret.resize(surface->array_byte_size); { DVector::Write w = ret.write(); copymem(w.ptr(),data,surface->array_byte_size); } glUnmapBuffer(GL_ARRAY_BUFFER); return ret; } DVector RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_mesh, int p_surface) const { const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,DVector()); ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector()); Surface *surface = mesh->surfaces[p_surface]; ERR_FAIL_COND_V(surface->index_array_len==0,DVector()); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,surface->index_array_byte_size,GL_MAP_READ_BIT); ERR_FAIL_COND_V(!data,DVector()); DVector ret; ret.resize(surface->index_array_byte_size); { DVector::Write w = ret.write(); copymem(w.ptr(),data,surface->index_array_byte_size); } glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); return ret; } uint32_t RasterizerStorageGLES3::mesh_surface_get_format(RID p_mesh, int p_surface) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,0); ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0); return mesh->surfaces[p_surface]->format; } VS::PrimitiveType RasterizerStorageGLES3::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_MAX); ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),VS::PRIMITIVE_MAX); return mesh->surfaces[p_surface]->primitive; } AABB RasterizerStorageGLES3::mesh_surface_get_aabb(RID p_mesh, int p_surface) const { const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,AABB()); ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),AABB()); return mesh->surfaces[p_surface]->aabb; } Vector > RasterizerStorageGLES3::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,Vector >()); ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector >()); Vector > bsarr; for(int i=0;isurfaces[p_surface]->morph_targets.size();i++) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mesh->surfaces[p_surface]->morph_targets[i].vertex_id); void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,mesh->surfaces[p_surface]->array_byte_size,GL_MAP_READ_BIT); ERR_FAIL_COND_V(!data,Vector >()); DVector ret; ret.resize(mesh->surfaces[p_surface]->array_byte_size); { DVector::Write w = ret.write(); copymem(w.ptr(),data,mesh->surfaces[p_surface]->array_byte_size); } bsarr.push_back(ret); glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); } return bsarr; } Vector RasterizerStorageGLES3::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,Vector()); ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector()); return mesh->surfaces[p_surface]->skeleton_bone_aabb; } void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface){ Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); ERR_FAIL_INDEX(p_surface,mesh->surfaces.size()); Surface *surface = mesh->surfaces[p_surface]; if (surface->material.is_valid()) { _material_remove_geometry(surface->material,mesh->surfaces[p_surface]); } glDeleteBuffers(1,&surface->vertex_id); if (surface->index_id) { glDeleteBuffers(1,&surface->index_id); } glDeleteVertexArrays(1,&surface->array_id); for(int i=0;imorph_targets.size();i++) { glDeleteBuffers(1,&surface->morph_targets[i].vertex_id); glDeleteVertexArrays(1,&surface->morph_targets[i].array_id); } mesh->instance_material_change_notify(); memdelete(surface); mesh->surfaces.remove(p_surface); mesh->instance_change_notify(); } int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,0); return mesh->surfaces.size(); } void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb){ Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); mesh->custom_aabb=p_aabb; } AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const{ const Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh,AABB()); return mesh->custom_aabb; } AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh,RID p_skeleton) const{ Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,AABB()); if (mesh->custom_aabb!=AABB()) return mesh->custom_aabb; Skeleton *sk=NULL; if (p_skeleton.is_valid()) sk=skeleton_owner.get(p_skeleton); AABB aabb; if (sk && sk->size!=0) { for (int i=0;isurfaces.size();i++) { AABB laabb; if (mesh->surfaces[i]->format&VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) { int bs = mesh->surfaces[i]->skeleton_bone_aabb.size(); const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr(); const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr(); int sbs = sk->size; ERR_CONTINUE(bs>sbs); float *skb = sk->bones.ptr(); bool first=true; if (sk->use_2d) { for(int j=0;jsurfaces[i]->aabb; } if (i==0) aabb=laabb; else aabb.merge_with(laabb); } } else { for (int i=0;isurfaces.size();i++) { if (i==0) aabb=mesh->surfaces[i]->aabb; else aabb.merge_with(mesh->surfaces[i]->aabb); } } return aabb; } void RasterizerStorageGLES3::mesh_clear(RID p_mesh){ Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); while(mesh->surfaces.size()) { mesh_remove_surface(p_mesh,0); } } void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, float *p_weights) { glBindVertexArray(s->array_id); BlendShapeShaderGLES3::Conditionals cond[VS::ARRAY_MAX-1]={ BlendShapeShaderGLES3::ENABLE_NORMAL, //will be ignored BlendShapeShaderGLES3::ENABLE_NORMAL, BlendShapeShaderGLES3::ENABLE_TANGENT, BlendShapeShaderGLES3::ENABLE_COLOR, BlendShapeShaderGLES3::ENABLE_UV, BlendShapeShaderGLES3::ENABLE_UV2, BlendShapeShaderGLES3::ENABLE_SKELETON, BlendShapeShaderGLES3::ENABLE_SKELETON, }; int stride=0; if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) { stride=2*4; } else { stride=3*4; } static const int sizes[VS::ARRAY_MAX-1]={ 3*4, 3*4, 4*4, 4*4, 2*4, 2*4, 4*4, 4*4 }; for(int i=1;iformat&(1<format&(1<morph_targets.size(); if (s->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED) { for(int i=0;iformat&VS::ARRAY_FLAG_USE_2D_VERTICES); //use 2D vertices if needed shaders.blend_shapes.bind(); shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT,base_weight); glEnable(GL_RASTERIZER_DISCARD); glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[0]); glBeginTransformFeedback(GL_POINTS); glDrawArrays(GL_POINTS,0,s->array_len); glEndTransformFeedback(); shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND,true); //first pass does not blend shaders.blend_shapes.bind(); for(int ti=0;timorph_targets[ti].array_id); glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]); glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[1]); shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT,weight); int ofs=0; for(int i=0;iformat&(1<format&VS::ARRAY_FLAG_USE_2D_VERTICES) { glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=2*4; } else { glVertexAttribPointer(i+8,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=3*4; } } break; case VS::ARRAY_NORMAL: { glVertexAttribPointer(i+8,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=3*4; } break; case VS::ARRAY_TANGENT: { glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=4*4; } break; case VS::ARRAY_COLOR: { glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=4*4; } break; case VS::ARRAY_TEX_UV: { glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=2*4; } break; case VS::ARRAY_TEX_UV2: { glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=2*4; } break; case VS::ARRAY_BONES: { glVertexAttribIPointer(i+8,4,GL_UNSIGNED_INT,stride,((uint8_t*)0)+ofs); ofs+=4*4; } break; case VS::ARRAY_WEIGHTS: { glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=4*4; } break; } } else { glDisableVertexAttribArray(i+8); } } glBeginTransformFeedback(GL_POINTS); glDrawArrays(GL_POINTS,0,s->array_len); glEndTransformFeedback(); SWAP(resources.transform_feedback_buffers[0],resources.transform_feedback_buffers[1]); } glDisable(GL_RASTERIZER_DISCARD); glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0); glBindVertexArray(resources.transform_feedback_array); glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]); int ofs=0; for(int i=0;iformat&(1<format&VS::ARRAY_FLAG_USE_2D_VERTICES) { glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=2*4; } else { glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=3*4; } } break; case VS::ARRAY_NORMAL: { glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=3*4; } break; case VS::ARRAY_TANGENT: { glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=4*4; } break; case VS::ARRAY_COLOR: { glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=4*4; } break; case VS::ARRAY_TEX_UV: { glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=2*4; } break; case VS::ARRAY_TEX_UV2: { glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=2*4; } break; case VS::ARRAY_BONES: { glVertexAttribIPointer(i,4,GL_UNSIGNED_INT,stride,((uint8_t*)0)+ofs); ofs+=4*4; } break; case VS::ARRAY_WEIGHTS: { glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); ofs+=4*4; } break; } } else { glDisableVertexAttribArray(i); } } if (s->index_array_len) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); } } /* MULTIMESH API */ RID RasterizerStorageGLES3::multimesh_create(){ MultiMesh *multimesh = memnew( MultiMesh ); return multimesh_owner.make_rid(multimesh); } void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format){ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); if (multimesh->size==p_instances && multimesh->transform_format==p_transform_format && multimesh->color_format==p_color_format) return; if (multimesh->buffer) { glDeleteBuffers(1,&multimesh->buffer); multimesh->data.resize(0); } multimesh->size=p_instances; multimesh->transform_format=p_transform_format; multimesh->color_format=p_color_format; if (multimesh->size) { if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) { multimesh->xform_floats=8; } else { multimesh->xform_floats=12; } if (multimesh->color_format==VS::MULTIMESH_COLOR_NONE) { multimesh->color_floats=0; } else if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { multimesh->color_floats=1; } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { multimesh->color_floats=4; } int format_floats = multimesh->color_floats+multimesh->xform_floats; multimesh->data.resize(format_floats*p_instances); for(int i=0;itransform_format==VS::MULTIMESH_TRANSFORM_2D) { multimesh->data[i+0]=1.0; multimesh->data[i+1]=0.0; multimesh->data[i+2]=0.0; multimesh->data[i+3]=0.0; multimesh->data[i+4]=0.0; multimesh->data[i+5]=1.0; multimesh->data[i+6]=0.0; multimesh->data[i+7]=0.0; color_from=8; } else { multimesh->data[i+0]=1.0; multimesh->data[i+1]=0.0; multimesh->data[i+2]=0.0; multimesh->data[i+3]=0.0; multimesh->data[i+4]=0.0; multimesh->data[i+5]=1.0; multimesh->data[i+6]=0.0; multimesh->data[i+7]=0.0; multimesh->data[i+8]=0.0; multimesh->data[i+9]=0.0; multimesh->data[i+10]=1.0; multimesh->data[i+11]=0.0; color_from=12; } if (multimesh->color_format==VS::MULTIMESH_COLOR_NONE) { //none } else if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { union { uint32_t colu; float colf; } cu; cu.colu=0xFFFFFFFF; multimesh->data[i+color_from+0]=cu.colf; } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { multimesh->data[i+color_from+0]=1.0; multimesh->data[i+color_from+1]=1.0; multimesh->data[i+color_from+2]=1.0; multimesh->data[i+color_from+3]=1.0; } } glGenBuffers(1,&multimesh->buffer); glBindBuffer(GL_ARRAY_BUFFER,multimesh->buffer); glBufferData(GL_ARRAY_BUFFER,multimesh->data.size()*sizeof(float),NULL,GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); } multimesh->dirty_data=true; multimesh->dirty_aabb=true; if (!multimesh->update_list.in_list()) { multimesh_update_list.add(&multimesh->update_list); } } int RasterizerStorageGLES3::multimesh_get_instance_count(RID p_multimesh) const{ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND_V(!multimesh,0); return multimesh->size; } void RasterizerStorageGLES3::multimesh_set_mesh(RID p_multimesh,RID p_mesh){ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); multimesh->mesh=p_mesh; multimesh->dirty_aabb=true; if (!multimesh->update_list.in_list()) { multimesh_update_list.add(&multimesh->update_list); } } void RasterizerStorageGLES3::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform){ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index,multimesh->size); ERR_FAIL_COND(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D); int stride = multimesh->color_floats+multimesh->xform_floats; float *dataptr=&multimesh->data[stride*p_index]; dataptr[ 0]=p_transform.basis.elements[0][0]; dataptr[ 1]=p_transform.basis.elements[0][1]; dataptr[ 2]=p_transform.basis.elements[0][2]; dataptr[ 3]=p_transform.origin.x; dataptr[ 4]=p_transform.basis.elements[1][0]; dataptr[ 5]=p_transform.basis.elements[1][1]; dataptr[ 6]=p_transform.basis.elements[1][2]; dataptr[ 7]=p_transform.origin.y; dataptr[ 8]=p_transform.basis.elements[2][0]; dataptr[ 9]=p_transform.basis.elements[2][1]; dataptr[10]=p_transform.basis.elements[2][2]; dataptr[11]=p_transform.origin.z; multimesh->dirty_data=true; multimesh->dirty_aabb=true; if (!multimesh->update_list.in_list()) { multimesh_update_list.add(&multimesh->update_list); } } void RasterizerStorageGLES3::multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform){ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index,multimesh->size); ERR_FAIL_COND(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_3D); int stride = multimesh->color_floats+multimesh->xform_floats; float *dataptr=&multimesh->data[stride*p_index]; dataptr[ 0]=p_transform.elements[0][0]; dataptr[ 1]=p_transform.elements[1][0]; dataptr[ 2]=0; dataptr[ 3]=p_transform.elements[2][0]; dataptr[ 4]=p_transform.elements[0][1]; dataptr[ 5]=p_transform.elements[1][1]; dataptr[ 6]=0; dataptr[ 7]=p_transform.elements[2][1]; multimesh->dirty_data=true; multimesh->dirty_aabb=true; if (!multimesh->update_list.in_list()) { multimesh_update_list.add(&multimesh->update_list); } } void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color){ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index,multimesh->size); ERR_FAIL_COND(multimesh->color_format==VS::MULTIMESH_COLOR_NONE); int stride = multimesh->color_floats+multimesh->xform_floats; float *dataptr=&multimesh->data[stride*p_index+multimesh->color_floats]; if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { union { uint32_t colu; float colf; } cu; cu.colu=p_color.to_32(); dataptr[ 0]=cu.colf; } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { dataptr[ 0]=p_color.r; dataptr[ 1]=p_color.g; dataptr[ 2]=p_color.b; dataptr[ 3]=p_color.a; } multimesh->dirty_data=true; multimesh->dirty_aabb=true; if (!multimesh->update_list.in_list()) { multimesh_update_list.add(&multimesh->update_list); } } RID RasterizerStorageGLES3::multimesh_get_mesh(RID p_multimesh) const{ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND_V(!multimesh,RID()); return multimesh->mesh; } Transform RasterizerStorageGLES3::multimesh_instance_get_transform(RID p_multimesh,int p_index) const{ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND_V(!multimesh,Transform()); ERR_FAIL_INDEX_V(p_index,multimesh->size,Transform()); ERR_FAIL_COND_V(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D,Transform()); int stride = multimesh->color_floats+multimesh->xform_floats; float *dataptr=&multimesh->data[stride*p_index]; Transform xform; xform.basis.elements[0][0]=dataptr[ 0]; xform.basis.elements[0][1]=dataptr[ 1]; xform.basis.elements[0][2]=dataptr[ 2]; xform.origin.x=dataptr[ 3]; xform.basis.elements[1][0]=dataptr[ 4]; xform.basis.elements[1][1]=dataptr[ 5]; xform.basis.elements[1][2]=dataptr[ 6]; xform.origin.y=dataptr[ 7]; xform.basis.elements[2][0]=dataptr[ 8]; xform.basis.elements[2][1]=dataptr[ 9]; xform.basis.elements[2][2]=dataptr[10]; xform.origin.z=dataptr[11]; return xform; } Matrix32 RasterizerStorageGLES3::multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const{ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND_V(!multimesh,Matrix32()); ERR_FAIL_INDEX_V(p_index,multimesh->size,Matrix32()); ERR_FAIL_COND_V(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_3D,Matrix32()); int stride = multimesh->color_floats+multimesh->xform_floats; float *dataptr=&multimesh->data[stride*p_index]; Matrix32 xform; xform.elements[0][0]=dataptr[ 0]; xform.elements[1][0]=dataptr[ 1]; xform.elements[2][0]=dataptr[ 3]; xform.elements[0][1]=dataptr[ 4]; xform.elements[1][1]=dataptr[ 5]; xform.elements[2][1]=dataptr[ 7]; return xform; } Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh,int p_index) const{ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND_V(!multimesh,Color()); ERR_FAIL_INDEX_V(p_index,multimesh->size,Color()); ERR_FAIL_COND_V(multimesh->color_format==VS::MULTIMESH_COLOR_NONE,Color()); int stride = multimesh->color_floats+multimesh->xform_floats; float *dataptr=&multimesh->data[stride*p_index+multimesh->color_floats]; if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { union { uint32_t colu; float colf; } cu; return Color::hex(cu.colu); } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { Color c; c.r=dataptr[ 0]; c.g=dataptr[ 1]; c.b=dataptr[ 2]; c.a=dataptr[ 3]; return c; } return Color(); } void RasterizerStorageGLES3::multimesh_set_visible_instances(RID p_multimesh,int p_visible){ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); multimesh->visible_instances=p_visible; } int RasterizerStorageGLES3::multimesh_get_visible_instances(RID p_multimesh) const{ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND_V(!multimesh,-1); return multimesh->visible_instances; } AABB RasterizerStorageGLES3::multimesh_get_aabb(RID p_multimesh) const{ MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND_V(!multimesh,AABB()); const_cast(this)->update_dirty_multimeshes(); //update pending AABBs return multimesh->aabb; } void RasterizerStorageGLES3::update_dirty_multimeshes() { while(multimesh_update_list.first()) { MultiMesh *multimesh = multimesh_update_list.first()->self(); if (multimesh->size && multimesh->dirty_data) { glBindBuffer(GL_ARRAY_BUFFER,multimesh->buffer); glBufferSubData(GL_ARRAY_BUFFER,0,multimesh->data.size()*sizeof(float),multimesh->data.ptr()); glBindBuffer(GL_ARRAY_BUFFER,0); } if (multimesh->size && multimesh->dirty_aabb) { AABB mesh_aabb; if (multimesh->mesh.is_valid()) { mesh_aabb=mesh_get_aabb(multimesh->mesh,RID()); } else { mesh_aabb.size+=Vector3(0.001,0.001,0.001); } int stride=multimesh->color_floats+multimesh->xform_floats; int count = multimesh->data.size(); float *data=multimesh->data.ptr(); AABB aabb; if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) { for(int i=0;iaabb=aabb; } multimesh->dirty_aabb=false; multimesh->dirty_data=false; multimesh->instance_change_notify(); multimesh_update_list.remove(multimesh_update_list.first()); } } /* IMMEDIATE API */ RID RasterizerStorageGLES3::immediate_create() { Immediate *im = memnew( Immediate ); return immediate_owner.make_rid(im); } void RasterizerStorageGLES3::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(im->building); Immediate::Chunk ic; ic.texture=p_texture; ic.primitive=p_rimitive; im->chunks.push_back(ic); im->mask=0; im->building=true; } void RasterizerStorageGLES3::immediate_vertex(RID p_immediate,const Vector3& p_vertex){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); Immediate::Chunk *c = &im->chunks.back()->get(); if (c->vertices.empty() && im->chunks.size()==1) { im->aabb.pos=p_vertex; im->aabb.size=Vector3(); } else { im->aabb.expand_to(p_vertex); } if (im->mask&VS::ARRAY_FORMAT_NORMAL) c->normals.push_back(chunk_normal); if (im->mask&VS::ARRAY_FORMAT_TANGENT) c->tangents.push_back(chunk_tangent); if (im->mask&VS::ARRAY_FORMAT_COLOR) c->colors.push_back(chunk_color); if (im->mask&VS::ARRAY_FORMAT_TEX_UV) c->uvs.push_back(chunk_uv); if (im->mask&VS::ARRAY_FORMAT_TEX_UV2) c->uvs2.push_back(chunk_uv2); im->mask|=VS::ARRAY_FORMAT_VERTEX; c->vertices.push_back(p_vertex); } void RasterizerStorageGLES3::immediate_normal(RID p_immediate,const Vector3& p_normal){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->mask|=VS::ARRAY_FORMAT_NORMAL; chunk_normal=p_normal; } void RasterizerStorageGLES3::immediate_tangent(RID p_immediate,const Plane& p_tangent){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->mask|=VS::ARRAY_FORMAT_TANGENT; chunk_tangent=p_tangent; } void RasterizerStorageGLES3::immediate_color(RID p_immediate,const Color& p_color){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->mask|=VS::ARRAY_FORMAT_COLOR; chunk_color=p_color; } void RasterizerStorageGLES3::immediate_uv(RID p_immediate,const Vector2& tex_uv){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->mask|=VS::ARRAY_FORMAT_TEX_UV; chunk_uv=tex_uv; } void RasterizerStorageGLES3::immediate_uv2(RID p_immediate,const Vector2& tex_uv){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->mask|=VS::ARRAY_FORMAT_TEX_UV2; chunk_uv2=tex_uv; } void RasterizerStorageGLES3::immediate_end(RID p_immediate){ Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); im->building=false; im->instance_change_notify(); } void RasterizerStorageGLES3::immediate_clear(RID p_immediate) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(im->building); im->chunks.clear(); im->instance_change_notify(); } AABB RasterizerStorageGLES3::immediate_get_aabb(RID p_immediate) const { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND_V(!im,AABB()); return im->aabb; } void RasterizerStorageGLES3::immediate_set_material(RID p_immediate,RID p_material) { Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND(!im); im->material=p_material; im->instance_material_change_notify(); } RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const { const Immediate *im = immediate_owner.get(p_immediate); ERR_FAIL_COND_V(!im,RID()); return im->material; } /* SKELETON API */ RID RasterizerStorageGLES3::skeleton_create(){ Skeleton *skeleton = memnew( Skeleton ); return skeleton_owner.make_rid(skeleton); } void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton){ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); ERR_FAIL_COND(!skeleton); ERR_FAIL_COND(p_bones<0); if (skeleton->size==p_bones && skeleton->use_2d==p_2d_skeleton) return; if (skeleton->ubo) { glDeleteBuffers(1,&skeleton->ubo); skeleton->ubo=0; } skeleton->size=p_bones; if (p_2d_skeleton) { skeleton->bones.resize(p_bones*8); for(int i=0;ibones.size();i+=8) { skeleton->bones[i+0]=1; skeleton->bones[i+1]=0; skeleton->bones[i+2]=0; skeleton->bones[i+3]=0; skeleton->bones[i+4]=0; skeleton->bones[i+5]=1; skeleton->bones[i+6]=0; skeleton->bones[i+7]=0; } } else { skeleton->bones.resize(p_bones*12); for(int i=0;ibones.size();i+=12) { skeleton->bones[i+0]=1; skeleton->bones[i+1]=0; skeleton->bones[i+2]=0; skeleton->bones[i+3]=0; skeleton->bones[i+4]=0; skeleton->bones[i+5]=1; skeleton->bones[i+6]=0; skeleton->bones[i+7]=0; skeleton->bones[i+8]=0; skeleton->bones[i+9]=0; skeleton->bones[i+10]=1; skeleton->bones[i+11]=0; } } if (p_bones) { glGenBuffers(1, &skeleton->ubo); glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo); glBufferData(GL_UNIFORM_BUFFER, skeleton->bones.size()*sizeof(float), NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } if (!skeleton->update_list.in_list()) { skeleton_update_list.add(&skeleton->update_list); } } int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const{ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); ERR_FAIL_COND_V(!skeleton,0); return skeleton->size; } void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform){ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); ERR_FAIL_COND(!skeleton); ERR_FAIL_INDEX(p_bone,skeleton->size); ERR_FAIL_COND(skeleton->use_2d); float * bones = skeleton->bones.ptr(); bones[p_bone*12+ 0]=p_transform.basis.elements[0][0]; bones[p_bone*12+ 1]=p_transform.basis.elements[0][1]; bones[p_bone*12+ 2]=p_transform.basis.elements[0][2]; bones[p_bone*12+ 3]=p_transform.origin.x; bones[p_bone*12+ 4]=p_transform.basis.elements[1][0]; bones[p_bone*12+ 5]=p_transform.basis.elements[1][1]; bones[p_bone*12+ 6]=p_transform.basis.elements[1][2]; bones[p_bone*12+ 7]=p_transform.origin.y; bones[p_bone*12+ 8]=p_transform.basis.elements[2][0]; bones[p_bone*12+ 9]=p_transform.basis.elements[2][1]; bones[p_bone*12+10]=p_transform.basis.elements[2][2]; bones[p_bone*12+11]=p_transform.origin.z; if (!skeleton->update_list.in_list()) { skeleton_update_list.add(&skeleton->update_list); } } Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton,int p_bone) const{ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); ERR_FAIL_COND_V(!skeleton,Transform()); ERR_FAIL_INDEX_V(p_bone,skeleton->size,Transform()); ERR_FAIL_COND_V(skeleton->use_2d,Transform()); float * bones = skeleton->bones.ptr(); Transform mtx; mtx.basis.elements[0][0]=bones[p_bone*12+ 0]; mtx.basis.elements[0][1]=bones[p_bone*12+ 1]; mtx.basis.elements[0][2]=bones[p_bone*12+ 2]; mtx.origin.x=bones[p_bone*12+ 3]; mtx.basis.elements[1][0]=bones[p_bone*12+ 4]; mtx.basis.elements[1][1]=bones[p_bone*12+ 5]; mtx.basis.elements[1][2]=bones[p_bone*12+ 6]; mtx.origin.y=bones[p_bone*12+ 7]; mtx.basis.elements[2][0]=bones[p_bone*12+ 8]; mtx.basis.elements[2][1]=bones[p_bone*12+ 9]; mtx.basis.elements[2][2]=bones[p_bone*12+10]; mtx.origin.z=bones[p_bone*12+11]; return mtx; } void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform){ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); ERR_FAIL_COND(!skeleton); ERR_FAIL_INDEX(p_bone,skeleton->size); ERR_FAIL_COND(!skeleton->use_2d); float * bones = skeleton->bones.ptr(); bones[p_bone*12+ 0]=p_transform.elements[0][0]; bones[p_bone*12+ 1]=p_transform.elements[1][0]; bones[p_bone*12+ 2]=0; bones[p_bone*12+ 3]=p_transform.elements[2][0]; bones[p_bone*12+ 4]=p_transform.elements[0][1]; bones[p_bone*12+ 5]=p_transform.elements[1][1]; bones[p_bone*12+ 6]=0; bones[p_bone*12+ 7]=p_transform.elements[2][1]; if (!skeleton->update_list.in_list()) { skeleton_update_list.add(&skeleton->update_list); } } Matrix32 RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const{ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); ERR_FAIL_COND_V(!skeleton,Matrix32()); ERR_FAIL_INDEX_V(p_bone,skeleton->size,Matrix32()); ERR_FAIL_COND_V(!skeleton->use_2d,Matrix32()); Matrix32 mtx; float * bones = skeleton->bones.ptr(); mtx.elements[0][0]=bones[p_bone*12+ 0]; mtx.elements[1][0]=bones[p_bone*12+ 1]; mtx.elements[2][0]=bones[p_bone*12+ 3]; mtx.elements[0][1]=bones[p_bone*12+ 4]; mtx.elements[1][1]=bones[p_bone*12+ 5]; mtx.elements[2][1]=bones[p_bone*12+ 7]; return mtx; } void RasterizerStorageGLES3::update_dirty_skeletons() { while(skeleton_update_list.first()) { Skeleton *skeleton = skeleton_update_list.first()->self(); if (skeleton->size) { glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo); glBufferSubData(GL_UNIFORM_BUFFER,0,skeleton->bones.size()*sizeof(float),skeleton->bones.ptr()); glBindBuffer(GL_UNIFORM_BUFFER, 0); } for (Set::Element *E=skeleton->instances.front();E;E=E->next()) { E->get()->base_changed(); } skeleton_update_list.remove(skeleton_update_list.first()); } } /* Light API */ RID RasterizerStorageGLES3::light_create(VS::LightType p_type){ Light *light = memnew( Light ); light->type=p_type; light->param[VS::LIGHT_PARAM_ENERGY]=1.0; light->param[VS::LIGHT_PARAM_SPECULAR]=0.5; light->param[VS::LIGHT_PARAM_RANGE]=1.0; light->param[VS::LIGHT_PARAM_SPOT_ANGLE]=45; light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE]=0; light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET]=0.1; light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET]=0.3; light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET]=0.6; light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]=0.1; light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]=0.1; light->color=Color(1,1,1,1); light->shadow=false; light->negative=false; light->cull_mask=0xFFFFFFFF; light->directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; light->omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; light->omni_shadow_detail=VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL; light->directional_blend_splits=false; light->version=0; return light_owner.make_rid(light); } void RasterizerStorageGLES3::light_set_color(RID p_light,const Color& p_color){ Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); light->color=p_color; } void RasterizerStorageGLES3::light_set_param(RID p_light,VS::LightParam p_param,float p_value){ Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); ERR_FAIL_INDEX(p_param,VS::LIGHT_PARAM_MAX); switch(p_param) { case VS::LIGHT_PARAM_RANGE: case VS::LIGHT_PARAM_SPOT_ANGLE: case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE: case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS: case VS::LIGHT_PARAM_SHADOW_BIAS: case VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: { light->version++; light->instance_change_notify(); } break; } light->param[p_param]=p_value; } void RasterizerStorageGLES3::light_set_shadow(RID p_light,bool p_enabled){ Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); light->shadow=p_enabled; light->version++; light->instance_change_notify(); } void RasterizerStorageGLES3::light_set_shadow_color(RID p_light,const Color& p_color) { Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); light->shadow_color=p_color; } void RasterizerStorageGLES3::light_set_projector(RID p_light,RID p_texture){ Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); light->projector=p_texture; } void RasterizerStorageGLES3::light_set_negative(RID p_light,bool p_enable){ Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); light->negative=p_enable; } void RasterizerStorageGLES3::light_set_cull_mask(RID p_light,uint32_t p_mask){ Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); light->cull_mask=p_mask; light->version++; light->instance_change_notify(); } void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) { Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); light->omni_shadow_mode=p_mode; light->version++; light->instance_change_notify(); } VS::LightOmniShadowMode RasterizerStorageGLES3::light_omni_get_shadow_mode(RID p_light) { const Light * light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_CUBE); return light->omni_shadow_mode; } void RasterizerStorageGLES3::light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail) { Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); light->omni_shadow_detail=p_detail; light->version++; light->instance_change_notify(); } void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode){ Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); light->directional_shadow_mode=p_mode; light->version++; light->instance_change_notify(); } void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light,bool p_enable) { Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); light->directional_blend_splits=p_enable; light->version++; light->instance_change_notify(); } bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const { const Light * light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light,false); return light->directional_blend_splits; } VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) { const Light * light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); return light->directional_shadow_mode; } VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const { const Light * light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); return light->type; } float RasterizerStorageGLES3::light_get_param(RID p_light,VS::LightParam p_param) { const Light * light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); return light->param[p_param]; } bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const { const Light * light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); return light->shadow; } uint64_t RasterizerStorageGLES3::light_get_version(RID p_light) const { const Light * light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light,0); return light->version; } AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const { const Light * light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light,AABB()); switch( light->type ) { case VS::LIGHT_SPOT: { float len=light->param[VS::LIGHT_PARAM_RANGE]; float size=Math::tan(Math::deg2rad(light->param[VS::LIGHT_PARAM_SPOT_ANGLE]))*len; return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) ); } break; case VS::LIGHT_OMNI: { float r = light->param[VS::LIGHT_PARAM_RANGE]; return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 ); } break; case VS::LIGHT_DIRECTIONAL: { return AABB(); } break; default: {} } ERR_FAIL_V( AABB() ); return AABB(); } /* PROBE API */ RID RasterizerStorageGLES3::reflection_probe_create(){ ReflectionProbe *reflection_probe = memnew( ReflectionProbe ); reflection_probe->intensity=1.0; reflection_probe->interior_ambient=Color(); reflection_probe->interior_ambient_energy=1.0; reflection_probe->max_distance=0; reflection_probe->extents=Vector3(1,1,1); reflection_probe->origin_offset=Vector3(0,0,0); reflection_probe->interior=false; reflection_probe->box_projection=false; reflection_probe->enable_shadows=false; reflection_probe->cull_mask=(1<<20)-1; reflection_probe->update_mode=VS::REFLECTION_PROBE_UPDATE_ONCE; return reflection_probe_owner.make_rid(reflection_probe); } void RasterizerStorageGLES3::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) { ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->update_mode=p_mode; reflection_probe->instance_change_notify(); } void RasterizerStorageGLES3::reflection_probe_set_intensity(RID p_probe, float p_intensity) { ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->intensity=p_intensity; } void RasterizerStorageGLES3::reflection_probe_set_interior_ambient(RID p_probe, const Color& p_ambient) { ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->interior_ambient=p_ambient; } void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) { ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->interior_ambient_energy=p_energy; } void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) { ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->interior_ambient_probe_contrib=p_contrib; } void RasterizerStorageGLES3::reflection_probe_set_max_distance(RID p_probe, float p_distance){ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->max_distance=p_distance; reflection_probe->instance_change_notify(); } void RasterizerStorageGLES3::reflection_probe_set_extents(RID p_probe, const Vector3& p_extents){ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->extents=p_extents; reflection_probe->instance_change_notify(); } void RasterizerStorageGLES3::reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset){ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->origin_offset=p_offset; reflection_probe->instance_change_notify(); } void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool p_enable){ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->interior=p_enable; } void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable){ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->box_projection=p_enable; } void RasterizerStorageGLES3::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable){ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->enable_shadows=p_enable; reflection_probe->instance_change_notify(); } void RasterizerStorageGLES3::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers){ ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); reflection_probe->cull_mask=p_layers; reflection_probe->instance_change_notify(); } AABB RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const { const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND_V(!reflection_probe,AABB()); AABB aabb; aabb.pos=-reflection_probe->extents; aabb.size=reflection_probe->extents*2.0; return aabb; } VS::ReflectionProbeUpdateMode RasterizerStorageGLES3::reflection_probe_get_update_mode(RID p_probe) const{ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND_V(!reflection_probe,VS::REFLECTION_PROBE_UPDATE_ALWAYS); return reflection_probe->update_mode; } uint32_t RasterizerStorageGLES3::reflection_probe_get_cull_mask(RID p_probe) const { const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND_V(!reflection_probe,0); return reflection_probe->cull_mask; } Vector3 RasterizerStorageGLES3::reflection_probe_get_extents(RID p_probe) const { const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND_V(!reflection_probe,Vector3()); return reflection_probe->extents; } Vector3 RasterizerStorageGLES3::reflection_probe_get_origin_offset(RID p_probe) const{ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND_V(!reflection_probe,Vector3()); return reflection_probe->origin_offset; } bool RasterizerStorageGLES3::reflection_probe_renders_shadows(RID p_probe) const { const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND_V(!reflection_probe,false); return reflection_probe->enable_shadows; } float RasterizerStorageGLES3::reflection_probe_get_origin_max_distance(RID p_probe) const{ const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND_V(!reflection_probe,0); return reflection_probe->max_distance; } /* ROOM API */ RID RasterizerStorageGLES3::room_create(){ return RID(); } void RasterizerStorageGLES3::room_add_bounds(RID p_room, const DVector& p_convex_polygon,float p_height,const Transform& p_transform){ } void RasterizerStorageGLES3::room_clear_bounds(RID p_room){ } /* PORTAL API */ // portals are only (x/y) points, forming a convex shape, which its clockwise // order points outside. (z is 0); RID RasterizerStorageGLES3::portal_create(){ return RID(); } void RasterizerStorageGLES3::portal_set_shape(RID p_portal, const Vector& p_shape){ } void RasterizerStorageGLES3::portal_set_enabled(RID p_portal, bool p_enabled){ } void RasterizerStorageGLES3::portal_set_disable_distance(RID p_portal, float p_distance){ } void RasterizerStorageGLES3::portal_set_disabled_color(RID p_portal, const Color& p_color){ } void RasterizerStorageGLES3::instance_add_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance) { Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); ERR_FAIL_COND(!skeleton); skeleton->instances.insert(p_instance); } void RasterizerStorageGLES3::instance_remove_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance) { Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); ERR_FAIL_COND(!skeleton); skeleton->instances.erase(p_instance); } void RasterizerStorageGLES3::instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance) { Instantiable *inst=NULL; switch(p_instance->base_type) { case VS::INSTANCE_MESH: { inst = mesh_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; case VS::INSTANCE_MULTIMESH: { inst = multimesh_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; case VS::INSTANCE_IMMEDIATE: { inst = immediate_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; case VS::INSTANCE_REFLECTION_PROBE: { inst = reflection_probe_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; case VS::INSTANCE_LIGHT: { inst = light_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; default: { if (!inst) { ERR_FAIL(); } } } inst->instance_list.add( &p_instance->dependency_item ); } void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance){ Instantiable *inst=NULL; switch(p_instance->base_type) { case VS::INSTANCE_MESH: { inst = mesh_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; case VS::INSTANCE_MULTIMESH: { inst = multimesh_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; case VS::INSTANCE_IMMEDIATE: { inst = immediate_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; case VS::INSTANCE_REFLECTION_PROBE: { inst = reflection_probe_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; case VS::INSTANCE_LIGHT: { inst = light_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; default: { if (!inst) { ERR_FAIL(); } } } ERR_FAIL_COND(!inst); inst->instance_list.remove( &p_instance->dependency_item ); } /* RENDER TARGET */ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) { if (rt->fbo) { glDeleteFramebuffers(1,&rt->fbo); glDeleteTextures(1,&rt->color); rt->fbo=0; } if (rt->buffers.fbo) { glDeleteFramebuffers(1,&rt->buffers.fbo); glDeleteFramebuffers(1,&rt->buffers.alpha_fbo); glDeleteTextures(1,&rt->buffers.diffuse); glDeleteTextures(1,&rt->buffers.specular); glDeleteTextures(1,&rt->buffers.normal_rough); glDeleteTextures(1,&rt->buffers.motion_sss); rt->buffers.fbo=0; rt->buffers.alpha_fbo=0; } if (rt->depth) { glDeleteTextures(1,&rt->depth); rt->depth=0; } if (rt->effects.ssao.blur_fbo[0]) { glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[0]); glDeleteTextures(1,&rt->effects.ssao.blur_red[0]); glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[1]); glDeleteTextures(1,&rt->effects.ssao.blur_red[1]); for(int i=0;ieffects.ssao.depth_mipmap_fbos.size();i++) { glDeleteFramebuffers(1,&rt->effects.ssao.depth_mipmap_fbos[i]); } rt->effects.ssao.depth_mipmap_fbos.clear(); glDeleteTextures(1,&rt->effects.ssao.linear_depth); } Texture *tex = texture_owner.get(rt->texture); tex->alloc_height=0; tex->alloc_width=0; tex->width=0; tex->height=0; for(int i=0;i<2;i++) { for(int j=0;jeffects.mip_maps[i].sizes.size();j++) { glDeleteFramebuffers(1,&rt->effects.mip_maps[i].sizes[j].fbo); } glDeleteTextures(1,&rt->effects.mip_maps[i].color); rt->effects.mip_maps[i].sizes.clear(); rt->effects.mip_maps[i].levels=0; } /* if (rt->effects.screen_space_depth) { glDeleteTextures(1,&rt->effects.screen_space_depth); rt->effects.screen_space_depth=0; } */ } void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){ if (rt->width<=0 || rt->height<=0) return; GLuint color_internal_format; GLuint color_format; GLuint color_type; Image::Format image_format; if (config.render_arch==RENDER_ARCH_MOBILE || rt->flags[RENDER_TARGET_NO_3D]) { if (rt->flags[RENDER_TARGET_TRANSPARENT]) { color_internal_format=GL_RGBA8; color_format=GL_RGBA; color_type=GL_UNSIGNED_BYTE; image_format=Image::FORMAT_RGBA8; } else { color_internal_format=GL_RGB10_A2; color_format=GL_RGBA; color_type=GL_UNSIGNED_INT_2_10_10_10_REV; image_format=Image::FORMAT_RGBA8;//todo } } else { color_internal_format=GL_RGBA16F; color_format=GL_RGBA; color_type=GL_HALF_FLOAT; image_format=Image::FORMAT_RGBAH; } { /* FRONT FBO */ glActiveTexture(GL_TEXTURE0); glGenFramebuffers(1, &rt->fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); glGenTextures(1, &rt->depth); glBindTexture(GL_TEXTURE_2D, rt->depth); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); glGenTextures(1, &rt->color); glBindTexture(GL_TEXTURE_2D, rt->color); glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); Texture *tex = texture_owner.get(rt->texture); tex->format=image_format; tex->gl_format_cache=color_format; tex->gl_type_cache=color_type; tex->gl_internal_format_cache=color_internal_format; tex->tex_id=rt->color; tex->width=rt->width; tex->alloc_width=rt->width; tex->height=rt->height; tex->alloc_height=rt->height; texture_set_flags(rt->texture,tex->flags); } /* BACK FBO */ if (config.render_arch==RENDER_ARCH_DESKTOP && !rt->flags[RENDER_TARGET_NO_3D]) { //regular fbo glGenFramebuffers(1, &rt->buffers.fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); glGenTextures(1, &rt->buffers.diffuse); glBindTexture(GL_TEXTURE_2D, rt->buffers.diffuse); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rt->width, rt->height, 0, GL_RGBA, GL_HALF_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->buffers.diffuse, 0); glGenTextures(1, &rt->buffers.specular); glBindTexture(GL_TEXTURE_2D, rt->buffers.specular); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rt->width, rt->height, 0, GL_RGBA, GL_HALF_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, rt->buffers.specular, 0); glGenTextures(1, &rt->buffers.normal_rough); glBindTexture(GL_TEXTURE_2D, rt->buffers.normal_rough); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, rt->buffers.normal_rough, 0); glGenTextures(1, &rt->buffers.motion_sss); glBindTexture(GL_TEXTURE_2D, rt->buffers.motion_sss); glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, rt->width, rt->height, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, rt->buffers.motion_sss, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); if (status != GL_FRAMEBUFFER_COMPLETE) { _render_target_clear(rt); ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); } //alpha fbo glGenFramebuffers(1, &rt->buffers.alpha_fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.alpha_fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->buffers.diffuse, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); if (status != GL_FRAMEBUFFER_COMPLETE) { _render_target_clear(rt); ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); } for(int i=0;i<2;i++) { ERR_FAIL_COND( rt->effects.mip_maps[i].sizes.size() ); int w=rt->width; int h=rt->height; if (i>0) { w>>=1; h>>=1; } glGenTextures(1, &rt->effects.mip_maps[i].color); glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[i].color); int level=0; while(true) { RenderTarget::Effects::MipMaps::Size mm; glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA16F, w, h, 0, GL_RGBA, GL_HALF_FLOAT, NULL); mm.width=w; mm.height=h; rt->effects.mip_maps[i].sizes.push_back(mm); w>>=1; h>>=1; if (w<32 || h<32) break; //going less than 32 is pointless level++; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level); for(int j=0;jeffects.mip_maps[i].sizes.size();j++) { RenderTarget::Effects::MipMaps::Size &mm=rt->effects.mip_maps[i].sizes[j]; glGenFramebuffers(1, &mm.fbo); glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,rt->effects.mip_maps[i].color ,j); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { _render_target_clear(rt); ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); } float zero[4]={1,0,1,0}; glClearBufferfv(GL_COLOR,0,zero); } glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); rt->effects.mip_maps[i].levels=level; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } ///////////////// ssao //AO strength textures for(int i=0;i<2;i++) { glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]); glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); glGenTextures(1, &rt->effects.ssao.blur_red[i]); glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.blur_red[i], 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { _render_target_clear(rt); ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); } } //5 mip levels for depth texture, but base is read separately glGenTextures(1, &rt->effects.ssao.linear_depth); glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth); int ssao_w=rt->width/2; int ssao_h=rt->height/2; for(int i=0;i<4;i++) { //5, but 4 mips, base is read directly to save bw glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL); ssao_w>>=1; ssao_h>>=1; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3); for(int i=0;i<4;i++) { //5, but 4 mips, base is read directly to save bw GLuint fbo; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i); rt->effects.ssao.depth_mipmap_fbos.push_back(fbo); } } } RID RasterizerStorageGLES3::render_target_create(){ RenderTarget *rt = memnew( RenderTarget ); Texture * t = memnew( Texture ); t->flags=0; t->width=0; t->height=0; t->alloc_height=0; t->alloc_width=0; t->format=Image::FORMAT_R8; t->target=GL_TEXTURE_2D; t->gl_format_cache=0; t->gl_internal_format_cache=0; t->gl_type_cache=0; t->data_size=0; t->compressed=false; t->srgb=false; t->total_data_size=0; t->ignore_mipmaps=false; t->mipmaps=0; t->active=true; t->tex_id=0; rt->texture=texture_owner.make_rid(t); return render_target_owner.make_rid(rt); } void RasterizerStorageGLES3::render_target_set_size(RID p_render_target,int p_width, int p_height){ RenderTarget *rt = render_target_owner.getornull(p_render_target); ERR_FAIL_COND(!rt); if (rt->width==p_width && rt->height==p_height) return; _render_target_clear(rt); rt->width=p_width; rt->height=p_height; _render_target_allocate(rt); } RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const{ RenderTarget *rt = render_target_owner.getornull(p_render_target); ERR_FAIL_COND_V(!rt,RID()); return rt->texture; } void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value) { RenderTarget *rt = render_target_owner.getornull(p_render_target); ERR_FAIL_COND(!rt); rt->flags[p_flag]=p_value; switch(p_flag) { case RENDER_TARGET_NO_3D: case RENDER_TARGET_TRANSPARENT: { //must reset for these formats _render_target_clear(rt); _render_target_allocate(rt); } break; default: {} } } bool RasterizerStorageGLES3::render_target_renedered_in_frame(RID p_render_target){ return false; } /* CANVAS SHADOW */ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) { CanvasLightShadow *cls = memnew( CanvasLightShadow ); if (p_width>config.max_texture_size) p_width=config.max_texture_size; cls->size=p_width; cls->height=16; glActiveTexture(GL_TEXTURE0); glGenFramebuffers(1, &cls->fbo); glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); glGenRenderbuffers(1, &cls->depth); glBindRenderbuffer(GL_RENDERBUFFER, cls->depth ); glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT24, cls->size, cls->height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth); glBindRenderbuffer(GL_RENDERBUFFER, 0 ); glGenTextures(1,&cls->distance); glBindTexture(GL_TEXTURE_2D, cls->distance); if (config.use_rgba_2d_shadows) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } else { glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); //printf("errnum: %x\n",status); glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() ); return canvas_light_shadow_owner.make_rid(cls); } /* LIGHT SHADOW MAPPING */ RID RasterizerStorageGLES3::canvas_light_occluder_create() { CanvasOccluder *co = memnew( CanvasOccluder ); co->index_id=0; co->vertex_id=0; co->len=0; return canvas_occluder_owner.make_rid(co); } void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, const DVector& p_lines) { CanvasOccluder *co = canvas_occluder_owner.get(p_occluder); ERR_FAIL_COND(!co); co->lines=p_lines; if (p_lines.size()!=co->len) { if (co->index_id) glDeleteBuffers(1,&co->index_id); if (co->vertex_id) glDeleteBuffers(1,&co->vertex_id); co->index_id=0; co->vertex_id=0; co->len=0; } if (p_lines.size()) { DVector geometry; DVector indices; int lc = p_lines.size(); geometry.resize(lc*6); indices.resize(lc*3); DVector::Write vw=geometry.write(); DVector::Write iw=indices.write(); DVector::Read lr=p_lines.read(); const int POLY_HEIGHT = 16384; for(int i=0;ivertex_id) { glGenBuffers(1,&co->vertex_id); glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id); glBufferData(GL_ARRAY_BUFFER,lc*6*sizeof(real_t),vw.ptr(),GL_STATIC_DRAW); } else { glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id); glBufferSubData(GL_ARRAY_BUFFER,0,lc*6*sizeof(real_t),vw.ptr()); } glBindBuffer(GL_ARRAY_BUFFER,0); //unbind if (!co->index_id) { glGenBuffers(1,&co->index_id); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id); glBufferData(GL_ELEMENT_ARRAY_BUFFER,lc*3*sizeof(uint16_t),iw.ptr(),GL_STATIC_DRAW); } else { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,lc*3*sizeof(uint16_t),iw.ptr()); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind co->len=lc; } } VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const { if (mesh_owner.owns(p_rid)) { return VS::INSTANCE_MESH; } if (multimesh_owner.owns(p_rid)) { return VS::INSTANCE_MULTIMESH; } if (immediate_owner.owns(p_rid)) { return VS::INSTANCE_IMMEDIATE; } if (light_owner.owns(p_rid)) { return VS::INSTANCE_LIGHT; } if (reflection_probe_owner.owns(p_rid)) { return VS::INSTANCE_REFLECTION_PROBE; } return VS::INSTANCE_NONE; } bool RasterizerStorageGLES3::free(RID p_rid){ if (render_target_owner.owns(p_rid)) { RenderTarget *rt = render_target_owner.getornull(p_rid); _render_target_clear(rt); Texture *t=texture_owner.get(rt->texture); texture_owner.free(rt->texture); memdelete(t); render_target_owner.free(p_rid); memdelete(rt); } else if (texture_owner.owns(p_rid)) { // delete the texture Texture *texture = texture_owner.get(p_rid); ERR_FAIL_COND_V(texture->render_target,true); //cant free the render target texture, dude info.texture_mem-=texture->total_data_size; texture_owner.free(p_rid); memdelete(texture); } else if (skybox_owner.owns(p_rid)) { // delete the skybox SkyBox *skybox = skybox_owner.get(p_rid); skybox_set_texture(p_rid,RID(),256); skybox_owner.free(p_rid); memdelete(skybox); } else if (shader_owner.owns(p_rid)) { // delete the texture Shader *shader = shader_owner.get(p_rid); if (shader->shader) shader->shader->free_custom_shader(shader->custom_code_id); if (shader->dirty_list.in_list()) _shader_dirty_list.remove(&shader->dirty_list); while (shader->materials.first()) { Material *mat = shader->materials.first()->self(); mat->shader=NULL; _material_make_dirty(mat); shader->materials.remove( shader->materials.first() ); } //material_shader.free_custom_shader(shader->custom_code_id); shader_owner.free(p_rid); memdelete(shader); } else if (material_owner.owns(p_rid)) { // delete the texture Material *material = material_owner.get(p_rid); if (material->shader) { material->shader->materials.remove( & material->list ); } if (material->ubo_id) { glDeleteBuffers(1,&material->ubo_id); } //remove from owners for (Map::Element *E=material->geometry_owners.front();E;E=E->next()) { Geometry *g = E->key(); g->material=RID(); } for (Map::Element *E=material->instance_owners.front();E;E=E->next()) { RasterizerScene::InstanceBase*ins=E->key(); if (ins->material_override==p_rid) { ins->material_override=RID(); } for(int i=0;imaterials.size();i++) { if (ins->materials[i]==p_rid) { ins->materials[i]=RID(); } } } material_owner.free(p_rid); memdelete(material); } else if (skeleton_owner.owns(p_rid)) { // delete the texture Skeleton *skeleton = skeleton_owner.get(p_rid); if (skeleton->update_list.in_list()) { skeleton_update_list.remove(&skeleton->update_list); } for (Set::Element *E=skeleton->instances.front();E;E=E->next()) { E->get()->skeleton=RID(); } skeleton_allocate(p_rid,0,false); skeleton_owner.free(p_rid); memdelete(skeleton); } else if (mesh_owner.owns(p_rid)) { // delete the texture Mesh *mesh = mesh_owner.get(p_rid); mesh->instance_remove_deps(); mesh_clear(p_rid); mesh_owner.free(p_rid); memdelete(mesh); } else if (multimesh_owner.owns(p_rid)) { // delete the texture MultiMesh *multimesh = multimesh_owner.get(p_rid); multimesh->instance_remove_deps(); multimesh_allocate(p_rid,0,VS::MULTIMESH_TRANSFORM_2D,VS::MULTIMESH_COLOR_NONE); //frees multimesh update_dirty_multimeshes(); multimesh_owner.free(p_rid); memdelete(multimesh); } else if (immediate_owner.owns(p_rid)) { Immediate *immediate = immediate_owner.get(p_rid); immediate->instance_remove_deps(); immediate_owner.free(p_rid); memdelete(immediate); } else if (light_owner.owns(p_rid)) { // delete the texture Light *light = light_owner.get(p_rid); light->instance_remove_deps(); light_owner.free(p_rid); memdelete(light); } else if (reflection_probe_owner.owns(p_rid)) { // delete the texture ReflectionProbe *reflection_probe = reflection_probe_owner.get(p_rid); reflection_probe->instance_remove_deps(); reflection_probe_owner.free(p_rid); memdelete(reflection_probe); } else if (canvas_occluder_owner.owns(p_rid)) { CanvasOccluder *co = canvas_occluder_owner.get(p_rid); if (co->index_id) glDeleteBuffers(1,&co->index_id); if (co->vertex_id) glDeleteBuffers(1,&co->vertex_id); canvas_occluder_owner.free(p_rid); memdelete(co); } else if (canvas_light_shadow_owner.owns(p_rid)) { CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid); glDeleteFramebuffers(1,&cls->fbo); glDeleteRenderbuffers(1,&cls->depth); glDeleteTextures(1,&cls->distance); canvas_light_shadow_owner.free(p_rid); memdelete(cls); } else { return false; } return true; } //////////////////////////////////////////// void RasterizerStorageGLES3::initialize() { config.render_arch=RENDER_ARCH_DESKTOP; //config.fbo_deferred=int(Globals::get_singleton()->get("rendering/gles3/lighting_technique")); config.system_fbo=0; //// extensions config /// { int max_extensions=0; glGetIntegerv(GL_NUM_EXTENSIONS,&max_extensions); for(int i=0;iget("rendering/gles3/use_nearest_mipmap_filter")); config.use_anisotropic_filter = config.extensions.has("GL_EXT_texture_filter_anisotropic"); config.s3tc_supported=config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc"); config.etc_supported=config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); config.latc_supported=config.extensions.has("GL_EXT_texture_compression_latc"); config.bptc_supported=config.extensions.has("GL_ARB_texture_compression_bptc"); #ifdef GLES_OVER_GL config.etc2_supported=false; #else config.etc2_supported=true; #endif config.pvrtc_supported=config.extensions.has("GL_IMG_texture_compression_pvrtc"); config.srgb_decode_supported=config.extensions.has("GL_EXT_texture_sRGB_decode"); config.anisotropic_level=1.0; config.use_anisotropic_filter=config.extensions.has("GL_EXT_texture_filter_anisotropic"); if (config.use_anisotropic_filter) { glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&config.anisotropic_level); config.anisotropic_level=MIN(int(Globals::get_singleton()->get("rendering/gles3/anisotropic_filter_level")),config.anisotropic_level); } frame.clear_request=false; shaders.copy.init(); { //default textures glGenTextures(1, &resources.white_tex); unsigned char whitetexdata[8*8*3]; for(int i=0;i<8*8*3;i++) { whitetexdata[i]=255; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,resources.white_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,0); glGenTextures(1, &resources.black_tex); unsigned char blacktexdata[8*8*3]; for(int i=0;i<8*8*3;i++) { blacktexdata[i]=0; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,resources.black_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,blacktexdata); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,0); glGenTextures(1, &resources.normal_tex); unsigned char normaltexdata[8*8*3]; for(int i=0;i<8*8*3;i+=3) { normaltexdata[i+0]=128; normaltexdata[i+1]=128; normaltexdata[i+2]=255; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,resources.normal_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,normaltexdata); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,0); glGenTextures(1, &resources.aniso_tex); unsigned char anisotexdata[8*8*3]; for(int i=0;i<8*8*3;i+=3) { anisotexdata[i+0]=255; anisotexdata[i+1]=128; anisotexdata[i+2]=0; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,resources.aniso_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,anisotexdata); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,0); } glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&config.max_texture_image_units); glGetIntegerv(GL_MAX_TEXTURE_SIZE,&config.max_texture_size); #ifdef GLES_OVER_GL config.use_rgba_2d_shadows=false; #else config.use_rgba_2d_shadows=true; #endif //generic quadie for copying { //quad buffers glGenBuffers(1,&resources.quadie); glBindBuffer(GL_ARRAY_BUFFER,resources.quadie); { const float qv[16]={ -1,-1, 0, 0, -1, 1, 0, 1, 1, 1, 1, 1, 1,-1, 1, 0, }; glBufferData(GL_ARRAY_BUFFER,sizeof(float)*16,qv,GL_STATIC_DRAW); } glBindBuffer(GL_ARRAY_BUFFER,0); //unbind glGenVertexArrays(1,&resources.quadie_array); glBindVertexArray(resources.quadie_array); glBindBuffer(GL_ARRAY_BUFFER,resources.quadie); glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,0); glEnableVertexAttribArray(0); glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,((uint8_t*)NULL)+8); glEnableVertexAttribArray(4); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind } //generic quadie for copying without touching skybox { //transform feedback buffers uint32_t xf_feedback_size = GLOBAL_DEF("rendering/gles3/blend_shape_max_buffer_size_kb",4096); for(int i=0;i<2;i++) { glGenBuffers(1,&resources.transform_feedback_buffers[i]); glBindBuffer(GL_ARRAY_BUFFER,resources.transform_feedback_buffers[i]); glBufferData(GL_ARRAY_BUFFER,xf_feedback_size*1024,NULL,GL_STREAM_DRAW); } shaders.blend_shapes.init();; glGenVertexArrays(1,&resources.transform_feedback_array); } shaders.cubemap_filter.init(); glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS); frame.count=0; } void RasterizerStorageGLES3::finalize() { glDeleteTextures(1, &resources.white_tex); glDeleteTextures(1, &resources.black_tex); glDeleteTextures(1, &resources.normal_tex); } RasterizerStorageGLES3::RasterizerStorageGLES3() { }