#ifndef RASTERIZERSTORAGEGLES3_H #define RASTERIZERSTORAGEGLES3_H #include "servers/visual/rasterizer.h" #include "servers/visual/shader_language.h" #include "shader_gles3.h" #include "shaders/copy.glsl.h" #include "shaders/canvas.glsl.h" #include "shaders/cubemap_filter.glsl.h" #include "self_list.h" #include "shader_compiler_gles3.h" class RasterizerCanvasGLES3; class RasterizerSceneGLES3; #define _TEXTURE_SRGB_DECODE_EXT 0x8A48 #define _DECODE_EXT 0x8A49 #define _SKIP_DECODE_EXT 0x8A4A class RasterizerStorageGLES3 : public RasterizerStorage { public: RasterizerCanvasGLES3 *canvas; RasterizerSceneGLES3 *scene; enum RenderArchitecture { RENDER_ARCH_MOBILE, RENDER_ARCH_DESKTOP, }; struct Config { RenderArchitecture render_arch; GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo. bool shrink_textures_x2; bool use_fast_texture_filter; bool use_anisotropic_filter; bool s3tc_supported; bool latc_supported; bool bptc_supported; bool etc_supported; bool etc2_supported; bool pvrtc_supported; bool srgb_decode_supported; bool use_rgba_2d_shadows; float anisotropic_level; int max_texture_image_units; int max_texture_size; Set extensions; } config; mutable struct Shaders { CopyShaderGLES3 copy; ShaderCompilerGLES3 compiler; CubemapFilterShaderGLES3 cubemap_filter; ShaderCompilerGLES3::IdentifierActions actions_canvas; ShaderCompilerGLES3::IdentifierActions actions_scene; } shaders; struct Resources { GLuint white_tex; GLuint black_tex; GLuint normal_tex; GLuint quadie; GLuint quadie_array; } resources; struct Info { uint64_t texture_mem; } info; ///////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////DATA/////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// struct Instantiable : public RID_Data { SelfList::List instance_list; _FORCE_INLINE_ void instance_change_notify() { SelfList *instances = instance_list.first(); while(instances) { instances->self()->base_changed(); instances=instances->next(); } } _FORCE_INLINE_ void instance_material_change_notify() { SelfList *instances = instance_list.first(); while(instances) { instances->self()->base_material_changed(); instances=instances->next(); } } Instantiable() { } virtual ~Instantiable() { while(instance_list.first()) { instance_list.first()->self()->base_removed(); } } }; ///////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////API//////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// /* TEXTURE API */ struct RenderTarget; struct Texture : public RID_Data { String path; uint32_t flags; int width,height; int alloc_width, alloc_height; Image::Format format; GLenum target; GLenum gl_format_cache; GLenum gl_internal_format_cache; GLenum gl_type_cache; int data_size; //original data size, useful for retrieving back bool compressed; bool srgb; int total_data_size; bool ignore_mipmaps; int mipmaps; bool active; GLuint tex_id; bool using_srgb; uint16_t stored_cube_sides; RenderTarget *render_target; Texture() { using_srgb=false; stored_cube_sides=0; ignore_mipmaps=false; render_target=NULL; flags=width=height=0; tex_id=0; data_size=0; format=Image::FORMAT_L8; active=false; compressed=false; total_data_size=0; target=GL_TEXTURE_2D; mipmaps=0; } ~Texture() { if (tex_id!=0) { glDeleteTextures(1,&tex_id); } } }; mutable RID_Owner texture_owner; Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags, GLenum& r_gl_format, GLenum& r_gl_internal_format, GLenum &r_type, bool &r_compressed, bool &srgb); virtual RID texture_create(); virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT); virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const; virtual void texture_set_flags(RID p_texture,uint32_t p_flags); virtual uint32_t texture_get_flags(RID p_texture) const; virtual Image::Format texture_get_format(RID p_texture) const; virtual uint32_t texture_get_width(RID p_texture) const; virtual uint32_t texture_get_height(RID p_texture) const; virtual void texture_set_size_override(RID p_texture,int p_width, int p_height); virtual void texture_set_path(RID p_texture,const String& p_path); virtual String texture_get_path(RID p_texture) const; virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable); virtual void texture_debug_usage(List *r_info); virtual RID texture_create_radiance_cubemap(RID p_source,int p_resolution=-1) const; /* SHADER API */ struct Material; struct Shader : public RID_Data { RID self; VS::ShaderMode mode; ShaderGLES3 *shader; String code; SelfList::List materials; Map uniforms; Vector ubo_offsets; uint32_t ubo_size; uint32_t texture_count; uint32_t custom_code_id; uint32_t version; SelfList dirty_list; Map default_textures; Vector texture_hints; bool valid; String path; struct CanvasItem { enum BlendMode { BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_PMALPHA, }; int blend_mode; enum LightMode { LIGHT_MODE_NORMAL, LIGHT_MODE_UNSHADED, LIGHT_MODE_LIGHT_ONLY }; int light_mode; } canvas_item; struct Spatial { enum BlendMode { BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, }; int blend_mode; enum DepthDrawMode { DEPTH_DRAW_OPAQUE, DEPTH_DRAW_ALWAYS, DEPTH_DRAW_NEVER, DEPTH_DRAW_ALPHA_PREPASS, }; int depth_draw_mode; enum CullMode { CULL_MODE_FRONT, CULL_MODE_BACK, CULL_MODE_DISABLED, }; int cull_mode; bool uses_alpha; bool unshaded; bool ontop; bool uses_vertex; bool uses_discard; } spatial; bool uses_vertex_time; bool uses_fragment_time; Shader() : dirty_list(this) { shader=NULL; valid=false; custom_code_id=0; version=1; } }; mutable SelfList::List _shader_dirty_list; void _shader_make_dirty(Shader* p_shader); mutable RID_Owner shader_owner; virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_SPATIAL); virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode); virtual VS::ShaderMode shader_get_mode(RID p_shader) const; virtual void shader_set_code(RID p_shader, const String& p_code); virtual String shader_get_code(RID p_shader) const; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const; virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture); virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const; void _update_shader(Shader* p_shader) const; void update_dirty_shaders(); /* COMMON MATERIAL API */ struct Material : public RID_Data { Shader *shader; GLuint ubo_id; uint32_t ubo_size; Map params; SelfList list; SelfList dirty_list; Vector textures; float line_width; uint32_t index; uint64_t last_pass; Map instantiable_owners; Map instance_owners; bool can_cast_shadow_cache; bool is_animated_cache; Material() : list(this), dirty_list(this) { can_cast_shadow_cache=false; is_animated_cache=false; shader=NULL; line_width=1.0; ubo_id=0; ubo_size=0; last_pass=0; } }; mutable SelfList::List _material_dirty_list; void _material_make_dirty(Material *p_material) const; void _material_add_instantiable(RID p_material,Instantiable *p_instantiable); void _material_remove_instantiable(RID p_material, Instantiable *p_instantiable); mutable RID_Owner material_owner; virtual RID material_create(); virtual void material_set_shader(RID p_material, RID p_shader); virtual RID material_get_shader(RID p_material) const; virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value); virtual Variant material_get_param(RID p_material, const StringName& p_param) const; virtual void material_set_line_width(RID p_material, float p_width); virtual bool material_is_animated(RID p_material); virtual bool material_casts_shadows(RID p_material); virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); void _update_material(Material* material); void update_dirty_materials(); /* MESH API */ struct Geometry : Instantiable { enum Type { GEOMETRY_INVALID, GEOMETRY_SURFACE, GEOMETRY_IMMEDIATE, GEOMETRY_MULTISURFACE, }; Type type; RID material; uint64_t last_pass; uint32_t index; Geometry() { last_pass=0; index=0; } }; struct GeometryOwner : public Instantiable { virtual ~GeometryOwner() {} }; struct Mesh; struct Surface : public Geometry { struct Attrib { bool enabled; GLuint index; GLint size; GLenum type; GLboolean normalized; GLsizei stride; uint32_t offset; }; Attrib attribs[VS::ARRAY_MAX]; Attrib morph_attribs[VS::ARRAY_MAX]; Mesh *mesh; uint32_t format; GLuint array_id; GLuint vertex_id; GLuint index_id; Vector skeleton_bone_aabb; Vector skeleton_bone_used; //bool packed; struct MorphTarget { GLuint vertex_id; GLuint array_id; }; Vector morph_targets; AABB aabb; int array_len; int index_array_len; int max_bone; int array_byte_size; int index_array_byte_size; VS::PrimitiveType primitive; bool active; Surface() { array_byte_size=0; index_array_byte_size=0; mesh=NULL; format=0; array_id=0; vertex_id=0; index_id=0; array_len=0; type=GEOMETRY_SURFACE; primitive=VS::PRIMITIVE_POINTS; index_array_len=0; active=false; } ~Surface() { } }; struct Mesh : public GeometryOwner { bool active; Vector surfaces; int morph_target_count; VS::MorphTargetMode morph_target_mode; AABB custom_aabb; mutable uint64_t last_pass; Mesh() { morph_target_mode=VS::MORPH_MODE_NORMALIZED; morph_target_count=0; last_pass=0; active=false; } }; mutable RID_Owner mesh_owner; virtual RID mesh_create(); virtual void 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=Vector >(),const Vector& p_bone_aabbs=Vector()); virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount); virtual int mesh_get_morph_target_count(RID p_mesh) const; virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode); virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material); virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; virtual DVector mesh_surface_get_array(RID p_mesh, int p_surface) const; virtual DVector mesh_surface_get_index_array(RID p_mesh, int p_surface) const; virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const; virtual Vector > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const; virtual Vector mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const; virtual void mesh_remove_surface(RID p_mesh, int p_surface); virtual int mesh_get_surface_count(RID p_mesh) const; virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb); virtual AABB mesh_get_custom_aabb(RID p_mesh) const; virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const; virtual void mesh_clear(RID p_mesh); /* MULTIMESH API */ virtual RID multimesh_create(); virtual void multimesh_allocate(RID p_multimesh,int p_instances,VS::MultimeshTransformFormat p_transform_format,VS::MultimeshColorFormat p_color_format,bool p_gen_aabb=true); virtual int multimesh_get_instance_count(RID p_multimesh) const; virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh); virtual void multimesh_set_custom_aabb(RID p_multimesh,const AABB& p_aabb); virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform); virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform); virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color); virtual RID multimesh_get_mesh(RID p_multimesh) const; virtual AABB multimesh_get_custom_aabb(RID p_multimesh) const; virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const; virtual Matrix32 multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const; virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const; virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible); virtual int multimesh_get_visible_instances(RID p_multimesh) const; virtual AABB multimesh_get_aabb(RID p_mesh) const; /* IMMEDIATE API */ virtual RID immediate_create(); virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID()); virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex); virtual void immediate_vertex_2d(RID p_immediate,const Vector3& p_vertex); virtual void immediate_normal(RID p_immediate,const Vector3& p_normal); virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent); virtual void immediate_color(RID p_immediate,const Color& p_color); virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv); virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv); virtual void immediate_end(RID p_immediate); virtual void immediate_clear(RID p_immediate); virtual void immediate_set_material(RID p_immediate,RID p_material); virtual RID immediate_get_material(RID p_immediate) const; /* SKELETON API */ virtual RID skeleton_create(); virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false); virtual int skeleton_get_bone_count(RID p_skeleton) const; virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform); virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone) const; virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform); virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const; /* Light API */ struct Light : Instantiable { VS::LightType type; float param[VS::LIGHT_PARAM_MAX]; Color color; Color shadow_color; RID projector; bool shadow; bool negative; uint32_t cull_mask; VS::LightOmniShadowMode omni_shadow_mode; VS::LightOmniShadowDetail omni_shadow_detail; VS::LightDirectionalShadowMode directional_shadow_mode; bool directional_blend_splits; uint64_t version; }; mutable RID_Owner light_owner; virtual RID light_create(VS::LightType p_type); virtual void light_set_color(RID p_light,const Color& p_color); virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value); virtual void light_set_shadow(RID p_light,bool p_enabled); virtual void light_set_shadow_color(RID p_light,const Color& p_color); virtual void light_set_projector(RID p_light,RID p_texture); virtual void light_set_negative(RID p_light,bool p_enable); virtual void light_set_cull_mask(RID p_light,uint32_t p_mask); virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode); virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail); virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode); virtual void light_directional_set_blend_splits(RID p_light,bool p_enable); virtual bool light_directional_get_blend_splits(RID p_light) const; virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); virtual bool light_has_shadow(RID p_light) const; virtual VS::LightType light_get_type(RID p_light) const; virtual float light_get_param(RID p_light,VS::LightParam p_param); virtual AABB light_get_aabb(RID p_light) const; virtual uint64_t light_get_version(RID p_light) const; /* PROBE API */ virtual RID reflection_probe_create(); virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity); virtual void reflection_probe_set_clip(RID p_probe, float p_near, float p_far); virtual void reflection_probe_set_min_blend_distance(RID p_probe, float p_distance); virtual void reflection_probe_set_extents(RID p_probe, const Vector3& p_extents); virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset); virtual void reflection_probe_set_enable_parallax_correction(RID p_probe, bool p_enable); virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution); virtual void reflection_probe_set_hide_skybox(RID p_probe, bool p_hide); virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); /* ROOM API */ virtual RID room_create(); virtual void room_add_bounds(RID p_room, const DVector& p_convex_polygon,float p_height,const Transform& p_transform); virtual void 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); virtual RID portal_create(); virtual void portal_set_shape(RID p_portal, const Vector& p_shape); virtual void portal_set_enabled(RID p_portal, bool p_enabled); virtual void portal_set_disable_distance(RID p_portal, float p_distance); virtual void portal_set_disabled_color(RID p_portal, const Color& p_color); virtual void instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance); virtual void instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance); /* RENDER TARGET */ struct RenderTarget : public RID_Data { struct Color { GLuint fbo; GLuint color; } front,back; GLuint depth; struct Buffers { GLuint fbo; GLuint alpha_fbo; //single buffer, just diffuse (for alpha pass) GLuint specular; GLuint diffuse; GLuint normal_sr; } buffers; int width,height; bool flags[RENDER_TARGET_FLAG_MAX]; bool used_in_frame; RID texture; RenderTarget() { width=0; height=0; depth=0; front.fbo=0; back.fbo=0; buffers.fbo=0; buffers.alpha_fbo=0; used_in_frame=false; flags[RENDER_TARGET_VFLIP]=false; flags[RENDER_TARGET_TRANSPARENT]=false; flags[RENDER_TARGET_NO_3D]=false; flags[RENDER_TARGET_NO_SAMPLING]=false; } }; mutable RID_Owner render_target_owner; void _render_target_clear(RenderTarget *rt); void _render_target_allocate(RenderTarget *rt); virtual RID render_target_create(); virtual void render_target_set_size(RID p_render_target,int p_width, int p_height); virtual RID render_target_get_texture(RID p_render_target) const; virtual void render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value); virtual bool render_target_renedered_in_frame(RID p_render_target); /* CANVAS SHADOW */ struct CanvasLightShadow : public RID_Data { int size; int height; GLuint fbo; GLuint depth; GLuint distance; //for older devices }; RID_Owner canvas_light_shadow_owner; virtual RID canvas_light_shadow_buffer_create(int p_width); /* LIGHT SHADOW MAPPING */ struct CanvasOccluder : public RID_Data { GLuint vertex_id; // 0 means, unconfigured GLuint index_id; // 0 means, unconfigured DVector lines; int len; }; RID_Owner canvas_occluder_owner; virtual RID canvas_light_occluder_create(); virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector& p_lines); virtual VS::InstanceType get_base_type(RID p_rid) const; virtual bool free(RID p_rid); struct Frame { RenderTarget *current_rt; bool clear_request; Color clear_request_color; int canvas_draw_commands; float time[4]; } frame; void initialize(); void finalize(); RasterizerStorageGLES3(); }; #endif // RASTERIZERSTORAGEGLES3_H