#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/blend_shape.glsl.h" #include "shaders/cubemap_filter.glsl.h" #include "shaders/particles.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; static GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo. enum RenderArchitecture { RENDER_ARCH_MOBILE, RENDER_ARCH_DESKTOP, }; struct Config { RenderArchitecture render_arch; 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 hdr_supported; bool srgb_decode_supported; bool use_rgba_2d_shadows; float anisotropic_level; int max_texture_image_units; int max_texture_size; Set extensions; bool keep_original_textures; } config; mutable struct Shaders { CopyShaderGLES3 copy; ShaderCompilerGLES3 compiler; CubemapFilterShaderGLES3 cubemap_filter; BlendShapeShaderGLES3 blend_shapes; ParticlesShaderGLES3 particles; ShaderCompilerGLES3::IdentifierActions actions_canvas; ShaderCompilerGLES3::IdentifierActions actions_scene; ShaderCompilerGLES3::IdentifierActions actions_particles; } shaders; struct Resources { GLuint white_tex; GLuint black_tex; GLuint normal_tex; GLuint aniso_tex; GLuint quadie; GLuint quadie_array; GLuint transform_feedback_buffers[2]; GLuint transform_feedback_array; } resources; struct Info { uint64_t texture_mem; uint32_t render_object_count; uint32_t render_material_switch_count; uint32_t render_surface_switch_count; uint32_t render_shader_rebind_count; uint32_t render_vertices_count; } 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(); } } _FORCE_INLINE_ void instance_remove_deps() { SelfList *instances = instance_list.first(); while(instances) { SelfList *next = instances->next(); instances->self()->base_removed(); instances=next; } } Instantiable() { } virtual ~Instantiable() { } }; struct GeometryOwner : public Instantiable { virtual ~GeometryOwner() {} }; struct Geometry : Instantiable { enum Type { GEOMETRY_INVALID, GEOMETRY_SURFACE, GEOMETRY_IMMEDIATE, GEOMETRY_MULTISURFACE, }; Type type; RID material; uint64_t last_pass; uint32_t index; virtual void material_changed_notify() {} Geometry() { last_pass=0; index=0; } }; ///////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////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; Image images[6]; VisualServer::TextureDetectCallback detect_3d; void *detect_3d_ud; VisualServer::TextureDetectCallback detect_srgb; void *detect_srgb_ud; 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; detect_3d=NULL; detect_3d_ud=NULL; detect_srgb=NULL; detect_srgb_ud=NULL; } ~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; virtual void textures_keep_original(bool p_enable); virtual void texture_set_detect_3d_callback(RID p_texture,VisualServer::TextureDetectCallback p_callback,void* p_userdata); virtual void texture_set_detect_srgb_callback(RID p_texture,VisualServer::TextureDetectCallback p_callback,void* p_userdata); /* SKYBOX API */ struct SkyBox : public RID_Data { RID cubemap; GLuint radiance; int radiance_size; }; mutable RID_Owner skybox_owner; virtual RID skybox_create(); virtual void skybox_set_texture(RID p_skybox,RID p_cube_map,int p_radiance_size); /* 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; bool uses_sss; } spatial; struct Particles { } particles; 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 geometry_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_geometry(RID p_material,Geometry *p_instantiable); void _material_remove_geometry(RID p_material, Geometry *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 Mesh; struct Surface : public Geometry { struct Attrib { bool enabled; bool integer; GLuint index; GLint size; GLenum type; GLboolean normalized; GLsizei stride; uint32_t offset; }; Attrib attribs[VS::ARRAY_MAX]; Mesh *mesh; uint32_t format; GLuint array_id; GLuint instancing_array_id; GLuint vertex_id; GLuint index_id; Vector skeleton_bone_aabb; Vector skeleton_bone_used; //bool packed; struct BlendShape { GLuint vertex_id; GLuint array_id; }; Vector blend_shapes; Rect3 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; virtual void material_changed_notify() { mesh->instance_material_change_notify(); mesh->update_multimeshes(); } 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() { } }; class MultiMesh; struct Mesh : public GeometryOwner { bool active; Vector surfaces; int blend_shape_count; VS::BlendShapeMode blend_shape_mode; Rect3 custom_aabb; mutable uint64_t last_pass; SelfList::List multimeshes; _FORCE_INLINE_ void update_multimeshes() { SelfList *mm = multimeshes.first(); while(mm) { mm->self()->instance_material_change_notify(); mm=mm->next(); } } Mesh() { blend_shape_mode=VS::BLEND_SHAPE_MODE_NORMALIZED; blend_shape_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 PoolVector& p_array,int p_vertex_count,const PoolVector& p_index_array,int p_index_count,const Rect3& p_aabb,const Vector >& p_blend_shapes=Vector >(),const Vector& p_bone_aabbs=Vector()); virtual void mesh_set_blend_shape_count(RID p_mesh,int p_amount); virtual int mesh_get_blend_shape_count(RID p_mesh) const; virtual void mesh_set_blend_shape_mode(RID p_mesh,VS::BlendShapeMode p_mode); virtual VS::BlendShapeMode mesh_get_blend_shape_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 PoolVector mesh_surface_get_array(RID p_mesh, int p_surface) const; virtual PoolVector 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 Rect3 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 Rect3& p_aabb); virtual Rect3 mesh_get_custom_aabb(RID p_mesh) const; virtual Rect3 mesh_get_aabb(RID p_mesh, RID p_skeleton) const; virtual void mesh_clear(RID p_mesh); void mesh_render_blend_shapes(Surface *s, float *p_weights); /* MULTIMESH API */ struct MultiMesh : public GeometryOwner { RID mesh; int size; VS::MultimeshTransformFormat transform_format; VS::MultimeshColorFormat color_format; Vector data; Rect3 aabb; SelfList update_list; SelfList mesh_list; GLuint buffer; int visible_instances; int xform_floats; int color_floats; bool dirty_aabb; bool dirty_data; MultiMesh() : update_list(this), mesh_list(this) { dirty_aabb=true; dirty_data=true; xform_floats=0; color_floats=0; visible_instances=-1; size=0; buffer=0; transform_format=VS::MULTIMESH_TRANSFORM_2D; color_format=VS::MULTIMESH_COLOR_NONE; } }; mutable RID_Owner multimesh_owner; SelfList::List multimesh_update_list; void update_dirty_multimeshes(); virtual RID multimesh_create(); virtual void multimesh_allocate(RID p_multimesh,int p_instances,VS::MultimeshTransformFormat p_transform_format,VS::MultimeshColorFormat p_color_format); virtual int multimesh_get_instance_count(RID p_multimesh) const; virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh); 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 Transform2D& 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 Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const; virtual Transform2D 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 Rect3 multimesh_get_aabb(RID p_multimesh) const; /* IMMEDIATE API */ struct Immediate : public Geometry { struct Chunk { RID texture; VS::PrimitiveType primitive; Vector vertices; Vector normals; Vector tangents; Vector colors; Vector uvs; Vector uvs2; }; List chunks; bool building; int mask; Rect3 aabb; Immediate() { type=GEOMETRY_IMMEDIATE; building=false;} }; Vector3 chunk_vertex; Vector3 chunk_normal; Plane chunk_tangent; Color chunk_color; Vector2 chunk_uv; Vector2 chunk_uv2; mutable RID_Owner immediate_owner; virtual RID immediate_create(); virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID()); virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex); virtual void immediate_normal(RID p_immediate,const Vector3& p_normal); virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent); virtual void immediate_color(RID p_immediate,const Color& p_color); virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv); virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv); virtual void immediate_end(RID p_immediate); virtual void immediate_clear(RID p_immediate); virtual void immediate_set_material(RID p_immediate,RID p_material); virtual RID immediate_get_material(RID p_immediate) const; virtual Rect3 immediate_get_aabb(RID p_immediate) const; /* SKELETON API */ struct Skeleton : RID_Data { int size; bool use_2d; Vector bones; //4x3 or 4x2 depending on what is needed GLuint ubo; SelfList update_list; Set instances; //instances using skeleton Skeleton() : update_list(this) { size=0; use_2d=false; ubo=0; } }; mutable RID_Owner skeleton_owner; SelfList::List skeleton_update_list; void update_dirty_skeletons(); 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 Transform2D& p_transform); virtual Transform2D 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 Color light_get_color(RID p_light); virtual Rect3 light_get_aabb(RID p_light) const; virtual uint64_t light_get_version(RID p_light) const; /* PROBE API */ struct ReflectionProbe : Instantiable { VS::ReflectionProbeUpdateMode update_mode; float intensity; Color interior_ambient; float interior_ambient_energy; float interior_ambient_probe_contrib; float max_distance; Vector3 extents; Vector3 origin_offset; bool interior; bool box_projection; bool enable_shadows; uint32_t cull_mask; }; mutable RID_Owner reflection_probe_owner; virtual RID reflection_probe_create(); virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode); virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity); virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color& p_ambient); virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy); virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib); virtual void reflection_probe_set_max_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_as_interior(RID p_probe, bool p_enable); virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable); virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); virtual Rect3 reflection_probe_get_aabb(RID p_probe) const; virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const; virtual Vector3 reflection_probe_get_extents(RID p_probe) const; virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const; virtual float reflection_probe_get_origin_max_distance(RID p_probe) const; virtual bool reflection_probe_renders_shadows(RID p_probe) const; /* ROOM API */ virtual RID room_create(); virtual void room_add_bounds(RID p_room, const PoolVector& 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); /* GI PROBE API */ struct GIProbe : public Instantiable { Rect3 bounds; Transform to_cell; float cell_size; int dynamic_range; float energy; float bias; float propagation; bool interior; bool compress; uint32_t version; PoolVector dynamic_data; }; mutable RID_Owner gi_probe_owner; virtual RID gi_probe_create(); virtual void gi_probe_set_bounds(RID p_probe,const Rect3& p_bounds); virtual Rect3 gi_probe_get_bounds(RID p_probe) const; virtual void gi_probe_set_cell_size(RID p_probe, float p_size); virtual float gi_probe_get_cell_size(RID p_probe) const; virtual void gi_probe_set_to_cell_xform(RID p_probe,const Transform& p_xform); virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const; virtual void gi_probe_set_dynamic_data(RID p_probe,const PoolVector& p_data); virtual PoolVector gi_probe_get_dynamic_data(RID p_probe) const; virtual void gi_probe_set_dynamic_range(RID p_probe,int p_range); virtual int gi_probe_get_dynamic_range(RID p_probe) const; virtual void gi_probe_set_energy(RID p_probe,float p_range); virtual float gi_probe_get_energy(RID p_probe) const; virtual void gi_probe_set_bias(RID p_probe,float p_range); virtual float gi_probe_get_bias(RID p_probe) const; virtual void gi_probe_set_propagation(RID p_probe,float p_range); virtual float gi_probe_get_propagation(RID p_probe) const; virtual void gi_probe_set_interior(RID p_probe,bool p_enable); virtual bool gi_probe_is_interior(RID p_probe) const; virtual void gi_probe_set_compress(RID p_probe,bool p_enable); virtual bool gi_probe_is_compressed(RID p_probe) const; virtual uint32_t gi_probe_get_version(RID p_probe); struct GIProbeData : public RID_Data { int width; int height; int depth; int levels; GLuint tex_id; GIProbeCompression compression; GIProbeData() { } }; mutable RID_Owner gi_probe_data_owner; virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const; virtual RID gi_probe_dynamic_data_create(int p_width,int p_height,int p_depth,GIProbeCompression p_compression); virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data,int p_depth_slice,int p_slice_count,int p_mipmap,const void* p_data); /* PARTICLES */ struct Particles : public Instantiable { bool emitting; int amount; float lifetime; float pre_process_time; float explosiveness; float randomness; Rect3 custom_aabb; Vector3 gravity; bool use_local_coords; RID process_material; VS::ParticlesEmissionShape emission_shape; float emission_sphere_radius; Vector3 emission_box_extents; PoolVector emission_points; GLuint emission_point_texture; VS::ParticlesDrawOrder draw_order; struct DrawPass { RID mesh; RID material; }; Vector draw_passes; Rect3 computed_aabb; GLuint particle_buffers[2]; SelfList particle_element; float phase; float prev_phase; uint64_t prev_ticks; Transform origin; Particles() : particle_element(this) { emitting=false; amount=0; lifetime=1.0; pre_process_time=0.0; explosiveness=0.0; randomness=0.0; use_local_coords=true; draw_order=VS::PARTICLES_DRAW_ORDER_INDEX; emission_shape=VS::PARTICLES_EMSSION_POINT; emission_sphere_radius=1.0; emission_box_extents=Vector3(1,1,1); emission_point_texture=0; particle_buffers[0]=0; particle_buffers[1]=0; prev_ticks=0; glGenBuffers(2,particle_buffers); } ~Particles() { glDeleteBuffers(2,particle_buffers); } }; SelfList::List particle_update_list; void update_particles(); mutable RID_Owner particles_owner; virtual RID particles_create(); virtual void particles_set_emitting(RID p_particles,bool p_emitting); virtual void particles_set_amount(RID p_particles,int p_amount); virtual void particles_set_lifetime(RID p_particles,float p_lifetime); virtual void particles_set_pre_process_time(RID p_particles,float p_time); virtual void particles_set_explosiveness_ratio(RID p_particles,float p_ratio); virtual void particles_set_randomness_ratio(RID p_particles,float p_ratio); virtual void particles_set_custom_aabb(RID p_particles,const Rect3& p_aabb); virtual void particles_set_gravity(RID p_particles,const Vector3& p_gravity); virtual void particles_set_use_local_coordinates(RID p_particles,bool p_enable); virtual void particles_set_process_material(RID p_particles,RID p_material); virtual void particles_set_emission_shape(RID p_particles,VS::ParticlesEmissionShape p_shape); virtual void particles_set_emission_sphere_radius(RID p_particles,float p_radius); virtual void particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents); virtual void particles_set_emission_points(RID p_particles,const PoolVector& p_points); virtual void particles_set_draw_order(RID p_particles,VS::ParticlesDrawOrder p_order); virtual void particles_set_draw_passes(RID p_particles,int p_count); virtual void particles_set_draw_pass_material(RID p_particles,int p_pass, RID p_material); virtual void particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh); virtual Rect3 particles_get_current_aabb(RID p_particles); /* INSTANCE */ virtual void instance_add_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance); virtual void instance_remove_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance); 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 { GLuint fbo; GLuint color; GLuint depth; struct Buffers { GLuint fbo; GLuint depth; GLuint specular; GLuint diffuse; GLuint normal_rough; GLuint motion_sss; GLuint effect_fbo; GLuint effect; } buffers; struct Effects { struct MipMaps { struct Size { GLuint fbo; int width; int height; }; Vector sizes; GLuint color; int levels; MipMaps() { color=0; levels=0;} }; MipMaps mip_maps[2]; //first mipmap chain starts from full-screen //GLuint depth2; //depth for the second mipmap chain, in case of desiring upsampling struct SSAO { GLuint blur_fbo[2]; // blur fbo GLuint blur_red[2]; // 8 bits red buffer GLuint linear_depth; Vector depth_mipmap_fbos; //fbos for depth mipmapsla ver SSAO() { blur_fbo[0]=0; blur_fbo[1]=0; linear_depth=0; } } ssao; Effects() {} } effects; struct Exposure { GLuint fbo; GLuint color; Exposure() { fbo=0; } } exposure; uint64_t last_exposure_tick; int width,height; bool flags[RENDER_TARGET_FLAG_MAX]; bool used_in_frame; VS::ViewportMSAA msaa; RID texture; RenderTarget() { msaa=VS::VIEWPORT_MSAA_DISABLED; width=0; height=0; depth=0; fbo=0; exposure.fbo=0; buffers.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_HDR]=true; flags[RENDER_TARGET_NO_SAMPLING]=false; last_exposure_tick=0; } }; 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); virtual void render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa); /* 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 PoolVector 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 PoolVector& 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]; float delta; uint64_t prev_tick; uint64_t count; } frame; void initialize(); void finalize(); virtual bool has_os_feature(const String& p_feature) const; virtual void update_dirty_resources(); RasterizerStorageGLES3(); }; #endif // RASTERIZERSTORAGEGLES3_H