godot/drivers/gles2/rasterizer_gles2.h
Juan Linietsky 22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00

1726 lines
48 KiB
C++

/*************************************************************************/
/* rasterizer_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_GLES2_H
#define RASTERIZER_GLES2_H
#include "servers/visual/rasterizer.h"
#define MAX_POLYGON_VERTICES 4096 //used for WebGL canvas_draw_polygon call.
#ifdef GLES2_ENABLED
#include "image.h"
#include "rid.h"
#include "servers/visual_server.h"
#include "list.h"
#include "map.h"
#include "camera_matrix.h"
#include "sort.h"
#include "self_list.h"
#include "platform_config.h"
#ifndef GLES2_INCLUDE_H
#include <GLES2/gl2.h>
#else
#include GLES2_INCLUDE_H
#endif
#include "drivers/gles2/shaders/material.glsl.h"
#include "drivers/gles2/shaders/canvas.glsl.h"
#include "drivers/gles2/shaders/canvas_shadow.glsl.h"
#include "drivers/gles2/shaders/blur.glsl.h"
#include "drivers/gles2/shaders/copy.glsl.h"
#include "drivers/gles2/shader_compiler_gles2.h"
#include "servers/visual/particle_system_sw.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class RasterizerGLES2 : public Rasterizer {
enum {
MAX_SCENE_LIGHTS=2048,
LIGHT_SPOT_BIT=0x80,
DEFAULT_SKINNED_BUFFER_SIZE = 2048, // 10k vertices
MAX_HW_LIGHTS = 1,
};
uint8_t *skinned_buffer;
int skinned_buffer_size;
bool pvr_supported;
bool pvr_srgb_supported;
bool s3tc_supported;
bool s3tc_srgb_supported;
bool latc_supported;
bool etc_supported;
bool atitc_supported;
bool npo2_textures_available;
bool read_depth_supported;
bool use_framebuffers;
bool full_float_fb_supported;
bool use_shadow_mapping;
bool use_fp16_fb;
bool srgb_supported;
bool float_supported;
bool float_linear_supported;
bool use_16bits_fbo;
ShadowFilterTechnique shadow_filter;
bool use_shadow_esm;
bool use_shadow_pcf;
bool use_hw_skeleton_xform;
bool use_depth24;
bool use_texture_instancing;
bool use_attribute_instancing;
bool use_rgba_shadowmaps;
bool use_anisotropic_filter;
float anisotropic_level;
bool use_half_float;
bool low_memory_2d;
bool shrink_textures_x2;
Vector<float> skel_default;
Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,GLenum& r_gl_internal_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed);
struct RenderTarget;
struct Texture {
String path;
uint32_t flags;
int width,height;
int alloc_width, alloc_height;
Image::Format format;
GLenum target;
GLenum gl_format_cache;
GLenum gl_internal_format_cache;
int gl_components_cache;
int data_size; //original data size, useful for retrieving back
bool has_alpha;
bool format_has_alpha;
bool compressed;
bool disallow_mipmaps;
int total_data_size;
bool ignore_mipmaps;
ObjectID reloader;
StringName reloader_func;
Image image[6];
int mipmaps;
bool active;
GLuint tex_id;
RenderTarget *render_target;
Texture() {
ignore_mipmaps=false;
render_target=NULL;
flags=width=height=0;
tex_id=0;
data_size=0;
format=Image::FORMAT_L8;
gl_components_cache=0;
format_has_alpha=false;
has_alpha=false;
active=false;
disallow_mipmaps=false;
compressed=false;
total_data_size=0;
target=GL_TEXTURE_2D;
mipmaps=0;
reloader=0;
}
~Texture() {
if (tex_id!=0) {
glDeleteTextures(1,&tex_id);
}
}
};
mutable RID_Owner<Texture> texture_owner;
struct Shader {
String vertex_code;
String fragment_code;
String light_code;
int vertex_line;
int fragment_line;
int light_line;
VS::ShaderMode mode;
uint32_t custom_code_id;
uint32_t version;
bool valid;
bool has_alpha;
bool can_zpass;
bool has_texscreen;
bool has_screen_uv;
bool writes_vertex;
bool uses_discard;
bool uses_time;
bool uses_normal;
bool uses_texpixel_size;
Map<StringName,ShaderLanguage::Uniform> uniforms;
StringName first_texture;
Map<StringName,RID> default_textures;
SelfList<Shader> dirty_list;
Shader() : dirty_list(this) {
valid=false;
custom_code_id=0;
has_alpha=false;
version=1;
vertex_line=0;
fragment_line=0;
light_line=0;
can_zpass=true;
has_texscreen=false;
has_screen_uv=false;
writes_vertex=false;
uses_discard=false;
uses_time=false;
uses_normal=false;
}
};
mutable RID_Owner<Shader> shader_owner;
mutable SelfList<Shader>::List _shader_dirty_list;
_FORCE_INLINE_ void _shader_make_dirty(Shader* p_shader);
void _update_shader( Shader* p_shader) const;
struct Material {
bool flags[VS::MATERIAL_FLAG_MAX];
VS::MaterialBlendMode blend_mode;
VS::MaterialDepthDrawMode depth_draw_mode;
float line_width;
bool has_alpha;
mutable uint32_t shader_version;
RID shader; // shader material
Shader *shader_cache;
struct UniformData {
bool inuse;
bool istexture;
Variant value;
int index;
};
mutable Map<StringName,UniformData> shader_params;
uint64_t last_pass;
Material() {
for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
flags[i]=false;
flags[VS::MATERIAL_FLAG_VISIBLE]=true;
line_width=1;
has_alpha=false;
depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
last_pass = 0;
shader_version=0;
shader_cache=NULL;
}
};
_FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const;
mutable RID_Owner<Material> material_owner;
struct Geometry {
enum Type {
GEOMETRY_INVALID,
GEOMETRY_SURFACE,
GEOMETRY_IMMEDIATE,
GEOMETRY_PARTICLES,
GEOMETRY_MULTISURFACE,
};
Type type;
RID material;
bool has_alpha;
bool material_owned;
Geometry() { has_alpha=false; material_owned = false; }
virtual ~Geometry() {};
};
struct GeometryOwner {
virtual ~GeometryOwner() {}
};
struct Mesh;
struct Surface : public Geometry {
struct ArrayData {
uint32_t ofs,size,datatype,count;
bool normalize;
bool bind;
ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;}
};
Mesh *mesh;
Array data;
Array morph_data;
ArrayData array[VS::ARRAY_MAX];
// support for vertex array objects
GLuint array_object_id;
// support for vertex buffer object
GLuint vertex_id; // 0 means, unconfigured
GLuint index_id; // 0 means, unconfigured
// no support for the above, array in localmem.
uint8_t *array_local;
uint8_t *index_array_local;
Vector<AABB> skeleton_bone_aabb;
Vector<bool> skeleton_bone_used;
//bool packed;
struct MorphTarget {
uint32_t configured_format;
uint8_t *array;
};
MorphTarget* morph_targets_local;
int morph_target_count;
AABB aabb;
int array_len;
int index_array_len;
int max_bone;
float vertex_scale;
float uv_scale;
float uv2_scale;
bool alpha_sort;
VS::PrimitiveType primitive;
uint32_t format;
uint32_t configured_format;
int stride;
int local_stride;
uint32_t morph_format;
bool active;
Point2 uv_min;
Point2 uv_max;
Surface() {
array_len=0;
local_stride=0;
morph_format=0;
type=GEOMETRY_SURFACE;
primitive=VS::PRIMITIVE_POINTS;
index_array_len=0;
vertex_scale=1.0;
uv_scale=1.0;
uv2_scale=1.0;
alpha_sort=false;
format=0;
stride=0;
morph_targets_local=0;
morph_target_count=0;
array_local = index_array_local = 0;
vertex_id = index_id = 0;
active=false;
//packed=false;
}
~Surface() {
}
};
struct Mesh {
bool active;
Vector<Surface*> 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> mesh_owner;
Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main);
struct MultiMesh;
struct MultiMeshSurface : public Geometry {
Surface *surface;
MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; }
};
struct MultiMesh : public GeometryOwner {
struct Element {
float matrix[16];
uint8_t color[4];
Element() {
matrix[0]=1;
matrix[1]=0;
matrix[2]=0;
matrix[3]=0;
matrix[4]=0;
matrix[5]=1;
matrix[6]=0;
matrix[7]=0;
matrix[8]=0;
matrix[9]=0;
matrix[10]=1;
matrix[11]=0;
matrix[12]=0;
matrix[13]=0;
matrix[14]=0;
matrix[15]=1;
};
};
AABB aabb;
RID mesh;
int visible;
//IDirect3DVertexBuffer9* instance_buffer;
Vector<Element> elements;
Vector<MultiMeshSurface> cache_surfaces;
mutable uint64_t last_pass;
GLuint tex_id;
int tw;
int th;
SelfList<MultiMesh> dirty_list;
MultiMesh() : dirty_list(this) {
tw=1;
th=1;
tex_id=0;
last_pass=0;
visible = -1;
}
};
mutable RID_Owner<MultiMesh> multimesh_owner;
mutable SelfList<MultiMesh>::List _multimesh_dirty_list;
struct Immediate : public Geometry {
struct Chunk {
RID texture;
VS::PrimitiveType primitive;
Vector<Vector3> vertices;
Vector<Vector3> normals;
Vector<Plane> tangents;
Vector<Color> colors;
Vector<Vector2> uvs;
Vector<Vector2> uvs2;
};
List<Chunk> chunks;
bool building;
int mask;
AABB aabb;
Immediate() { type=GEOMETRY_IMMEDIATE; building=false;}
};
mutable RID_Owner<Immediate> immediate_owner;
struct Particles : public Geometry {
ParticleSystemSW data; // software particle system
Particles() {
type=GEOMETRY_PARTICLES;
}
};
mutable RID_Owner<Particles> particles_owner;
struct ParticlesInstance : public GeometryOwner {
RID particles;
ParticleSystemProcessSW particles_process;
Transform transform;
ParticlesInstance() { }
};
mutable RID_Owner<ParticlesInstance> particles_instance_owner;
ParticleSystemDrawInfoSW particle_draw_info;
struct Skeleton {
struct Bone {
float mtx[4][4]; //used
Bone() {
for(int i=0;i<4;i++) {
for(int j=0;j<4;j++) {
mtx[i][j]=(i==j)?1:0;
}
}
}
_ALWAYS_INLINE_ void transform_add_mul3(const float * p_src, float* r_dst, float p_weight) const {
r_dst[0]+=((mtx[0][0]*p_src[0] ) + ( mtx[1][0]*p_src[1] ) + ( mtx[2][0]*p_src[2] ) + mtx[3][0])*p_weight;
r_dst[1]+=((mtx[0][1]*p_src[0] ) + ( mtx[1][1]*p_src[1] ) + ( mtx[2][1]*p_src[2] ) + mtx[3][1])*p_weight;
r_dst[2]+=((mtx[0][2]*p_src[0] ) + ( mtx[1][2]*p_src[1] ) + ( mtx[2][2]*p_src[2] ) + mtx[3][2])*p_weight;
}
_ALWAYS_INLINE_ void transform3_add_mul3(const float * p_src, float* r_dst, float p_weight) const {
r_dst[0]+=((mtx[0][0]*p_src[0] ) + ( mtx[1][0]*p_src[1] ) + ( mtx[2][0]*p_src[2] ) )*p_weight;
r_dst[1]+=((mtx[0][1]*p_src[0] ) + ( mtx[1][1]*p_src[1] ) + ( mtx[2][1]*p_src[2] ) )*p_weight;
r_dst[2]+=((mtx[0][2]*p_src[0] ) + ( mtx[1][2]*p_src[1] ) + ( mtx[2][2]*p_src[2] ) )*p_weight;
}
_ALWAYS_INLINE_ AABB transform_aabb(const AABB& p_aabb) const {
float vertices[8][3]={
{p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z},
{p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z},
{p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z},
{p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z},
{p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z},
{p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z},
{p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z},
{p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z}
};
AABB ret;
for (int i=0;i<8;i++) {
Vector3 xv(
((mtx[0][0]*vertices[i][0] ) + ( mtx[1][0]*vertices[i][1] ) + ( mtx[2][0]*vertices[i][2] ) + mtx[3][0] ),
((mtx[0][1]*vertices[i][0] ) + ( mtx[1][1]*vertices[i][1] ) + ( mtx[2][1]*vertices[i][2] ) + mtx[3][1] ),
((mtx[0][2]*vertices[i][0] ) + ( mtx[1][2]*vertices[i][1] ) + ( mtx[2][2]*vertices[i][2] ) + mtx[3][2] )
);
if (i==0)
ret.pos=xv;
else
ret.expand_to(xv);
}
return ret;
}
};
GLuint tex_id;
float pixel_size; //for texture
Vector<Bone> bones;
SelfList<Skeleton> dirty_list;
Skeleton() : dirty_list(this) { tex_id=0; pixel_size=1.0; }
};
mutable RID_Owner<Skeleton> skeleton_owner;
mutable SelfList<Skeleton>::List _skeleton_dirty_list;
template<bool USE_NORMAL, bool USE_TANGENT,bool INPLACE>
void _skeleton_xform(const uint8_t * p_src_array, int p_src_stride, uint8_t * p_dst_array, int p_dst_stride, int p_elements,const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms);
struct Light {
VS::LightType type;
float vars[VS::LIGHT_PARAM_MAX];
Color colors[3];
bool shadow_enabled;
RID projector;
bool volumetric_enabled;
Color volumetric_color;
VS::LightOmniShadowMode omni_shadow_mode;
VS::LightDirectionalShadowMode directional_shadow_mode;
float directional_shadow_param[3];
Light() {
vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1;
vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
vars[VS::LIGHT_PARAM_ATTENUATION]=1.0;
vars[VS::LIGHT_PARAM_ENERGY]=1.0;
vars[VS::LIGHT_PARAM_RADIUS]=1.0;
vars[VS::LIGHT_PARAM_SHADOW_DARKENING]=0.0;
vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.2;
vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]=1.4;
vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]=60.0;
vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]=1;
colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
shadow_enabled=false;
volumetric_enabled=false;
directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT]=0.5;
directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE]=0;
directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE]=2.0;
omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DEFAULT;
directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
}
};
struct Environment {
VS::EnvironmentBG bg_mode;
Variant bg_param[VS::ENV_BG_PARAM_MAX];
bool fx_enabled[VS::ENV_FX_MAX];
Variant fx_param[VS::ENV_FX_PARAM_MAX];
Environment() {
bg_mode=VS::ENV_BG_DEFAULT_COLOR;
bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0);
bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID();
bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID();
bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0;
bg_param[VS::ENV_BG_PARAM_SCALE]=1.0;
bg_param[VS::ENV_BG_PARAM_GLOW]=0.0;
bg_param[VS::ENV_BG_PARAM_CANVAS_MAX_LAYER]=0;
for(int i=0;i<VS::ENV_FX_MAX;i++)
fx_enabled[i]=false;
fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]=1;
fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE]=1.0;
fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH]=1.0;
fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]=0;
fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]=0.0;
fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]=0.5;
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1;
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]=VS::ENV_FX_HDR_TONE_MAPPER_LINEAR;
fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]=8.0;
fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]=0.5;
fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]=100.0;
fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]=1.0;
fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]=Color(0,0,0);
fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]=Color(0,0,0);
fx_param[VS::ENV_FX_PARAM_FOG_BG]=true;
fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;
}
};
mutable RID_Owner<Environment> environment_owner;
struct SampledLight {
int w,h;
GLuint texture;
float multiplier;
bool is_float;
};
mutable RID_Owner<SampledLight> sampled_light_owner;
struct ViewportData {
//1x1 fbo+texture for storing previous HDR value
GLuint lum_fbo;
GLuint lum_color;
ViewportData() { lum_fbo=0; lum_color=0; }
};
mutable RID_Owner<ViewportData> viewport_data_owner;
struct RenderTarget {
Texture *texture_ptr;
RID texture;
GLuint fbo;
GLuint color;
GLuint depth;
int width,height;
uint64_t last_pass;
};
mutable RID_Owner<RenderTarget> render_target_owner;
struct ShadowBuffer;
struct LightInstance {
struct SplitInfo {
CameraMatrix camera;
Transform transform;
float near;
float far;
};
RID light;
Light *base;
Transform transform;
CameraMatrix projection;
Transform custom_transform[4];
CameraMatrix custom_projection[4];
Vector3 light_vector;
Vector3 spot_vector;
float linear_att;
uint64_t shadow_pass;
uint64_t last_pass;
uint16_t sort_key;
Vector2 dp;
CameraMatrix shadow_projection[4];
float shadow_split[4];
ShadowBuffer* near_shadow_buffer;
void clear_shadow_buffers() {
clear_near_shadow_buffers();
}
void clear_near_shadow_buffers() {
if (near_shadow_buffer) {
near_shadow_buffer->owner=NULL;
near_shadow_buffer=NULL;
}
}
LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; near_shadow_buffer=NULL;}
};
mutable RID_Owner<Light> light_owner;
mutable RID_Owner<LightInstance> light_instance_owner;
LightInstance *light_instances[MAX_SCENE_LIGHTS];
LightInstance *directional_lights[4];
int light_instance_count;
int directional_light_count;
int last_light_id;
bool current_depth_test;
bool current_depth_mask;
VS::MaterialBlendMode current_blend_mode;
bool use_fast_texture_filter;
int max_texture_size;
bool fragment_lighting;
RID shadow_material;
RID shadow_material_double_sided;
Material *shadow_mat_ptr;
Material *shadow_mat_double_sided_ptr;
int max_texture_units;
GLuint base_framebuffer;
GLuint gui_quad_buffer;
GLuint indices_buffer;
struct RenderList {
enum {
DEFAULT_MAX_ELEMENTS=4096,
MAX_LIGHTS=4,
SORT_FLAG_SKELETON=1,
SORT_FLAG_INSTANCING=2,
};
static int max_elements;
struct Element {
float depth;
const InstanceData *instance;
const Skeleton *skeleton;
const Geometry *geometry;
const Geometry *geometry_cmp;
const Material *material;
const GeometryOwner *owner;
bool *additive_ptr;
bool additive;
bool mirror;
union {
#ifdef BIG_ENDIAN_ENABLED
struct {
uint8_t sort_flags;
uint8_t light_type;
uint16_t light;
};
#else
struct {
uint16_t light;
uint8_t light_type;
uint8_t sort_flags;
};
#endif
uint32_t sort_key;
};
};
Element *_elements;
Element **elements;
int element_count;
void clear() {
element_count=0;
}
struct SortZ {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
return A->depth > B->depth;
}
};
void sort_z() {
SortArray<Element*,SortZ> sorter;
sorter.sort(elements,element_count);
}
struct SortMatGeom {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
// TODO move to a single uint64 (one comparison)
if (A->material->shader_cache == B->material->shader_cache) {
if (A->material == B->material) {
return A->geometry_cmp < B->geometry_cmp;
} else {
return (A->material < B->material);
}
} else {
return A->material->shader_cache < B->material->shader_cache;
}
}
};
void sort_mat_geom() {
SortArray<Element*,SortMatGeom> sorter;
sorter.sort(elements,element_count);
}
struct SortMatLight {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
if (A->geometry_cmp == B->geometry_cmp) {
if (A->material == B->material) {
return A->light<B->light;
} else {
return (A->material < B->material);
}
} else {
return (A->geometry_cmp < B->geometry_cmp);
}
}
};
void sort_mat_light() {
SortArray<Element*,SortMatLight> sorter;
sorter.sort(elements,element_count);
}
struct SortMatLightType {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
if (A->light_type == B->light_type) {
if (A->material->shader_cache == B->material->shader_cache) {
if (A->material == B->material) {
return (A->geometry_cmp < B->geometry_cmp);
} else {
return (A->material < B->material);
}
} else {
return (A->material->shader_cache < B->material->shader_cache);
}
} else {
return A->light_type < B->light_type;
}
}
};
void sort_mat_light_type() {
SortArray<Element*,SortMatLightType> sorter;
sorter.sort(elements,element_count);
}
struct SortMatLightTypeFlags {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
if (A->sort_key == B->sort_key) {
if (A->material->shader_cache == B->material->shader_cache) {
if (A->material == B->material) {
return (A->geometry_cmp < B->geometry_cmp);
} else {
return (A->material < B->material);
}
} else {
return (A->material->shader_cache < B->material->shader_cache);
}
} else {
return A->sort_key < B->sort_key; //one is null and one is not
}
}
};
void sort_mat_light_type_flags() {
SortArray<Element*,SortMatLightTypeFlags> sorter;
sorter.sort(elements,element_count);
}
_FORCE_INLINE_ Element* add_element() {
if (element_count>=max_elements)
return NULL;
elements[element_count]=&_elements[element_count];
return elements[element_count++];
}
void init() {
element_count = 0;
elements=memnew_arr(Element*,max_elements);
_elements=memnew_arr(Element,max_elements);
for (int i=0;i<max_elements;i++)
elements[i]=&_elements[i]; // assign elements
}
RenderList() {
}
~RenderList() {
memdelete_arr(elements);
memdelete_arr(_elements);
}
};
RenderList opaque_render_list;
RenderList alpha_render_list;
RID default_material;
CameraMatrix camera_projection;
Transform camera_transform;
Transform camera_transform_inverse;
float camera_z_near;
float camera_z_far;
Size2 camera_vp_size;
bool camera_ortho;
Set<String> extensions;
bool texscreen_copied;
bool texscreen_used;
Plane camera_plane;
void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner,int p_material=-1);
void _render_list_forward(RenderList *p_render_list,const Transform& p_view_transform,const Transform& p_view_transform_inverse, const CameraMatrix& p_projection,bool p_reverse_cull=false,bool p_fragment_light=false,bool p_alpha_pass=false);
//void _setup_light(LightInstance* p_instance, int p_idx);
void _setup_light(uint16_t p_light);
_FORCE_INLINE_ void _setup_shader_params(const Material *p_material);
bool _setup_material(const Geometry *p_geometry, const Material *p_material, bool p_no_const_light, bool p_opaque_pass);
void _setup_skeleton(const Skeleton *p_skeleton);
Error _setup_geometry(const Geometry *p_geometry, const Material* p_material,const Skeleton *p_skeleton, const float *p_morphs);
void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform);
/***********/
/* SHADOWS */
/***********/
struct ShadowBuffer {
int size;
GLuint fbo;
GLuint rbo;
GLuint depth;
GLuint rgba; //for older devices
#if 0
GLuint fbo_blur;
GLuint rbo_blur;
GLuint blur;
#endif
LightInstance *owner;
bool init(int p_size,bool p_use_depth);
ShadowBuffer() { size=0; depth=0; owner=NULL; }
};
Vector<ShadowBuffer> near_shadow_buffers;
ShadowBuffer blur_shadow_buffer;
Vector<ShadowBuffer> far_shadow_buffers;
LightInstance *shadow;
int shadow_pass;
float shadow_near_far_split_size_ratio;
bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer>& p_buffers);
void _debug_draw_shadow(GLuint tex, const Rect2& p_rect);
void _debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs);
void _debug_shadows();
void _debug_luminances();
void _debug_samplers();
/***********/
/* FBOs */
/***********/
struct FrameBuffer {
GLuint fbo;
GLuint color;
GLuint depth;
int width,height;
int scale;
bool active;
int blur_size;
struct Blur {
GLuint fbo;
GLuint color;
Blur() { fbo=0; color=0; }
} blur[3];
struct Luminance {
int size;
GLuint fbo;
GLuint color;
Luminance() { fbo=0; color=0; size=0;}
};
Vector<Luminance> luminance;
GLuint sample_fbo;
GLuint sample_color;
FrameBuffer() {
blur_size=0;
}
} framebuffer;
void _update_framebuffer();
void _process_glow_and_bloom();
//void _update_blur_buffer();
/*********/
/* FRAME */
/*********/
struct _Rinfo {
int texture_mem;
int vertex_count;
int object_count;
int mat_change_count;
int surface_count;
int shader_change_count;
int ci_draw_commands;
int draw_calls;
} _rinfo;
/*******************/
/* CANVAS OCCLUDER */
/*******************/
struct CanvasOccluder {
GLuint vertex_id; // 0 means, unconfigured
GLuint index_id; // 0 means, unconfigured
DVector<Vector2> lines;
int len;
};
RID_Owner<CanvasOccluder> canvas_occluder_owner;
/***********************/
/* CANVAS LIGHT SHADOW */
/***********************/
struct CanvasLightShadow {
int size;
int height;
GLuint fbo;
GLuint rbo;
GLuint depth;
GLuint rgba; //for older devices
GLuint blur;
};
RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
RID canvas_shadow_blur;
/* ETC */
RenderTarget *current_rt;
bool current_rt_transparent;
bool current_rt_vflip;
ViewportData *current_vd;
GLuint white_tex;
RID canvas_tex;
float canvas_opacity;
Color canvas_modulate;
bool canvas_use_modulate;
bool uses_texpixel_size;
bool rebind_texpixel_size;
Transform canvas_transform;
CanvasItemMaterial *canvas_last_material;
bool canvas_texscreen_used;
Vector2 normal_flip;
_FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2& p_flip);
_FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
VS::MaterialBlendMode canvas_blend_mode;
int _setup_geometry_vinfo;
bool pack_arrays;
bool keep_copies;
bool use_reload_hooks;
bool cull_front;
bool lights_use_shadow;
_FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false);
_FORCE_INLINE_ Color _convert_color(const Color& p_color);
void _process_glow_bloom();
void _process_hdr();
void _draw_tex_bg();
bool using_canvas_bg;
Size2 window_size;
VS::ViewportRect viewport;
double last_time;
double time_delta;
uint64_t frame;
uint64_t scene_pass;
bool draw_next_frame;
Environment *current_env;
VS::ScenarioDebugMode current_debug;
RID overdraw_material;
float shader_time_rollback;
mutable MaterialShaderGLES2 material_shader;
mutable CanvasShaderGLES2 canvas_shader;
BlurShaderGLES2 blur_shader;
CopyShaderGLES2 copy_shader;
mutable CanvasShadowShaderGLES2 canvas_shadow_shader;
mutable ShaderCompilerGLES2 shader_precompiler;
void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1);
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs);
_FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2);
void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false, bool p_transpose=false );
void _draw_quad(const Rect2& p_rect);
void _copy_screen_quad();
void _copy_to_texscreen();
bool _test_depth_shadow_buffer();
Vector3 chunk_vertex;
Vector3 chunk_normal;
Plane chunk_tangent;
Color chunk_color;
Vector2 chunk_uv;
Vector2 chunk_uv2;
GLuint tc0_id_cache;
GLuint tc0_idx;
template<bool use_normalmap>
_FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip);
_FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* p_shader);
_FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* p_shader);
public:
/* TEXTURE API */
virtual RID texture_create();
virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT);
virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
virtual uint32_t texture_get_flags(RID p_texture) const;
virtual Image::Format texture_get_format(RID p_texture) const;
virtual uint32_t texture_get_width(RID p_texture) const;
virtual uint32_t texture_get_height(RID p_texture) const;
virtual bool texture_has_alpha(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
virtual void texture_set_path(RID p_texture,const String& p_path);
virtual String texture_get_path(RID p_texture) const;
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
GLuint _texture_get_name(RID p_tex);
/* SHADER API */
virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL);
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
virtual String shader_get_fragment_code(RID p_shader) const;
virtual String shader_get_vertex_code(RID p_shader) const;
virtual String shader_get_light_code(RID p_shader) const;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name);
/* COMMON MATERIAL API */
virtual RID material_create();
virtual void material_set_shader(RID p_shader_material, RID p_shader);
virtual RID material_get_shader(RID p_shader_material) const;
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
virtual void material_set_line_width(RID p_material,float p_line_width);
virtual float material_get_line_width(RID p_material) const;
/* MESH API */
virtual RID mesh_create();
virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false);
virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat);
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
virtual int mesh_get_morph_target_count(RID p_mesh) const;
virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
virtual void mesh_remove_surface(RID p_mesh,int p_index);
virtual int mesh_get_surface_count(RID p_mesh) const;
virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) const;
virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
/* MULTIMESH API */
virtual RID multimesh_create();
virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual AABB multimesh_get_aabb(RID p_multimesh) const;;
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
/* IMMEDIATE API */
virtual RID immediate_create();
virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID());
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
virtual void immediate_color(RID p_immediate,const Color& p_color);
virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
virtual void immediate_end(RID p_immediate);
virtual void immediate_clear(RID p_immediate);
virtual AABB immediate_get_aabb(RID p_immediate) const;
virtual void immediate_set_material(RID p_immediate,RID p_material);
virtual RID immediate_get_material(RID p_immediate) const;
/* PARTICLES API */
virtual RID particles_create();
virtual void particles_set_amount(RID p_particles, int p_amount);
virtual int particles_get_amount(RID p_particles) const;
virtual void particles_set_emitting(RID p_particles, bool p_emitting);
virtual bool particles_is_emitting(RID p_particles) const;
virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
virtual AABB particles_get_visibility_aabb(RID p_particles) const;
virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value);
virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const;
virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness);
virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const;
virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
virtual void particles_set_color_phases(RID p_particles, int p_phases);
virtual int particles_get_color_phases(RID p_particles) const;
virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
virtual void particles_set_attractors(RID p_particles, int p_attractors);
virtual int particles_get_attractors(RID p_particles) const;
virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
virtual RID particles_get_material(RID p_particles) const;
virtual AABB particles_get_aabb(RID p_particles) const;
virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
virtual bool particles_has_height_from_velocity(RID p_particles) const;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
virtual bool particles_is_using_local_coordinates(RID p_particles) const;
/* SKELETON API */
virtual RID skeleton_create();
virtual void skeleton_resize(RID p_skeleton,int p_bones);
virtual int skeleton_get_bone_count(RID p_skeleton) const;
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
/* LIGHT API */
virtual RID light_create(VS::LightType p_type);
virtual VS::LightType light_get_type(RID p_light) const;
virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color);
virtual Color light_get_color(RID p_light,VS::LightColor p_type) const;
virtual void light_set_shadow(RID p_light,bool p_enabled);
virtual bool light_has_shadow(RID p_light) const;
virtual void light_set_volumetric(RID p_light,bool p_enabled);
virtual bool light_is_volumetric(RID p_light) const;
virtual void light_set_projector(RID p_light,RID p_texture);
virtual RID light_get_projector(RID p_light) const;
virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value);
virtual float light_get_var(RID p_light, VS::LightParam p_var) const;
virtual void light_set_operator(RID p_light,VS::LightOp p_op);
virtual VS::LightOp light_get_operator(RID p_light) const;
virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode);
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value);
virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const;
virtual AABB light_get_aabb(RID p_poly) const;
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const;
virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const;
virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const;
virtual void shadow_clear_near();
virtual bool shadow_allocate_near(RID p_light);
virtual bool shadow_allocate_far(RID p_light);
/* SHADOW */
virtual RID particles_instance_create(RID p_particles);
virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform);
/* VIEWPORT */
virtual RID viewport_data_create();
virtual RID render_target_create();
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
virtual bool render_target_renedered_in_frame(RID p_render_target);
/* RENDER API */
/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
virtual void begin_frame();
virtual void set_viewport(const VS::ViewportRect& p_viewport);
virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false);
virtual void clear_viewport(const Color& p_color);
virtual void capture_viewport(Image* r_capture);
virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug);
virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass );
virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint);
virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls
typedef Map<StringName,Variant> ParamOverrideMap;
virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data);
virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data);
virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data);
virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data);
virtual void end_scene();
virtual void end_shadow_map();
virtual void end_frame();
/* CANVAS API */
virtual void begin_canvas_bg();
virtual void canvas_begin();
virtual void canvas_disable_blending();
virtual void canvas_set_opacity(float p_opacity);
virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
virtual void canvas_begin_rect(const Matrix32& p_transform);
virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect);
virtual void canvas_end_rect();
virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width,bool p_antialiased);
virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate);
virtual void canvas_draw_style_box(const Rect2& p_rect, const Rect2& p_src_region, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width);
virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor);
virtual void canvas_set_transform(const Matrix32& p_transform);
virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light);
virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow);
/* CANVAS LIGHT SHADOW */
//buffer
virtual RID canvas_light_shadow_buffer_create(int p_width);
virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache);
//occluder
virtual RID canvas_light_occluder_create();
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines);
/* ENVIRONMENT */
virtual RID environment_create();
virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
virtual VS::EnvironmentBG environment_get_background(RID p_env) const;
virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value);
virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const;
virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled);
virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const;
virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value);
virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const;
/* SAMPLED LIGHT */
virtual RID sampled_light_dp_create(int p_width,int p_height);
virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier);
/*MISC*/
virtual bool is_texture(const RID& p_rid) const;
virtual bool is_material(const RID& p_rid) const;
virtual bool is_mesh(const RID& p_rid) const;
virtual bool is_immediate(const RID& p_rid) const;
virtual bool is_multimesh(const RID& p_rid) const;
virtual bool is_particles(const RID &p_beam) const;
virtual bool is_light(const RID& p_rid) const;
virtual bool is_light_instance(const RID& p_rid) const;
virtual bool is_particles_instance(const RID& p_rid) const;
virtual bool is_skeleton(const RID& p_rid) const;
virtual bool is_environment(const RID& p_rid) const;
virtual bool is_shader(const RID& p_rid) const;
virtual bool is_canvas_light_occluder(const RID& p_rid) const;
virtual void free(const RID& p_rid);
virtual void init();
virtual void finish();
virtual int get_render_info(VS::RenderInfo p_info);
void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0));
virtual void flush_frame(); //not necesary in most cases
void set_extensions(const char *p_strings);
virtual bool needs_to_draw_next_frame() const;
void set_use_framebuffers(bool p_use);
void reload_vram();
virtual bool has_feature(VS::Features p_feature) const;
virtual void restore_framebuffer();
static RasterizerGLES2* get_singleton();
virtual void set_force_16_bits_fbo(bool p_force);
RasterizerGLES2(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true,bool p_use_reload_hooks=false);
virtual ~RasterizerGLES2();
};
#endif
#endif