godot/drivers/gles2/rasterizer_gles2.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

1726 lines
48 KiB
C++

/*************************************************************************/
/* rasterizer_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_GLES2_H
#define RASTERIZER_GLES2_H
#include "servers/visual/rasterizer.h"
#define MAX_POLYGON_VERTICES 4096 //used for WebGL canvas_draw_polygon call.
#ifdef GLES2_ENABLED
#include "image.h"
#include "rid.h"
#include "servers/visual_server.h"
#include "list.h"
#include "map.h"
#include "camera_matrix.h"
#include "sort.h"
#include "self_list.h"
#include "platform_config.h"
#ifndef GLES2_INCLUDE_H
#include <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_GRAYSCALE;
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);
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