godot/drivers/gles2/rasterizer_storage_gles2.cpp
lawnjelly 1394df3188 Prevent item joining with custom shaders using selected BUILTINs
Large FVF allows batching of many custom shaders, but should not join items which have shaders that utilize BUILTINs which would change for each item, because these will not be sent individually, and all joined items would wrongly use the values from the first joined item.
2020-11-19 15:09:33 +00:00

6327 lines
188 KiB
C++

/*************************************************************************/
/* rasterizer_storage_gles2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "rasterizer_storage_gles2.h"
#include "core/math/transform.h"
#include "core/project_settings.h"
#include "rasterizer_canvas_gles2.h"
#include "rasterizer_scene_gles2.h"
#include "servers/visual/shader_language.h"
GLuint RasterizerStorageGLES2::system_fbo = 0;
/* TEXTURE API */
#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#define _EXT_ETC1_RGB8_OES 0x8D64
#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
#define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
#define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
#ifdef GLES_OVER_GL
#define _GL_HALF_FLOAT_OES 0x140B
#else
#define _GL_HALF_FLOAT_OES 0x8D61
#endif
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#define _RED_OES 0x1903
#define _DEPTH_COMPONENT24_OES 0x81A6
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
// enable extensions manually for android and ios
#ifndef UWP_ENABLED
#include <dlfcn.h> // needed to load extensions
#endif
#ifdef IPHONE_ENABLED
#include <OpenGLES/ES2/glext.h>
//void *glRenderbufferStorageMultisampleAPPLE;
//void *glResolveMultisampleFramebufferAPPLE;
#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleAPPLE
#elif defined(ANDROID_ENABLED)
#include <GLES2/gl2ext.h>
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT;
PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC glFramebufferTexture2DMultisampleEXT;
#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleEXT
#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleEXT
#elif defined(UWP_ENABLED)
#include <GLES2/gl2ext.h>
#define glRenderbufferStorageMultisample glRenderbufferStorageMultisampleANGLE
#define glFramebufferTexture2DMultisample glFramebufferTexture2DMultisampleANGLE
#endif
#define GL_TEXTURE_3D 0x806F
#define GL_MAX_SAMPLES 0x8D57
#endif //!GLES_OVER_GL
void RasterizerStorageGLES2::bind_quad_array() const {
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
}
Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const {
r_gl_format = 0;
Ref<Image> image = p_image;
r_compressed = false;
r_real_format = p_format;
bool need_decompress = false;
switch (p_format) {
case Image::FORMAT_L8: {
r_gl_internal_format = GL_LUMINANCE;
r_gl_format = GL_LUMINANCE;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_LA8: {
r_gl_internal_format = GL_LUMINANCE_ALPHA;
r_gl_format = GL_LUMINANCE_ALPHA;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_R8: {
r_gl_internal_format = GL_ALPHA;
r_gl_format = GL_ALPHA;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RG8: {
ERR_PRINT("RG texture not supported, converting to RGB8.");
if (image.is_valid())
image->convert(Image::FORMAT_RGB8);
r_real_format = Image::FORMAT_RGB8;
r_gl_internal_format = GL_RGB;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RGB8: {
r_gl_internal_format = GL_RGB;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RGBA8: {
r_gl_format = GL_RGBA;
r_gl_internal_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RGBA4444: {
r_gl_internal_format = GL_RGBA;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
} break;
case Image::FORMAT_RGBA5551: {
r_gl_internal_format = GL_RGB5_A1;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
} break;
case Image::FORMAT_RF: {
if (!config.float_texture_supported) {
ERR_PRINT("R float texture not supported, converting to RGB8.");
if (image.is_valid())
image->convert(Image::FORMAT_RGB8);
r_real_format = Image::FORMAT_RGB8;
r_gl_internal_format = GL_RGB;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
} else {
r_gl_internal_format = GL_ALPHA;
r_gl_format = GL_ALPHA;
r_gl_type = GL_FLOAT;
}
} break;
case Image::FORMAT_RGF: {
ERR_PRINT("RG float texture not supported, converting to RGB8.");
if (image.is_valid())
image->convert(Image::FORMAT_RGB8);
r_real_format = Image::FORMAT_RGB8;
r_gl_internal_format = GL_RGB;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RGBF: {
if (!config.float_texture_supported) {
ERR_PRINT("RGB float texture not supported, converting to RGB8.");
if (image.is_valid())
image->convert(Image::FORMAT_RGB8);
r_real_format = Image::FORMAT_RGB8;
r_gl_internal_format = GL_RGB;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
} else {
r_gl_internal_format = GL_RGB;
r_gl_format = GL_RGB;
r_gl_type = GL_FLOAT;
}
} break;
case Image::FORMAT_RGBAF: {
if (!config.float_texture_supported) {
ERR_PRINT("RGBA float texture not supported, converting to RGBA8.");
if (image.is_valid())
image->convert(Image::FORMAT_RGBA8);
r_real_format = Image::FORMAT_RGBA8;
r_gl_internal_format = GL_RGBA;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
} else {
r_gl_internal_format = GL_RGBA;
r_gl_format = GL_RGBA;
r_gl_type = GL_FLOAT;
}
} break;
case Image::FORMAT_RH: {
need_decompress = true;
} break;
case Image::FORMAT_RGH: {
need_decompress = true;
} break;
case Image::FORMAT_RGBH: {
need_decompress = true;
} break;
case Image::FORMAT_RGBAH: {
need_decompress = true;
} break;
case Image::FORMAT_RGBE9995: {
r_gl_internal_format = GL_RGB;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
if (image.is_valid())
image = image->rgbe_to_srgb();
return image;
} break;
case Image::FORMAT_DXT1: {
if (config.s3tc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_DXT3: {
if (config.s3tc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_DXT5: {
if (config.s3tc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_RGTC_R: {
if (config.rgtc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_RGTC_RG: {
if (config.rgtc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_BPTC_RGBA: {
if (config.bptc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_BPTC_UNORM;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_BPTC_RGBF: {
if (config.bptc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
r_gl_format = GL_RGB;
r_gl_type = GL_FLOAT;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_BPTC_RGBFU: {
if (config.bptc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
r_gl_format = GL_RGB;
r_gl_type = GL_FLOAT;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_PVRTC2: {
if (config.pvrtc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_PVRTC2A: {
if (config.pvrtc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_PVRTC4: {
if (config.pvrtc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_PVRTC4A: {
if (config.pvrtc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC: {
if (config.etc1_supported) {
r_gl_internal_format = _EXT_ETC1_RGB8_OES;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_R11: {
need_decompress = true;
} break;
case Image::FORMAT_ETC2_R11S: {
need_decompress = true;
} break;
case Image::FORMAT_ETC2_RG11: {
need_decompress = true;
} break;
case Image::FORMAT_ETC2_RG11S: {
need_decompress = true;
} break;
case Image::FORMAT_ETC2_RGB8: {
need_decompress = true;
} break;
case Image::FORMAT_ETC2_RGBA8: {
need_decompress = true;
} break;
case Image::FORMAT_ETC2_RGB8A1: {
need_decompress = true;
} break;
default: {
ERR_FAIL_V(Ref<Image>());
}
}
if (need_decompress || p_force_decompress) {
if (!image.is_null()) {
image = image->duplicate();
image->decompress();
ERR_FAIL_COND_V(image->is_compressed(), image);
switch (image->get_format()) {
case Image::FORMAT_RGB8: {
r_gl_format = GL_RGB;
r_gl_internal_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
r_real_format = Image::FORMAT_RGB8;
r_compressed = false;
} break;
case Image::FORMAT_RGBA8: {
r_gl_format = GL_RGBA;
r_gl_internal_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_real_format = Image::FORMAT_RGBA8;
r_compressed = false;
} break;
default: {
image->convert(Image::FORMAT_RGBA8);
r_gl_format = GL_RGBA;
r_gl_internal_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_real_format = Image::FORMAT_RGBA8;
r_compressed = false;
} break;
}
}
return image;
}
return p_image;
}
static const GLenum _cube_side_enum[6] = {
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
};
RID RasterizerStorageGLES2::texture_create() {
Texture *texture = memnew(Texture);
ERR_FAIL_COND_V(!texture, RID());
glGenTextures(1, &texture->tex_id);
texture->active = false;
texture->total_data_size = 0;
return texture_owner.make_rid(texture);
}
void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VisualServer::TextureType p_type, uint32_t p_flags) {
GLenum format;
GLenum internal_format;
GLenum type;
bool compressed = false;
if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
}
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!texture);
texture->width = p_width;
texture->height = p_height;
texture->format = p_format;
texture->flags = p_flags;
texture->stored_cube_sides = 0;
texture->type = p_type;
switch (p_type) {
case VS::TEXTURE_TYPE_2D: {
texture->target = GL_TEXTURE_2D;
texture->images.resize(1);
} break;
case VS::TEXTURE_TYPE_EXTERNAL: {
#ifdef ANDROID_ENABLED
texture->target = _GL_TEXTURE_EXTERNAL_OES;
#else
texture->target = GL_TEXTURE_2D;
#endif
texture->images.resize(0);
} break;
case VS::TEXTURE_TYPE_CUBEMAP: {
texture->target = GL_TEXTURE_CUBE_MAP;
texture->images.resize(6);
} break;
case VS::TEXTURE_TYPE_2D_ARRAY:
case VS::TEXTURE_TYPE_3D: {
texture->target = GL_TEXTURE_3D;
ERR_PRINT("3D textures and Texture Arrays are not supported in GLES2. Please switch to the GLES3 backend.");
return;
} break;
default: {
ERR_PRINT("Unknown texture type!");
return;
}
}
if (p_type != VS::TEXTURE_TYPE_EXTERNAL) {
texture->alloc_width = texture->width;
texture->alloc_height = texture->height;
texture->resize_to_po2 = false;
if (!config.support_npot_repeat_mipmap) {
int po2_width = next_power_of_2(p_width);
int po2_height = next_power_of_2(p_height);
bool is_po2 = p_width == po2_width && p_height == po2_height;
if (!is_po2 && (p_flags & VS::TEXTURE_FLAG_REPEAT || p_flags & VS::TEXTURE_FLAG_MIPMAPS)) {
if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
//not supported
ERR_PRINT("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled.");
texture->flags &= ~(VS::TEXTURE_FLAG_REPEAT | VS::TEXTURE_FLAG_MIPMAPS);
} else {
texture->alloc_height = po2_height;
texture->alloc_width = po2_width;
texture->resize_to_po2 = true;
}
}
}
Image::Format real_format;
_get_gl_image_and_format(Ref<Image>(),
texture->format,
texture->flags,
real_format,
format,
internal_format,
type,
compressed,
texture->resize_to_po2);
texture->gl_format_cache = format;
texture->gl_type_cache = type;
texture->gl_internal_format_cache = internal_format;
texture->data_size = 0;
texture->mipmaps = 1;
texture->compressed = compressed;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (p_type == VS::TEXTURE_TYPE_EXTERNAL) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} else if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
//prealloc if video
glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL);
}
texture->active = true;
}
void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!texture);
if (texture->target == GL_TEXTURE_3D) {
// Target is set to a 3D texture or array texture, exit early to avoid spamming errors
return;
}
ERR_FAIL_COND(!texture->active);
ERR_FAIL_COND(texture->render_target);
ERR_FAIL_COND(texture->format != p_image->get_format());
ERR_FAIL_COND(p_image.is_null());
ERR_FAIL_COND(texture->type == VS::TEXTURE_TYPE_EXTERNAL);
GLenum type;
GLenum format;
GLenum internal_format;
bool compressed = false;
if (config.keep_original_textures && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
texture->images.write[p_layer] = p_image;
}
Image::Format real_format;
Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2);
if (texture->resize_to_po2) {
if (p_image->is_compressed()) {
ERR_PRINTS("Texture '" + texture->path + "' is required to be a power of 2 because it uses either mipmaps or repeat, so it was decompressed. This will hurt performance and memory usage.");
}
if (img == p_image) {
img = img->duplicate();
}
img->resize_to_po2(false);
}
if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
texture->alloc_height = MAX(1, texture->alloc_height / 2);
texture->alloc_width = MAX(1, texture->alloc_width / 2);
if (texture->alloc_width == img->get_width() / 2 && texture->alloc_height == img->get_height() / 2) {
img->shrink_x2();
} else if (img->get_format() <= Image::FORMAT_RGBA8) {
img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
}
}
GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D;
texture->data_size = img->get_data().size();
PoolVector<uint8_t>::Read read = img->get_data().read();
ERR_FAIL_COND(!read.ptr());
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
texture->ignore_mipmaps = compressed && !img->has_mipmaps();
if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps)
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
}
else {
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
} else {
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering
}
if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) {
if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
} else {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
} else {
//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
int mipmaps = ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1;
int w = img->get_width();
int h = img->get_height();
int tsize = 0;
for (int i = 0; i < mipmaps; i++) {
int size, ofs;
img->get_mipmap_offset_and_size(i, ofs, size);
if (compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
int bw = w;
int bh = h;
glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]);
} else {
glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
}
}
tsize += size;
w = MAX(1, w >> 1);
h = MAX(1, h >> 1);
}
info.texture_mem -= texture->total_data_size;
texture->total_data_size = tsize;
info.texture_mem += texture->total_data_size;
// printf("texture: %i x %i - size: %i - total: %i\n", texture->width, texture->height, tsize, info.texture_mem);
texture->stored_cube_sides |= (1 << p_layer);
if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != VS::TEXTURE_TYPE_CUBEMAP || texture->stored_cube_sides == (1 << 6) - 1)) {
//generate mipmaps if they were requested and the image does not contain them
glGenerateMipmap(texture->target);
}
texture->mipmaps = mipmaps;
}
void RasterizerStorageGLES2::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer) {
// TODO
ERR_PRINT("Not implemented (ask Karroffel to do it :p)");
}
Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer) const {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!texture, Ref<Image>());
ERR_FAIL_COND_V(!texture->active, Ref<Image>());
ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>());
if (texture->type == VS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && p_layer >= 0 && !texture->images[p_layer].is_null()) {
return texture->images[p_layer];
}
#ifdef GLES_OVER_GL
Image::Format real_format;
GLenum gl_format;
GLenum gl_internal_format;
GLenum gl_type;
bool compressed;
_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, false);
PoolVector<uint8_t> data;
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1);
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
PoolVector<uint8_t>::Write wb = data.write();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
for (int i = 0; i < texture->mipmaps; i++) {
int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i);
if (texture->compressed) {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetCompressedTexImage(texture->target, i, &wb[ofs]);
} else {
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]);
}
}
wb.release();
data.resize(data_size);
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, real_format, data));
return Ref<Image>(img);
#else
Image::Format real_format;
GLenum gl_format;
GLenum gl_internal_format;
GLenum gl_type;
bool compressed;
_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, texture->resize_to_po2);
PoolVector<uint8_t> data;
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
PoolVector<uint8_t>::Write wb = data.write();
GLuint temp_framebuffer;
glGenFramebuffers(1, &temp_framebuffer);
GLuint temp_color_texture;
glGenTextures(1, &temp_color_texture);
glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
glBindTexture(GL_TEXTURE_2D, temp_color_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
shaders.copy.bind();
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
bind_quad_array();
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
glDeleteTextures(1, &temp_color_texture);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &temp_framebuffer);
wb.release();
data.resize(data_size);
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
if (!texture->compressed) {
img->convert(real_format);
}
return Ref<Image>(img);
#endif
}
void RasterizerStorageGLES2::texture_set_flags(RID p_texture, uint32_t p_flags) {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!texture);
bool had_mipmaps = texture->flags & VS::TEXTURE_FLAG_MIPMAPS;
texture->flags = p_flags;
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) {
if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
} else {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
} else {
//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
if (!had_mipmaps && texture->mipmaps == 1) {
glGenerateMipmap(texture->target);
}
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
}
} else {
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
} else {
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering
}
}
uint32_t RasterizerStorageGLES2::texture_get_flags(RID p_texture) const {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->flags;
}
Image::Format RasterizerStorageGLES2::texture_get_format(RID p_texture) const {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
return texture->format;
}
VisualServer::TextureType RasterizerStorageGLES2::texture_get_type(RID p_texture) const {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!texture, VS::TEXTURE_TYPE_2D);
return texture->type;
}
uint32_t RasterizerStorageGLES2::texture_get_texid(RID p_texture) const {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->tex_id;
}
void RasterizerStorageGLES2::texture_bind(RID p_texture, uint32_t p_texture_no) {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!texture);
glActiveTexture(GL_TEXTURE0 + p_texture_no);
glBindTexture(texture->target, texture->tex_id);
}
uint32_t RasterizerStorageGLES2::texture_get_width(RID p_texture) const {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->width;
}
uint32_t RasterizerStorageGLES2::texture_get_height(RID p_texture) const {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->height;
}
uint32_t RasterizerStorageGLES2::texture_get_depth(RID p_texture) const {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->depth;
}
void RasterizerStorageGLES2::texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth) {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!texture);
ERR_FAIL_COND(texture->render_target);
ERR_FAIL_COND(p_width <= 0 || p_width > 16384);
ERR_FAIL_COND(p_height <= 0 || p_height > 16384);
//real texture size is in alloc width and height
texture->width = p_width;
texture->height = p_height;
}
void RasterizerStorageGLES2::texture_set_path(RID p_texture, const String &p_path) {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!texture);
texture->path = p_path;
}
String RasterizerStorageGLES2::texture_get_path(RID p_texture) const {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!texture, "");
return texture->path;
}
void RasterizerStorageGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info) {
List<RID> textures;
texture_owner.get_owned_list(&textures);
for (List<RID>::Element *E = textures.front(); E; E = E->next()) {
Texture *t = texture_owner.getornull(E->get());
if (!t)
continue;
VS::TextureInfo tinfo;
tinfo.path = t->path;
tinfo.format = t->format;
tinfo.width = t->alloc_width;
tinfo.height = t->alloc_height;
tinfo.depth = 0;
tinfo.bytes = t->total_data_size;
r_info->push_back(tinfo);
}
}
void RasterizerStorageGLES2::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
config.shrink_textures_x2 = p_enable;
}
void RasterizerStorageGLES2::textures_keep_original(bool p_enable) {
config.keep_original_textures = p_enable;
}
Size2 RasterizerStorageGLES2::texture_size_with_proxy(RID p_texture) const {
const Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!texture, Size2());
if (texture->proxy) {
return Size2(texture->proxy->width, texture->proxy->height);
} else {
return Size2(texture->width, texture->height);
}
}
void RasterizerStorageGLES2::texture_set_proxy(RID p_texture, RID p_proxy) {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!texture);
if (texture->proxy) {
texture->proxy->proxy_owners.erase(texture);
texture->proxy = NULL;
}
if (p_proxy.is_valid()) {
Texture *proxy = texture_owner.get(p_proxy);
ERR_FAIL_COND(!proxy);
ERR_FAIL_COND(proxy == texture);
proxy->proxy_owners.insert(texture);
texture->proxy = proxy;
}
}
void RasterizerStorageGLES2::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!texture);
texture->redraw_if_visible = p_enable;
}
void RasterizerStorageGLES2::texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
texture->detect_3d = p_callback;
texture->detect_3d_ud = p_userdata;
}
void RasterizerStorageGLES2::texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
texture->detect_srgb = p_callback;
texture->detect_srgb_ud = p_userdata;
}
void RasterizerStorageGLES2::texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
texture->detect_normal = p_callback;
texture->detect_normal_ud = p_userdata;
}
RID RasterizerStorageGLES2::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
return RID();
}
RID RasterizerStorageGLES2::sky_create() {
Sky *sky = memnew(Sky);
sky->radiance = 0;
return sky_owner.make_rid(sky);
}
void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) {
Sky *sky = sky_owner.getornull(p_sky);
ERR_FAIL_COND(!sky);
if (sky->panorama.is_valid()) {
sky->panorama = RID();
glDeleteTextures(1, &sky->radiance);
sky->radiance = 0;
}
sky->panorama = p_panorama;
if (!sky->panorama.is_valid()) {
return; // the panorama was cleared
}
Texture *texture = texture_owner.getornull(sky->panorama);
if (!texture) {
sky->panorama = RID();
ERR_FAIL_COND(!texture);
}
// glBindVertexArray(0) and more
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
glDisableVertexAttribArray(i);
}
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //need this for proper sampling
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// New cubemap that will hold the mipmaps with different roughness values
glActiveTexture(GL_TEXTURE2);
glGenTextures(1, &sky->radiance);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
int size = p_radiance_size / 2; //divide by two because its a cubemap (this is an approximation because GLES3 uses a dual paraboloid)
GLenum internal_format = GL_RGB;
GLenum format = GL_RGB;
GLenum type = GL_UNSIGNED_BYTE;
// Set the initial (empty) mipmaps
// Mobile hardware (PowerVR specially) prefers this approach,
// the previous approach with manual lod levels kills the game.
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
// No filters for now
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, resources.mipmap_blur_fbo);
int mipmaps = 6;
int lod = 0;
int mm_level = mipmaps;
size = p_radiance_size / 2;
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, true);
shaders.cubemap_filter.bind();
// third, render to the framebuffer using separate textures, then copy to mipmaps
while (size >= 1) {
//make framebuffer size the texture size, need to use a separate texture for compatibility
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, resources.mipmap_blur_color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, resources.mipmap_blur_color, 0);
if (lod == 1) {
//bind panorama for smaller lods
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false);
shaders.cubemap_filter.bind();
}
glViewport(0, 0, size, size);
bind_quad_array();
glActiveTexture(GL_TEXTURE2); //back to panorama
for (int i = 0; i < 6; i++) {
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i);
float roughness = mm_level >= 0 ? lod / (float)(mipmaps - 1) : 1;
roughness = MIN(1.0, roughness); //keep max at 1
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::Z_FLIP, false);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glCopyTexSubImage2D(_cube_side_enum[i], lod, 0, 0, 0, 0, size, size);
}
size >>= 1;
mm_level--;
lod++;
}
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_DIRECT_WRITE, false);
// restore ranges
glActiveTexture(GL_TEXTURE2); //back to panorama
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE3); //back to panorama
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
//reset flags on Sky Texture that may have changed
texture_set_flags(sky->panorama, texture->flags);
// Framebuffer did its job. thank mr framebuffer
glActiveTexture(GL_TEXTURE0); //back to panorama
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
}
/* SHADER API */
RID RasterizerStorageGLES2::shader_create() {
Shader *shader = memnew(Shader);
shader->mode = VS::SHADER_SPATIAL;
shader->shader = &scene->state.scene_shader;
RID rid = shader_owner.make_rid(shader);
_shader_make_dirty(shader);
shader->self = rid;
return rid;
}
void RasterizerStorageGLES2::_shader_make_dirty(Shader *p_shader) {
if (p_shader->dirty_list.in_list())
return;
_shader_dirty_list.add(&p_shader->dirty_list);
}
void RasterizerStorageGLES2::shader_set_code(RID p_shader, const String &p_code) {
Shader *shader = shader_owner.getornull(p_shader);
ERR_FAIL_COND(!shader);
shader->code = p_code;
String mode_string = ShaderLanguage::get_shader_type(p_code);
VS::ShaderMode mode;
if (mode_string == "canvas_item")
mode = VS::SHADER_CANVAS_ITEM;
else if (mode_string == "particles")
mode = VS::SHADER_PARTICLES;
else
mode = VS::SHADER_SPATIAL;
if (shader->custom_code_id && mode != shader->mode) {
shader->shader->free_custom_shader(shader->custom_code_id);
shader->custom_code_id = 0;
}
shader->mode = mode;
// TODO handle all shader types
if (mode == VS::SHADER_CANVAS_ITEM) {
shader->shader = &canvas->state.canvas_shader;
} else if (mode == VS::SHADER_SPATIAL) {
shader->shader = &scene->state.scene_shader;
} else {
return;
}
if (shader->custom_code_id == 0) {
shader->custom_code_id = shader->shader->create_custom_shader();
}
_shader_make_dirty(shader);
}
String RasterizerStorageGLES2::shader_get_code(RID p_shader) const {
const Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND_V(!shader, "");
return shader->code;
}
void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
_shader_dirty_list.remove(&p_shader->dirty_list);
p_shader->valid = false;
p_shader->uniforms.clear();
if (p_shader->code == String()) {
return; //just invalid, but no error
}
ShaderCompilerGLES2::GeneratedCode gen_code;
ShaderCompilerGLES2::IdentifierActions *actions = NULL;
switch (p_shader->mode) {
case VS::SHADER_CANVAS_ITEM: {
p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
p_shader->canvas_item.uses_screen_texture = false;
p_shader->canvas_item.uses_screen_uv = false;
p_shader->canvas_item.uses_time = false;
p_shader->canvas_item.uses_modulate = false;
p_shader->canvas_item.uses_color = false;
p_shader->canvas_item.uses_vertex = false;
p_shader->canvas_item.batch_flags = 0;
p_shader->canvas_item.uses_world_matrix = false;
p_shader->canvas_item.uses_extra_matrix = false;
p_shader->canvas_item.uses_projection_matrix = false;
p_shader->canvas_item.uses_instance_custom = false;
shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB);
shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL);
shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA);
shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color;
shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;
shaders.actions_canvas.usage_flag_pointers["WORLD_MATRIX"] = &p_shader->canvas_item.uses_world_matrix;
shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;
shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;
shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom;
actions = &shaders.actions_canvas;
actions->uniforms = &p_shader->uniforms;
} break;
case VS::SHADER_SPATIAL: {
p_shader->spatial.blend_mode = Shader::Spatial::BLEND_MODE_MIX;
p_shader->spatial.depth_draw_mode = Shader::Spatial::DEPTH_DRAW_OPAQUE;
p_shader->spatial.cull_mode = Shader::Spatial::CULL_MODE_BACK;
p_shader->spatial.uses_alpha = false;
p_shader->spatial.uses_alpha_scissor = false;
p_shader->spatial.uses_discard = false;
p_shader->spatial.unshaded = false;
p_shader->spatial.no_depth_test = false;
p_shader->spatial.uses_sss = false;
p_shader->spatial.uses_time = false;
p_shader->spatial.uses_vertex_lighting = false;
p_shader->spatial.uses_screen_texture = false;
p_shader->spatial.uses_depth_texture = false;
p_shader->spatial.uses_vertex = false;
p_shader->spatial.uses_tangent = false;
p_shader->spatial.uses_ensure_correct_normals = false;
p_shader->spatial.writes_modelview_or_projection = false;
p_shader->spatial.uses_world_coordinates = false;
shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_ADD);
shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MIX);
shaders.actions_scene.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_SUB);
shaders.actions_scene.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MUL);
shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_OPAQUE);
shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALWAYS);
shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_NEVER);
shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS);
shaders.actions_scene.render_mode_values["cull_front"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_FRONT);
shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_BACK);
shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_DISABLED);
shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded;
shaders.actions_scene.render_mode_flags["depth_test_disable"] = &p_shader->spatial.no_depth_test;
shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss;
shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard;
shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
// Use of any of these BUILTINS indicate the need for transformed tangents.
// This is needed to know when to transform tangents in software skinning.
shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
actions = &shaders.actions_scene;
actions->uniforms = &p_shader->uniforms;
if (p_shader->spatial.uses_screen_texture && p_shader->spatial.uses_depth_texture) {
ERR_PRINT_ONCE("Using both SCREEN_TEXTURE and DEPTH_TEXTURE is not supported in GLES2");
}
if (p_shader->spatial.uses_depth_texture && !config.support_depth_texture) {
ERR_PRINT_ONCE("Using DEPTH_TEXTURE is not permitted on this hardware, operation will fail.");
}
} break;
default: {
return;
} break;
}
Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
if (err != OK) {
return;
}
p_shader->shader->set_custom_shader_code(p_shader->custom_code_id, gen_code.vertex, gen_code.vertex_global, gen_code.fragment, gen_code.light, gen_code.fragment_global, gen_code.uniforms, gen_code.texture_uniforms, gen_code.custom_defines);
p_shader->texture_count = gen_code.texture_uniforms.size();
p_shader->texture_hints = gen_code.texture_hints;
p_shader->uses_vertex_time = gen_code.uses_vertex_time;
p_shader->uses_fragment_time = gen_code.uses_fragment_time;
// some logic for batching
if (p_shader->mode == VS::SHADER_CANVAS_ITEM) {
if (p_shader->canvas_item.uses_modulate | p_shader->canvas_item.uses_color) {
p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_COLOR_BAKING;
}
if (p_shader->canvas_item.uses_vertex) {
p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_VERTEX_BAKING;
}
if (p_shader->canvas_item.uses_world_matrix | p_shader->canvas_item.uses_extra_matrix | p_shader->canvas_item.uses_projection_matrix | p_shader->canvas_item.uses_instance_custom) {
p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_ITEM_JOINING;
}
}
p_shader->shader->set_custom_shader(p_shader->custom_code_id);
p_shader->shader->bind();
// cache uniform locations
for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) {
_material_make_dirty(E->self());
}
p_shader->valid = true;
p_shader->version++;
}
void RasterizerStorageGLES2::update_dirty_shaders() {
while (_shader_dirty_list.first()) {
_update_shader(_shader_dirty_list.first()->self());
}
}
void RasterizerStorageGLES2::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
if (shader->dirty_list.in_list()) {
_update_shader(shader);
}
Map<int, StringName> order;
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
if (E->get().texture_order >= 0) {
order[E->get().texture_order + 100000] = E->key();
} else {
order[E->get().order] = E->key();
}
}
for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
PropertyInfo pi;
ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[E->get()];
pi.name = E->get();
switch (u.type) {
case ShaderLanguage::TYPE_VOID: {
pi.type = Variant::NIL;
} break;
case ShaderLanguage::TYPE_BOOL: {
pi.type = Variant::BOOL;
} break;
// bool vectors
case ShaderLanguage::TYPE_BVEC2: {
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y";
} break;
case ShaderLanguage::TYPE_BVEC3: {
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y,z";
} break;
case ShaderLanguage::TYPE_BVEC4: {
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y,z,w";
} break;
// int stuff
case ShaderLanguage::TYPE_UINT:
case ShaderLanguage::TYPE_INT: {
pi.type = Variant::INT;
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
pi.hint = PROPERTY_HINT_RANGE;
pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
}
} break;
case ShaderLanguage::TYPE_IVEC2:
case ShaderLanguage::TYPE_UVEC2:
case ShaderLanguage::TYPE_IVEC3:
case ShaderLanguage::TYPE_UVEC3:
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC4: {
pi.type = Variant::POOL_INT_ARRAY;
} break;
case ShaderLanguage::TYPE_FLOAT: {
pi.type = Variant::REAL;
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
pi.hint = PROPERTY_HINT_RANGE;
pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
}
} break;
case ShaderLanguage::TYPE_VEC2: {
pi.type = Variant::VECTOR2;
} break;
case ShaderLanguage::TYPE_VEC3: {
pi.type = Variant::VECTOR3;
} break;
case ShaderLanguage::TYPE_VEC4: {
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
pi.type = Variant::COLOR;
} else {
pi.type = Variant::PLANE;
}
} break;
case ShaderLanguage::TYPE_MAT2: {
pi.type = Variant::TRANSFORM2D;
} break;
case ShaderLanguage::TYPE_MAT3: {
pi.type = Variant::BASIS;
} break;
case ShaderLanguage::TYPE_MAT4: {
pi.type = Variant::TRANSFORM;
} break;
case ShaderLanguage::TYPE_SAMPLER2D:
case ShaderLanguage::TYPE_SAMPLEREXT:
case ShaderLanguage::TYPE_ISAMPLER2D:
case ShaderLanguage::TYPE_USAMPLER2D: {
pi.type = Variant::OBJECT;
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "Texture";
} break;
case ShaderLanguage::TYPE_SAMPLERCUBE: {
pi.type = Variant::OBJECT;
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "CubeMap";
} break;
case ShaderLanguage::TYPE_SAMPLER2DARRAY:
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
case ShaderLanguage::TYPE_SAMPLER3D:
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D: {
// Not implemented in GLES2
} break;
}
p_param_list->push_back(pi);
}
}
void RasterizerStorageGLES2::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {
Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
if (p_texture.is_valid()) {
shader->default_textures[p_name] = p_texture;
} else {
shader->default_textures.erase(p_name);
}
_shader_make_dirty(shader);
}
RID RasterizerStorageGLES2::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const {
const Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND_V(!shader, RID());
const Map<StringName, RID>::Element *E = shader->default_textures.find(p_name);
if (!E) {
return RID();
}
return E->get();
}
void RasterizerStorageGLES2::shader_add_custom_define(RID p_shader, const String &p_define) {
Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
shader->shader->add_custom_define(p_define);
_shader_make_dirty(shader);
}
void RasterizerStorageGLES2::shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const {
Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
shader->shader->get_custom_defines(p_defines);
}
void RasterizerStorageGLES2::shader_remove_custom_define(RID p_shader, const String &p_define) {
Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
shader->shader->remove_custom_define(p_define);
_shader_make_dirty(shader);
}
/* COMMON MATERIAL API */
void RasterizerStorageGLES2::_material_make_dirty(Material *p_material) const {
if (p_material->dirty_list.in_list())
return;
_material_dirty_list.add(&p_material->dirty_list);
}
RID RasterizerStorageGLES2::material_create() {
Material *material = memnew(Material);
return material_owner.make_rid(material);
}
void RasterizerStorageGLES2::material_set_shader(RID p_material, RID p_shader) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
Shader *shader = shader_owner.getornull(p_shader);
if (material->shader) {
// if a shader is present, remove the old shader
material->shader->materials.remove(&material->list);
}
material->shader = shader;
if (shader) {
shader->materials.add(&material->list);
}
_material_make_dirty(material);
}
RID RasterizerStorageGLES2::material_get_shader(RID p_material) const {
const Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, RID());
if (material->shader) {
return material->shader->self;
}
return RID();
}
void RasterizerStorageGLES2::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
if (p_value.get_type() == Variant::NIL) {
material->params.erase(p_param);
} else {
material->params[p_param] = p_value;
}
_material_make_dirty(material);
}
Variant RasterizerStorageGLES2::material_get_param(RID p_material, const StringName &p_param) const {
const Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, RID());
if (material->params.has(p_param)) {
return material->params[p_param];
}
return material_get_param_default(p_material, p_param);
}
Variant RasterizerStorageGLES2::material_get_param_default(RID p_material, const StringName &p_param) const {
const Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, Variant());
if (material->shader) {
if (material->shader->uniforms.has(p_param)) {
ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
}
}
return Variant();
}
void RasterizerStorageGLES2::material_set_line_width(RID p_material, float p_width) {
Material *material = material_owner.getornull(p_material);
ERR_FAIL_COND(!material);
material->line_width = p_width;
}
void RasterizerStorageGLES2::material_set_next_pass(RID p_material, RID p_next_material) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
material->next_pass = p_next_material;
}
bool RasterizerStorageGLES2::material_is_animated(RID p_material) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, false);
if (material->dirty_list.in_list()) {
_update_material(material);
}
bool animated = material->is_animated_cache;
if (!animated && material->next_pass.is_valid()) {
animated = material_is_animated(material->next_pass);
}
return animated;
}
bool RasterizerStorageGLES2::material_casts_shadows(RID p_material) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, false);
if (material->dirty_list.in_list()) {
_update_material(material);
}
bool casts_shadows = material->can_cast_shadow_cache;
if (!casts_shadows && material->next_pass.is_valid()) {
casts_shadows = material_casts_shadows(material->next_pass);
}
return casts_shadows;
}
bool RasterizerStorageGLES2::material_uses_tangents(RID p_material) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, false);
if (!material->shader) {
return false;
}
if (material->shader->dirty_list.in_list()) {
_update_shader(material->shader);
}
return material->shader->spatial.uses_tangent;
}
bool RasterizerStorageGLES2::material_uses_ensure_correct_normals(RID p_material) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, false);
if (!material->shader) {
return false;
}
if (material->shader->dirty_list.in_list()) {
_update_shader(material->shader);
}
return material->shader->spatial.uses_ensure_correct_normals;
}
void RasterizerStorageGLES2::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
Material *material = material_owner.getornull(p_material);
ERR_FAIL_COND(!material);
Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.find(p_instance);
if (E) {
E->get()++;
} else {
material->instance_owners[p_instance] = 1;
}
}
void RasterizerStorageGLES2::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
Material *material = material_owner.getornull(p_material);
ERR_FAIL_COND(!material);
Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.find(p_instance);
ERR_FAIL_COND(!E);
E->get()--;
if (E->get() == 0) {
material->instance_owners.erase(E);
}
}
void RasterizerStorageGLES2::material_set_render_priority(RID p_material, int priority) {
ERR_FAIL_COND(priority < VS::MATERIAL_RENDER_PRIORITY_MIN);
ERR_FAIL_COND(priority > VS::MATERIAL_RENDER_PRIORITY_MAX);
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
material->render_priority = priority;
}
void RasterizerStorageGLES2::_update_material(Material *p_material) {
if (p_material->dirty_list.in_list()) {
_material_dirty_list.remove(&p_material->dirty_list);
}
if (p_material->shader && p_material->shader->dirty_list.in_list()) {
_update_shader(p_material->shader);
}
if (p_material->shader && !p_material->shader->valid) {
return;
}
{
bool can_cast_shadow = false;
bool is_animated = false;
if (p_material->shader && p_material->shader->mode == VS::SHADER_SPATIAL) {
if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
(!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
can_cast_shadow = true;
}
if (p_material->shader->spatial.uses_discard && p_material->shader->uses_fragment_time) {
is_animated = true;
}
if (p_material->shader->spatial.uses_vertex && p_material->shader->uses_vertex_time) {
is_animated = true;
}
if (can_cast_shadow != p_material->can_cast_shadow_cache || is_animated != p_material->is_animated_cache) {
p_material->can_cast_shadow_cache = can_cast_shadow;
p_material->is_animated_cache = is_animated;
for (Map<Geometry *, int>::Element *E = p_material->geometry_owners.front(); E; E = E->next()) {
E->key()->material_changed_notify();
}
for (Map<RasterizerScene::InstanceBase *, int>::Element *E = p_material->instance_owners.front(); E; E = E->next()) {
E->key()->base_changed(false, true);
}
}
}
}
// uniforms and other things will be set in the use_material method in ShaderGLES2
if (p_material->shader && p_material->shader->texture_count > 0) {
p_material->textures.resize(p_material->shader->texture_count);
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = p_material->shader->uniforms.front(); E; E = E->next()) {
if (E->get().texture_order < 0)
continue; // not a texture, does not go here
RID texture;
Map<StringName, Variant>::Element *V = p_material->params.find(E->key());
if (V) {
texture = V->get();
}
if (!texture.is_valid()) {
Map<StringName, RID>::Element *W = p_material->shader->default_textures.find(E->key());
if (W) {
texture = W->get();
}
}
p_material->textures.write[E->get().texture_order] = Pair<StringName, RID>(E->key(), texture);
}
} else {
p_material->textures.clear();
}
}
void RasterizerStorageGLES2::_material_add_geometry(RID p_material, Geometry *p_geometry) {
Material *material = material_owner.getornull(p_material);
ERR_FAIL_COND(!material);
Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
if (I) {
I->get()++;
} else {
material->geometry_owners[p_geometry] = 1;
}
}
void RasterizerStorageGLES2::_material_remove_geometry(RID p_material, Geometry *p_geometry) {
Material *material = material_owner.getornull(p_material);
ERR_FAIL_COND(!material);
Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
ERR_FAIL_COND(!I);
I->get()--;
if (I->get() == 0) {
material->geometry_owners.erase(I);
}
}
void RasterizerStorageGLES2::update_dirty_materials() {
while (_material_dirty_list.first()) {
Material *material = _material_dirty_list.first()->self();
_update_material(material);
}
}
/* MESH API */
RID RasterizerStorageGLES2::mesh_create() {
Mesh *mesh = memnew(Mesh);
return mesh_owner.make_rid(mesh);
}
static PoolVector<uint8_t> _unpack_half_floats(const PoolVector<uint8_t> &array, uint32_t &format, int p_vertices) {
uint32_t p_format = format;
static int src_size[VS::ARRAY_MAX];
static int dst_size[VS::ARRAY_MAX];
static int to_convert[VS::ARRAY_MAX];
int src_stride = 0;
int dst_stride = 0;
for (int i = 0; i < VS::ARRAY_MAX; i++) {
to_convert[i] = 0;
if (!(p_format & (1 << i))) {
src_size[i] = 0;
dst_size[i] = 0;
continue;
}
switch (i) {
case VS::ARRAY_VERTEX: {
if (p_format & VS::ARRAY_COMPRESS_VERTEX) {
if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
src_size[i] = 4;
dst_size[i] = 8;
to_convert[i] = 2;
} else {
src_size[i] = 8;
dst_size[i] = 12;
to_convert[i] = 3;
}
format &= ~VS::ARRAY_COMPRESS_VERTEX;
} else {
if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
src_size[i] = 8;
dst_size[i] = 8;
} else {
src_size[i] = 12;
dst_size[i] = 12;
}
}
} break;
case VS::ARRAY_NORMAL: {
if (p_format & VS::ARRAY_COMPRESS_NORMAL) {
src_size[i] = 4;
dst_size[i] = 4;
} else {
src_size[i] = 12;
dst_size[i] = 12;
}
} break;
case VS::ARRAY_TANGENT: {
if (p_format & VS::ARRAY_COMPRESS_TANGENT) {
src_size[i] = 4;
dst_size[i] = 4;
} else {
src_size[i] = 16;
dst_size[i] = 16;
}
} break;
case VS::ARRAY_COLOR: {
if (p_format & VS::ARRAY_COMPRESS_COLOR) {
src_size[i] = 4;
dst_size[i] = 4;
} else {
src_size[i] = 16;
dst_size[i] = 16;
}
} break;
case VS::ARRAY_TEX_UV: {
if (p_format & VS::ARRAY_COMPRESS_TEX_UV) {
src_size[i] = 4;
to_convert[i] = 2;
format &= ~VS::ARRAY_COMPRESS_TEX_UV;
} else {
src_size[i] = 8;
}
dst_size[i] = 8;
} break;
case VS::ARRAY_TEX_UV2: {
if (p_format & VS::ARRAY_COMPRESS_TEX_UV2) {
src_size[i] = 4;
to_convert[i] = 2;
format &= ~VS::ARRAY_COMPRESS_TEX_UV2;
} else {
src_size[i] = 8;
}
dst_size[i] = 8;
} break;
case VS::ARRAY_BONES: {
if (p_format & VS::ARRAY_FLAG_USE_16_BIT_BONES) {
src_size[i] = 8;
dst_size[i] = 8;
} else {
src_size[i] = 4;
dst_size[i] = 4;
}
} break;
case VS::ARRAY_WEIGHTS: {
if (p_format & VS::ARRAY_COMPRESS_WEIGHTS) {
src_size[i] = 8;
dst_size[i] = 8;
} else {
src_size[i] = 16;
dst_size[i] = 16;
}
} break;
case VS::ARRAY_INDEX: {
src_size[i] = 0;
dst_size[i] = 0;
} break;
}
src_stride += src_size[i];
dst_stride += dst_size[i];
}
PoolVector<uint8_t> ret;
ret.resize(p_vertices * dst_stride);
PoolVector<uint8_t>::Read r = array.read();
PoolVector<uint8_t>::Write w = ret.write();
int src_offset = 0;
int dst_offset = 0;
for (int i = 0; i < VS::ARRAY_MAX; i++) {
if (src_size[i] == 0) {
continue; //no go
}
const uint8_t *rptr = r.ptr();
uint8_t *wptr = w.ptr();
if (to_convert[i]) { //converting
for (int j = 0; j < p_vertices; j++) {
const uint16_t *src = (const uint16_t *)&rptr[src_stride * j + src_offset];
float *dst = (float *)&wptr[dst_stride * j + dst_offset];
for (int k = 0; k < to_convert[i]; k++) {
dst[k] = Math::half_to_float(src[k]);
}
}
} else {
//just copy
for (int j = 0; j < p_vertices; j++) {
for (int k = 0; k < src_size[i]; k++) {
wptr[dst_stride * j + dst_offset + k] = rptr[src_stride * j + src_offset + k];
}
}
}
src_offset += src_size[i];
dst_offset += dst_size[i];
}
r.release();
w.release();
return ret;
}
void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes, const Vector<AABB> &p_bone_aabbs) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_COND(!(p_format & VS::ARRAY_FORMAT_VERTEX));
//must have index and bones, both.
{
uint32_t bones_weight = VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS;
ERR_FAIL_COND_MSG((p_format & bones_weight) && (p_format & bones_weight) != bones_weight, "Array must have both bones and weights in format or none.");
}
//bool has_morph = p_blend_shapes.size();
Surface::Attrib attribs[VS::ARRAY_MAX];
int stride = 0;
bool uses_half_float = false;
for (int i = 0; i < VS::ARRAY_MAX; i++) {
attribs[i].index = i;
if (!(p_format & (1 << i))) {
attribs[i].enabled = false;
attribs[i].integer = false;
continue;
}
attribs[i].enabled = true;
attribs[i].offset = stride;
attribs[i].integer = false;
switch (i) {
case VS::ARRAY_VERTEX: {
if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
attribs[i].size = 2;
} else {
attribs[i].size = (p_format & VS::ARRAY_COMPRESS_VERTEX) ? 4 : 3;
}
if (p_format & VS::ARRAY_COMPRESS_VERTEX) {
attribs[i].type = _GL_HALF_FLOAT_OES;
stride += attribs[i].size * 2;
uses_half_float = true;
} else {
attribs[i].type = GL_FLOAT;
stride += attribs[i].size * 4;
}
attribs[i].normalized = GL_FALSE;
} break;
case VS::ARRAY_NORMAL: {
attribs[i].size = 3;
if (p_format & VS::ARRAY_COMPRESS_NORMAL) {
attribs[i].type = GL_BYTE;
stride += 4; //pad extra byte
attribs[i].normalized = GL_TRUE;
} else {
attribs[i].type = GL_FLOAT;
stride += 12;
attribs[i].normalized = GL_FALSE;
}
} break;
case VS::ARRAY_TANGENT: {
attribs[i].size = 4;
if (p_format & VS::ARRAY_COMPRESS_TANGENT) {
attribs[i].type = GL_BYTE;
stride += 4;
attribs[i].normalized = GL_TRUE;
} else {
attribs[i].type = GL_FLOAT;
stride += 16;
attribs[i].normalized = GL_FALSE;
}
} break;
case VS::ARRAY_COLOR: {
attribs[i].size = 4;
if (p_format & VS::ARRAY_COMPRESS_COLOR) {
attribs[i].type = GL_UNSIGNED_BYTE;
stride += 4;
attribs[i].normalized = GL_TRUE;
} else {
attribs[i].type = GL_FLOAT;
stride += 16;
attribs[i].normalized = GL_FALSE;
}
} break;
case VS::ARRAY_TEX_UV: {
attribs[i].size = 2;
if (p_format & VS::ARRAY_COMPRESS_TEX_UV) {
attribs[i].type = _GL_HALF_FLOAT_OES;
stride += 4;
uses_half_float = true;
} else {
attribs[i].type = GL_FLOAT;
stride += 8;
}
attribs[i].normalized = GL_FALSE;
} break;
case VS::ARRAY_TEX_UV2: {
attribs[i].size = 2;
if (p_format & VS::ARRAY_COMPRESS_TEX_UV2) {
attribs[i].type = _GL_HALF_FLOAT_OES;
stride += 4;
uses_half_float = true;
} else {
attribs[i].type = GL_FLOAT;
stride += 8;
}
attribs[i].normalized = GL_FALSE;
} break;
case VS::ARRAY_BONES: {
attribs[i].size = 4;
if (p_format & VS::ARRAY_FLAG_USE_16_BIT_BONES) {
attribs[i].type = GL_UNSIGNED_SHORT;
stride += 8;
} else {
attribs[i].type = GL_UNSIGNED_BYTE;
stride += 4;
}
attribs[i].normalized = GL_FALSE;
attribs[i].integer = true;
} break;
case VS::ARRAY_WEIGHTS: {
attribs[i].size = 4;
if (p_format & VS::ARRAY_COMPRESS_WEIGHTS) {
attribs[i].type = GL_UNSIGNED_SHORT;
stride += 8;
attribs[i].normalized = GL_TRUE;
} else {
attribs[i].type = GL_FLOAT;
stride += 16;
attribs[i].normalized = GL_FALSE;
}
} break;
case VS::ARRAY_INDEX: {
attribs[i].size = 1;
if (p_vertex_count >= (1 << 16)) {
attribs[i].type = GL_UNSIGNED_INT;
attribs[i].stride = 4;
} else {
attribs[i].type = GL_UNSIGNED_SHORT;
attribs[i].stride = 2;
}
attribs[i].normalized = GL_FALSE;
} break;
}
}
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
attribs[i].stride = stride;
}
//validate sizes
PoolVector<uint8_t> array = p_array;
int array_size = stride * p_vertex_count;
int index_array_size = 0;
if (array.size() != array_size && array.size() + p_vertex_count * 2 == array_size) {
//old format, convert
array = PoolVector<uint8_t>();
array.resize(p_array.size() + p_vertex_count * 2);
PoolVector<uint8_t>::Write w = array.write();
PoolVector<uint8_t>::Read r = p_array.read();
uint16_t *w16 = (uint16_t *)w.ptr();
const uint16_t *r16 = (uint16_t *)r.ptr();
uint16_t one = Math::make_half_float(1);
for (int i = 0; i < p_vertex_count; i++) {
*w16++ = *r16++;
*w16++ = *r16++;
*w16++ = *r16++;
*w16++ = one;
for (int j = 0; j < (stride / 2) - 4; j++) {
*w16++ = *r16++;
}
}
}
ERR_FAIL_COND(array.size() != array_size);
if (!config.support_half_float_vertices && uses_half_float) {
uint32_t new_format = p_format;
PoolVector<uint8_t> unpacked_array = _unpack_half_floats(array, new_format, p_vertex_count);
mesh_add_surface(p_mesh, new_format, p_primitive, unpacked_array, p_vertex_count, p_index_array, p_index_count, p_aabb, p_blend_shapes, p_bone_aabbs);
return; //do not go any further, above function used unpacked stuff will be used instead.
}
if (p_format & VS::ARRAY_FORMAT_INDEX) {
index_array_size = attribs[VS::ARRAY_INDEX].stride * p_index_count;
}
ERR_FAIL_COND(p_index_array.size() != index_array_size);
ERR_FAIL_COND(p_blend_shapes.size() != mesh->blend_shape_count);
for (int i = 0; i < p_blend_shapes.size(); i++) {
ERR_FAIL_COND(p_blend_shapes[i].size() != array_size);
}
// all valid, create stuff
Surface *surface = memnew(Surface);
surface->active = true;
surface->array_len = p_vertex_count;
surface->index_array_len = p_index_count;
surface->array_byte_size = array.size();
surface->index_array_byte_size = p_index_array.size();
surface->primitive = p_primitive;
surface->mesh = mesh;
surface->format = p_format;
surface->skeleton_bone_aabb = p_bone_aabbs;
surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size());
surface->aabb = p_aabb;
surface->max_bone = p_bone_aabbs.size();
#ifdef TOOLS_ENABLED
surface->blend_shape_data = p_blend_shapes;
if (surface->blend_shape_data.size()) {
ERR_PRINT_ONCE("Blend shapes are not supported in OpenGL ES 2.0");
}
#endif
surface->data = array;
surface->index_data = p_index_array;
surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;
for (int i = 0; i < surface->skeleton_bone_used.size(); i++) {
surface->skeleton_bone_used.write[i] = !(surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0);
}
for (int i = 0; i < VS::ARRAY_MAX; i++) {
surface->attribs[i] = attribs[i];
}
// Okay, now the OpenGL stuff, wheeeeey \o/
{
PoolVector<uint8_t>::Read vr = array.read();
glGenBuffers(1, &surface->vertex_id);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), (p_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (p_format & VS::ARRAY_FORMAT_INDEX) {
PoolVector<uint8_t>::Read ir = p_index_array.read();
glGenBuffers(1, &surface->index_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_array_size, ir.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
} else {
surface->index_id = 0;
}
// TODO generate wireframes
}
{
// blend shapes
for (int i = 0; i < p_blend_shapes.size(); i++) {
Surface::BlendShape mt;
PoolVector<uint8_t>::Read vr = p_blend_shapes[i].read();
surface->total_data_size += array_size;
glGenBuffers(1, &mt.vertex_id);
glBindBuffer(GL_ARRAY_BUFFER, mt.vertex_id);
glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
surface->blend_shapes.push_back(mt);
}
}
mesh->surfaces.push_back(surface);
mesh->instance_change_notify(true, true);
info.vertex_mem += surface->total_data_size;
}
void RasterizerStorageGLES2::mesh_set_blend_shape_count(RID p_mesh, int p_amount) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_COND(mesh->surfaces.size() != 0);
ERR_FAIL_COND(p_amount < 0);
mesh->blend_shape_count = p_amount;
mesh->instance_change_notify(true, false);
}
int RasterizerStorageGLES2::mesh_get_blend_shape_count(RID p_mesh) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
return mesh->blend_shape_count;
}
void RasterizerStorageGLES2::mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
mesh->blend_shape_mode = p_mode;
}
VS::BlendShapeMode RasterizerStorageGLES2::mesh_get_blend_shape_mode(RID p_mesh) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, VS::BLEND_SHAPE_MODE_NORMALIZED);
return mesh->blend_shape_mode;
}
void RasterizerStorageGLES2::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
int total_size = p_data.size();
ERR_FAIL_COND(p_offset + total_size > mesh->surfaces[p_surface]->array_byte_size);
PoolVector<uint8_t>::Read r = p_data.read();
glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->vertex_id);
glBufferSubData(GL_ARRAY_BUFFER, p_offset, total_size, r.ptr());
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
void RasterizerStorageGLES2::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
if (mesh->surfaces[p_surface]->material == p_material)
return;
if (mesh->surfaces[p_surface]->material.is_valid()) {
_material_remove_geometry(mesh->surfaces[p_surface]->material, mesh->surfaces[p_surface]);
}
mesh->surfaces[p_surface]->material = p_material;
if (mesh->surfaces[p_surface]->material.is_valid()) {
_material_add_geometry(mesh->surfaces[p_surface]->material, mesh->surfaces[p_surface]);
}
mesh->instance_change_notify(false, true);
}
RID RasterizerStorageGLES2::mesh_surface_get_material(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, RID());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID());
return mesh->surfaces[p_surface]->material;
}
int RasterizerStorageGLES2::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
return mesh->surfaces[p_surface]->array_len;
}
int RasterizerStorageGLES2::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
return mesh->surfaces[p_surface]->index_array_len;
}
PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_array(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, PoolVector<uint8_t>());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>());
Surface *surface = mesh->surfaces[p_surface];
return surface->data;
}
PoolVector<uint8_t> RasterizerStorageGLES2::mesh_surface_get_index_array(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, PoolVector<uint8_t>());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>());
Surface *surface = mesh->surfaces[p_surface];
return surface->index_data;
}
uint32_t RasterizerStorageGLES2::mesh_surface_get_format(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
return mesh->surfaces[p_surface]->format;
}
VS::PrimitiveType RasterizerStorageGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_MAX);
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_MAX);
return mesh->surfaces[p_surface]->primitive;
}
AABB RasterizerStorageGLES2::mesh_surface_get_aabb(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, AABB());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), AABB());
return mesh->surfaces[p_surface]->aabb;
}
Vector<PoolVector<uint8_t> > RasterizerStorageGLES2::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, Vector<PoolVector<uint8_t> >());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<PoolVector<uint8_t> >());
#ifndef TOOLS_ENABLED
ERR_PRINT("OpenGL ES 2.0 does not allow retrieving blend shape data");
#endif
return mesh->surfaces[p_surface]->blend_shape_data;
}
Vector<AABB> RasterizerStorageGLES2::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, Vector<AABB>());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<AABB>());
return mesh->surfaces[p_surface]->skeleton_bone_aabb;
}
void RasterizerStorageGLES2::mesh_remove_surface(RID p_mesh, int p_surface) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
Surface *surface = mesh->surfaces[p_surface];
if (surface->material.is_valid()) {
_material_remove_geometry(surface->material, mesh->surfaces[p_surface]);
}
glDeleteBuffers(1, &surface->vertex_id);
if (surface->index_id) {
glDeleteBuffers(1, &surface->index_id);
}
for (int i = 0; i < surface->blend_shapes.size(); i++) {
glDeleteBuffers(1, &surface->blend_shapes[i].vertex_id);
}
info.vertex_mem -= surface->total_data_size;
memdelete(surface);
mesh->surfaces.remove(p_surface);
mesh->instance_change_notify(true, true);
}
int RasterizerStorageGLES2::mesh_get_surface_count(RID p_mesh) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
return mesh->surfaces.size();
}
void RasterizerStorageGLES2::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
mesh->custom_aabb = p_aabb;
mesh->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES2::mesh_get_custom_aabb(RID p_mesh) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, AABB());
return mesh->custom_aabb;
}
AABB RasterizerStorageGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
Mesh *mesh = mesh_owner.get(p_mesh);
ERR_FAIL_COND_V(!mesh, AABB());
if (mesh->custom_aabb != AABB())
return mesh->custom_aabb;
Skeleton *sk = NULL;
if (p_skeleton.is_valid()) {
sk = skeleton_owner.get(p_skeleton);
}
AABB aabb;
if (sk && sk->size != 0) {
for (int i = 0; i < mesh->surfaces.size(); i++) {
AABB laabb;
if ((mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
int sbs = sk->size;
ERR_CONTINUE(bs > sbs);
const float *texture = sk->bone_data.ptr();
bool first = true;
if (sk->use_2d) {
for (int j = 0; j < bs; j++) {
if (!skused[j])
continue;
int base_ofs = j * 2 * 4;
Transform mtx;
mtx.basis[0].x = texture[base_ofs + 0];
mtx.basis[0].y = texture[base_ofs + 1];
mtx.origin.x = texture[base_ofs + 3];
base_ofs += 4;
mtx.basis[1].x = texture[base_ofs + 0];
mtx.basis[1].y = texture[base_ofs + 1];
mtx.origin.y = texture[base_ofs + 3];
AABB baabb = mtx.xform(skbones[j]);
if (first) {
laabb = baabb;
first = false;
} else {
laabb.merge_with(baabb);
}
}
} else {
for (int j = 0; j < bs; j++) {
if (!skused[j])
continue;
int base_ofs = j * 3 * 4;
Transform mtx;
mtx.basis[0].x = texture[base_ofs + 0];
mtx.basis[0].y = texture[base_ofs + 1];
mtx.basis[0].z = texture[base_ofs + 2];
mtx.origin.x = texture[base_ofs + 3];
base_ofs += 4;
mtx.basis[1].x = texture[base_ofs + 0];
mtx.basis[1].y = texture[base_ofs + 1];
mtx.basis[1].z = texture[base_ofs + 2];
mtx.origin.y = texture[base_ofs + 3];
base_ofs += 4;
mtx.basis[2].x = texture[base_ofs + 0];
mtx.basis[2].y = texture[base_ofs + 1];
mtx.basis[2].z = texture[base_ofs + 2];
mtx.origin.z = texture[base_ofs + 3];
AABB baabb = mtx.xform(skbones[j]);
if (first) {
laabb = baabb;
first = false;
} else {
laabb.merge_with(baabb);
}
}
}
} else {
laabb = mesh->surfaces[i]->aabb;
}
if (i == 0)
aabb = laabb;
else
aabb.merge_with(laabb);
}
} else {
for (int i = 0; i < mesh->surfaces.size(); i++) {
if (i == 0)
aabb = mesh->surfaces[i]->aabb;
else
aabb.merge_with(mesh->surfaces[i]->aabb);
}
}
return aabb;
}
void RasterizerStorageGLES2::mesh_clear(RID p_mesh) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
while (mesh->surfaces.size()) {
mesh_remove_surface(p_mesh, 0);
}
}
/* MULTIMESH API */
RID RasterizerStorageGLES2::multimesh_create() {
MultiMesh *multimesh = memnew(MultiMesh);
return multimesh_owner.make_rid(multimesh);
}
void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
if (multimesh->size == p_instances && multimesh->transform_format == p_transform_format && multimesh->color_format == p_color_format && multimesh->custom_data_format == p_data) {
return;
}
multimesh->size = p_instances;
multimesh->color_format = p_color_format;
multimesh->transform_format = p_transform_format;
multimesh->custom_data_format = p_data;
if (multimesh->size) {
multimesh->data.resize(0);
}
if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
multimesh->xform_floats = 8;
} else {
multimesh->xform_floats = 12;
}
if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
multimesh->color_floats = 1;
} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
multimesh->color_floats = 4;
} else {
multimesh->color_floats = 0;
}
if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
multimesh->custom_data_floats = 1;
} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
multimesh->custom_data_floats = 4;
} else {
multimesh->custom_data_floats = 0;
}
int format_floats = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
multimesh->data.resize(format_floats * p_instances);
for (int i = 0; i < p_instances * format_floats; i += format_floats) {
int color_from = 0;
int custom_data_from = 0;
if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
multimesh->data.write[i + 0] = 1.0;
multimesh->data.write[i + 1] = 0.0;
multimesh->data.write[i + 2] = 0.0;
multimesh->data.write[i + 3] = 0.0;
multimesh->data.write[i + 4] = 0.0;
multimesh->data.write[i + 5] = 1.0;
multimesh->data.write[i + 6] = 0.0;
multimesh->data.write[i + 7] = 0.0;
color_from = 8;
custom_data_from = 8;
} else {
multimesh->data.write[i + 0] = 1.0;
multimesh->data.write[i + 1] = 0.0;
multimesh->data.write[i + 2] = 0.0;
multimesh->data.write[i + 3] = 0.0;
multimesh->data.write[i + 4] = 0.0;
multimesh->data.write[i + 5] = 1.0;
multimesh->data.write[i + 6] = 0.0;
multimesh->data.write[i + 7] = 0.0;
multimesh->data.write[i + 8] = 0.0;
multimesh->data.write[i + 9] = 0.0;
multimesh->data.write[i + 10] = 1.0;
multimesh->data.write[i + 11] = 0.0;
color_from = 12;
custom_data_from = 12;
}
if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
union {
uint32_t colu;
float colf;
} cu;
cu.colu = 0xFFFFFFFF;
multimesh->data.write[i + color_from + 0] = cu.colf;
custom_data_from = color_from + 1;
} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
multimesh->data.write[i + color_from + 0] = 1.0;
multimesh->data.write[i + color_from + 1] = 1.0;
multimesh->data.write[i + color_from + 2] = 1.0;
multimesh->data.write[i + color_from + 3] = 1.0;
custom_data_from = color_from + 4;
}
if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
union {
uint32_t colu;
float colf;
} cu;
cu.colu = 0;
multimesh->data.write[i + custom_data_from + 0] = cu.colf;
} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
multimesh->data.write[i + custom_data_from + 0] = 0.0;
multimesh->data.write[i + custom_data_from + 1] = 0.0;
multimesh->data.write[i + custom_data_from + 2] = 0.0;
multimesh->data.write[i + custom_data_from + 3] = 0.0;
}
}
multimesh->dirty_aabb = true;
multimesh->dirty_data = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
int RasterizerStorageGLES2::multimesh_get_instance_count(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, 0);
return multimesh->size;
}
void RasterizerStorageGLES2::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
if (multimesh->mesh.is_valid()) {
Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
if (mesh) {
mesh->multimeshes.remove(&multimesh->mesh_list);
}
}
multimesh->mesh = p_mesh;
if (multimesh->mesh.is_valid()) {
Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
if (mesh) {
mesh->multimeshes.add(&multimesh->mesh_list);
}
}
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES2::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->size);
ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D);
int stride = multimesh->color_floats + multimesh->custom_data_floats + multimesh->xform_floats;
float *dataptr = &multimesh->data.write[stride * p_index];
dataptr[0] = p_transform.basis.elements[0][0];
dataptr[1] = p_transform.basis.elements[0][1];
dataptr[2] = p_transform.basis.elements[0][2];
dataptr[3] = p_transform.origin.x;
dataptr[4] = p_transform.basis.elements[1][0];
dataptr[5] = p_transform.basis.elements[1][1];
dataptr[6] = p_transform.basis.elements[1][2];
dataptr[7] = p_transform.origin.y;
dataptr[8] = p_transform.basis.elements[2][0];
dataptr[9] = p_transform.basis.elements[2][1];
dataptr[10] = p_transform.basis.elements[2][2];
dataptr[11] = p_transform.origin.z;
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES2::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->size);
ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D);
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index];
dataptr[0] = p_transform.elements[0][0];
dataptr[1] = p_transform.elements[1][0];
dataptr[2] = 0;
dataptr[3] = p_transform.elements[2][0];
dataptr[4] = p_transform.elements[0][1];
dataptr[5] = p_transform.elements[1][1];
dataptr[6] = 0;
dataptr[7] = p_transform.elements[2][1];
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES2::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->size);
ERR_FAIL_COND(multimesh->color_format == VS::MULTIMESH_COLOR_NONE);
ERR_FAIL_INDEX(multimesh->color_format, VS::MULTIMESH_COLOR_MAX);
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats];
if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
uint8_t *data8 = (uint8_t *)dataptr;
data8[0] = CLAMP(p_color.r * 255.0, 0, 255);
data8[1] = CLAMP(p_color.g * 255.0, 0, 255);
data8[2] = CLAMP(p_color.b * 255.0, 0, 255);
data8[3] = CLAMP(p_color.a * 255.0, 0, 255);
} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
dataptr[0] = p_color.r;
dataptr[1] = p_color.g;
dataptr[2] = p_color.b;
dataptr[3] = p_color.a;
}
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES2::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_custom_data) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->size);
ERR_FAIL_COND(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE);
ERR_FAIL_INDEX(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX);
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats];
if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
uint8_t *data8 = (uint8_t *)dataptr;
data8[0] = CLAMP(p_custom_data.r * 255.0, 0, 255);
data8[1] = CLAMP(p_custom_data.g * 255.0, 0, 255);
data8[2] = CLAMP(p_custom_data.b * 255.0, 0, 255);
data8[3] = CLAMP(p_custom_data.a * 255.0, 0, 255);
} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
dataptr[0] = p_custom_data.r;
dataptr[1] = p_custom_data.g;
dataptr[2] = p_custom_data.b;
dataptr[3] = p_custom_data.a;
}
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
RID RasterizerStorageGLES2::multimesh_get_mesh(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, RID());
return multimesh->mesh;
}
Transform RasterizerStorageGLES2::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Transform());
ERR_FAIL_INDEX_V(p_index, multimesh->size, Transform());
ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D, Transform());
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index];
Transform xform;
xform.basis.elements[0][0] = dataptr[0];
xform.basis.elements[0][1] = dataptr[1];
xform.basis.elements[0][2] = dataptr[2];
xform.origin.x = dataptr[3];
xform.basis.elements[1][0] = dataptr[4];
xform.basis.elements[1][1] = dataptr[5];
xform.basis.elements[1][2] = dataptr[6];
xform.origin.y = dataptr[7];
xform.basis.elements[2][0] = dataptr[8];
xform.basis.elements[2][1] = dataptr[9];
xform.basis.elements[2][2] = dataptr[10];
xform.origin.z = dataptr[11];
return xform;
}
Transform2D RasterizerStorageGLES2::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Transform2D());
ERR_FAIL_INDEX_V(p_index, multimesh->size, Transform2D());
ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D, Transform2D());
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index];
Transform2D xform;
xform.elements[0][0] = dataptr[0];
xform.elements[1][0] = dataptr[1];
xform.elements[2][0] = dataptr[3];
xform.elements[0][1] = dataptr[4];
xform.elements[1][1] = dataptr[5];
xform.elements[2][1] = dataptr[7];
return xform;
}
Color RasterizerStorageGLES2::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Color());
ERR_FAIL_INDEX_V(p_index, multimesh->size, Color());
ERR_FAIL_COND_V(multimesh->color_format == VS::MULTIMESH_COLOR_NONE, Color());
ERR_FAIL_INDEX_V(multimesh->color_format, VS::MULTIMESH_COLOR_MAX, Color());
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats];
if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
union {
uint32_t colu;
float colf;
} cu;
cu.colf = dataptr[0];
return Color::hex(BSWAP32(cu.colu));
} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
Color c;
c.r = dataptr[0];
c.g = dataptr[1];
c.b = dataptr[2];
c.a = dataptr[3];
return c;
}
return Color();
}
Color RasterizerStorageGLES2::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Color());
ERR_FAIL_INDEX_V(p_index, multimesh->size, Color());
ERR_FAIL_COND_V(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE, Color());
ERR_FAIL_INDEX_V(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX, Color());
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats];
if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
union {
uint32_t colu;
float colf;
} cu;
cu.colf = dataptr[0];
return Color::hex(BSWAP32(cu.colu));
} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
Color c;
c.r = dataptr[0];
c.g = dataptr[1];
c.b = dataptr[2];
c.a = dataptr[3];
return c;
}
return Color();
}
void RasterizerStorageGLES2::multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_COND(!multimesh->data.ptr());
int dsize = multimesh->data.size();
ERR_FAIL_COND(dsize != p_array.size());
PoolVector<float>::Read r = p_array.read();
ERR_FAIL_COND(!r.ptr());
copymem(multimesh->data.ptrw(), r.ptr(), dsize * sizeof(float));
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES2::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
multimesh->visible_instances = p_visible;
}
int RasterizerStorageGLES2::multimesh_get_visible_instances(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, -1);
return multimesh->visible_instances;
}
AABB RasterizerStorageGLES2::multimesh_get_aabb(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, AABB());
const_cast<RasterizerStorageGLES2 *>(this)->update_dirty_multimeshes();
return multimesh->aabb;
}
void RasterizerStorageGLES2::update_dirty_multimeshes() {
while (multimesh_update_list.first()) {
MultiMesh *multimesh = multimesh_update_list.first()->self();
if (multimesh->size && multimesh->dirty_aabb) {
AABB mesh_aabb;
if (multimesh->mesh.is_valid()) {
mesh_aabb = mesh_get_aabb(multimesh->mesh, RID());
}
mesh_aabb.size += Vector3(0.001, 0.001, 0.001); //in case mesh is empty in one of the sides
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
int count = multimesh->data.size();
float *data = multimesh->data.ptrw();
AABB aabb;
if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
for (int i = 0; i < count; i += stride) {
float *dataptr = &data[i];
Transform xform;
xform.basis[0][0] = dataptr[0];
xform.basis[0][1] = dataptr[1];
xform.origin[0] = dataptr[3];
xform.basis[1][0] = dataptr[4];
xform.basis[1][1] = dataptr[5];
xform.origin[1] = dataptr[7];
AABB laabb = xform.xform(mesh_aabb);
if (i == 0) {
aabb = laabb;
} else {
aabb.merge_with(laabb);
}
}
} else {
for (int i = 0; i < count; i += stride) {
float *dataptr = &data[i];
Transform xform;
xform.basis.elements[0][0] = dataptr[0];
xform.basis.elements[0][1] = dataptr[1];
xform.basis.elements[0][2] = dataptr[2];
xform.origin.x = dataptr[3];
xform.basis.elements[1][0] = dataptr[4];
xform.basis.elements[1][1] = dataptr[5];
xform.basis.elements[1][2] = dataptr[6];
xform.origin.y = dataptr[7];
xform.basis.elements[2][0] = dataptr[8];
xform.basis.elements[2][1] = dataptr[9];
xform.basis.elements[2][2] = dataptr[10];
xform.origin.z = dataptr[11];
AABB laabb = xform.xform(mesh_aabb);
if (i == 0) {
aabb = laabb;
} else {
aabb.merge_with(laabb);
}
}
}
multimesh->aabb = aabb;
}
multimesh->dirty_aabb = false;
multimesh->dirty_data = false;
multimesh->instance_change_notify(true, false);
multimesh_update_list.remove(multimesh_update_list.first());
}
}
/* IMMEDIATE API */
RID RasterizerStorageGLES2::immediate_create() {
Immediate *im = memnew(Immediate);
return immediate_owner.make_rid(im);
}
void RasterizerStorageGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(im->building);
Immediate::Chunk ic;
ic.texture = p_texture;
ic.primitive = p_primitive;
im->chunks.push_back(ic);
im->mask = 0;
im->building = true;
}
void RasterizerStorageGLES2::immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
Immediate::Chunk *c = &im->chunks.back()->get();
if (c->vertices.empty() && im->chunks.size() == 1) {
im->aabb.position = p_vertex;
im->aabb.size = Vector3();
} else {
im->aabb.expand_to(p_vertex);
}
if (im->mask & VS::ARRAY_FORMAT_NORMAL)
c->normals.push_back(chunk_normal);
if (im->mask & VS::ARRAY_FORMAT_TANGENT)
c->tangents.push_back(chunk_tangent);
if (im->mask & VS::ARRAY_FORMAT_COLOR)
c->colors.push_back(chunk_color);
if (im->mask & VS::ARRAY_FORMAT_TEX_UV)
c->uvs.push_back(chunk_uv);
if (im->mask & VS::ARRAY_FORMAT_TEX_UV2)
c->uv2s.push_back(chunk_uv2);
im->mask |= VS::ARRAY_FORMAT_VERTEX;
c->vertices.push_back(p_vertex);
}
void RasterizerStorageGLES2::immediate_normal(RID p_immediate, const Vector3 &p_normal) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->mask |= VS::ARRAY_FORMAT_NORMAL;
chunk_normal = p_normal;
}
void RasterizerStorageGLES2::immediate_tangent(RID p_immediate, const Plane &p_tangent) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->mask |= VS::ARRAY_FORMAT_TANGENT;
chunk_tangent = p_tangent;
}
void RasterizerStorageGLES2::immediate_color(RID p_immediate, const Color &p_color) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->mask |= VS::ARRAY_FORMAT_COLOR;
chunk_color = p_color;
}
void RasterizerStorageGLES2::immediate_uv(RID p_immediate, const Vector2 &tex_uv) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->mask |= VS::ARRAY_FORMAT_TEX_UV;
chunk_uv = tex_uv;
}
void RasterizerStorageGLES2::immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->mask |= VS::ARRAY_FORMAT_TEX_UV2;
chunk_uv2 = tex_uv;
}
void RasterizerStorageGLES2::immediate_end(RID p_immediate) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->building = false;
im->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::immediate_clear(RID p_immediate) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(im->building);
im->chunks.clear();
im->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES2::immediate_get_aabb(RID p_immediate) const {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND_V(!im, AABB());
return im->aabb;
}
void RasterizerStorageGLES2::immediate_set_material(RID p_immediate, RID p_material) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
im->material = p_material;
im->instance_change_notify(false, true);
}
RID RasterizerStorageGLES2::immediate_get_material(RID p_immediate) const {
const Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND_V(!im, RID());
return im->material;
}
/* SKELETON API */
RID RasterizerStorageGLES2::skeleton_create() {
Skeleton *skeleton = memnew(Skeleton);
glGenTextures(1, &skeleton->tex_id);
return skeleton_owner.make_rid(skeleton);
}
void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_COND(p_bones < 0);
if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) {
return;
}
skeleton->size = p_bones;
skeleton->use_2d = p_2d_skeleton;
if (!config.use_skeleton_software) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
#ifdef GLES_OVER_GL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_bones * (skeleton->use_2d ? 2 : 3), 1, 0, GL_RGBA, GL_FLOAT, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_bones * (skeleton->use_2d ? 2 : 3), 1, 0, GL_RGBA, GL_FLOAT, NULL);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (skeleton->use_2d) {
skeleton->bone_data.resize(p_bones * 4 * 2);
} else {
skeleton->bone_data.resize(p_bones * 4 * 3);
}
}
int RasterizerStorageGLES2::skeleton_get_bone_count(RID p_skeleton) const {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, 0);
return skeleton->size;
}
void RasterizerStorageGLES2::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_INDEX(p_bone, skeleton->size);
ERR_FAIL_COND(skeleton->use_2d);
float *bone_data = skeleton->bone_data.ptrw();
int base_offset = p_bone * 4 * 3;
bone_data[base_offset + 0] = p_transform.basis[0].x;
bone_data[base_offset + 1] = p_transform.basis[0].y;
bone_data[base_offset + 2] = p_transform.basis[0].z;
bone_data[base_offset + 3] = p_transform.origin.x;
bone_data[base_offset + 4] = p_transform.basis[1].x;
bone_data[base_offset + 5] = p_transform.basis[1].y;
bone_data[base_offset + 6] = p_transform.basis[1].z;
bone_data[base_offset + 7] = p_transform.origin.y;
bone_data[base_offset + 8] = p_transform.basis[2].x;
bone_data[base_offset + 9] = p_transform.basis[2].y;
bone_data[base_offset + 10] = p_transform.basis[2].z;
bone_data[base_offset + 11] = p_transform.origin.z;
if (!skeleton->update_list.in_list()) {
skeleton_update_list.add(&skeleton->update_list);
}
}
Transform RasterizerStorageGLES2::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, Transform());
ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform());
ERR_FAIL_COND_V(skeleton->use_2d, Transform());
const float *bone_data = skeleton->bone_data.ptr();
Transform ret;
int base_offset = p_bone * 4 * 3;
ret.basis[0].x = bone_data[base_offset + 0];
ret.basis[0].y = bone_data[base_offset + 1];
ret.basis[0].z = bone_data[base_offset + 2];
ret.origin.x = bone_data[base_offset + 3];
ret.basis[1].x = bone_data[base_offset + 4];
ret.basis[1].y = bone_data[base_offset + 5];
ret.basis[1].z = bone_data[base_offset + 6];
ret.origin.y = bone_data[base_offset + 7];
ret.basis[2].x = bone_data[base_offset + 8];
ret.basis[2].y = bone_data[base_offset + 9];
ret.basis[2].z = bone_data[base_offset + 10];
ret.origin.z = bone_data[base_offset + 11];
return ret;
}
void RasterizerStorageGLES2::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_INDEX(p_bone, skeleton->size);
ERR_FAIL_COND(!skeleton->use_2d);
float *bone_data = skeleton->bone_data.ptrw();
int base_offset = p_bone * 4 * 2;
bone_data[base_offset + 0] = p_transform[0][0];
bone_data[base_offset + 1] = p_transform[1][0];
bone_data[base_offset + 2] = 0;
bone_data[base_offset + 3] = p_transform[2][0];
bone_data[base_offset + 4] = p_transform[0][1];
bone_data[base_offset + 5] = p_transform[1][1];
bone_data[base_offset + 6] = 0;
bone_data[base_offset + 7] = p_transform[2][1];
if (!skeleton->update_list.in_list()) {
skeleton_update_list.add(&skeleton->update_list);
}
}
Transform2D RasterizerStorageGLES2::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, Transform2D());
ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D());
ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D());
const float *bone_data = skeleton->bone_data.ptr();
Transform2D ret;
int base_offset = p_bone * 4 * 2;
ret[0][0] = bone_data[base_offset + 0];
ret[1][0] = bone_data[base_offset + 1];
ret[2][0] = bone_data[base_offset + 3];
ret[0][1] = bone_data[base_offset + 4];
ret[1][1] = bone_data[base_offset + 5];
ret[2][1] = bone_data[base_offset + 7];
return ret;
}
void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
skeleton->base_transform_2d = p_base_transform;
}
void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) {
glBindBuffer(GL_ARRAY_BUFFER, resources.skeleton_transform_buffer);
uint32_t buffer_size = p_size * sizeof(float);
if (p_size > resources.skeleton_transform_buffer_size) {
// new requested buffer is bigger, so resizing the GPU buffer
resources.skeleton_transform_buffer_size = p_size;
glBufferData(GL_ARRAY_BUFFER, buffer_size, p_data.read().ptr(), GL_DYNAMIC_DRAW);
} else {
// this may not be best, it could be better to use glBufferData in both cases.
buffer_orphan_and_upload(resources.skeleton_transform_buffer_size, 0, buffer_size, p_data.read().ptr(), GL_ARRAY_BUFFER, true);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerStorageGLES2::update_dirty_skeletons() {
if (config.use_skeleton_software)
return;
glActiveTexture(GL_TEXTURE0);
while (skeleton_update_list.first()) {
Skeleton *skeleton = skeleton_update_list.first()->self();
if (skeleton->size) {
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, skeleton->size * (skeleton->use_2d ? 2 : 3), 1, GL_RGBA, GL_FLOAT, skeleton->bone_data.ptr());
}
for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
E->get()->base_changed(true, false);
}
skeleton_update_list.remove(skeleton_update_list.first());
}
}
/* Light API */
RID RasterizerStorageGLES2::light_create(VS::LightType p_type) {
Light *light = memnew(Light);
light->type = p_type;
light->param[VS::LIGHT_PARAM_ENERGY] = 1.0;
light->param[VS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
light->param[VS::LIGHT_PARAM_SPECULAR] = 0.5;
light->param[VS::LIGHT_PARAM_RANGE] = 1.0;
light->param[VS::LIGHT_PARAM_SPOT_ANGLE] = 45;
light->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] = 45;
light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
light->color = Color(1, 1, 1, 1);
light->shadow = false;
light->negative = false;
light->cull_mask = 0xFFFFFFFF;
light->directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
light->omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
light->omni_shadow_detail = VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL;
light->directional_blend_splits = false;
light->directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
light->reverse_cull = false;
light->bake_mode = VS::LIGHT_BAKE_INDIRECT;
light->version = 0;
return light_owner.make_rid(light);
}
void RasterizerStorageGLES2::light_set_color(RID p_light, const Color &p_color) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->color = p_color;
}
void RasterizerStorageGLES2::light_set_param(RID p_light, VS::LightParam p_param, float p_value) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
ERR_FAIL_INDEX(p_param, VS::LIGHT_PARAM_MAX);
switch (p_param) {
case VS::LIGHT_PARAM_RANGE:
case VS::LIGHT_PARAM_SPOT_ANGLE:
case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
case VS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
light->instance_change_notify(true, false);
} break;
default: {
}
}
light->param[p_param] = p_value;
}
void RasterizerStorageGLES2::light_set_shadow(RID p_light, bool p_enabled) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->shadow = p_enabled;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::light_set_shadow_color(RID p_light, const Color &p_color) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->shadow_color = p_color;
}
void RasterizerStorageGLES2::light_set_projector(RID p_light, RID p_texture) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->projector = p_texture;
}
void RasterizerStorageGLES2::light_set_negative(RID p_light, bool p_enable) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->negative = p_enable;
}
void RasterizerStorageGLES2::light_set_cull_mask(RID p_light, uint32_t p_mask) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->cull_mask = p_mask;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->reverse_cull = p_enabled;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::light_set_use_gi(RID p_light, bool p_enabled) {
WARN_DEPRECATED_MSG("'VisualServer.light_set_use_gi' is deprecated and will be removed in a future version. Use 'VisualServer.light_set_bake_mode' instead.");
light_set_bake_mode(p_light, p_enabled ? VS::LightBakeMode::LIGHT_BAKE_INDIRECT : VS::LightBakeMode::LIGHT_BAKE_DISABLED);
}
void RasterizerStorageGLES2::light_set_bake_mode(RID p_light, VS::LightBakeMode p_bake_mode) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->bake_mode = p_bake_mode;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->omni_shadow_mode = p_mode;
light->version++;
light->instance_change_notify(true, false);
}
VS::LightOmniShadowMode RasterizerStorageGLES2::light_omni_get_shadow_mode(RID p_light) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI_SHADOW_CUBE);
return light->omni_shadow_mode;
}
void RasterizerStorageGLES2::light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->omni_shadow_detail = p_detail;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->directional_shadow_mode = p_mode;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::light_directional_set_blend_splits(RID p_light, bool p_enable) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->directional_blend_splits = p_enable;
light->version++;
light->instance_change_notify(true, false);
}
bool RasterizerStorageGLES2::light_directional_get_blend_splits(RID p_light) const {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, false);
return light->directional_blend_splits;
}
VS::LightDirectionalShadowMode RasterizerStorageGLES2::light_directional_get_shadow_mode(RID p_light) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
return light->directional_shadow_mode;
}
void RasterizerStorageGLES2::light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->directional_range_mode = p_range_mode;
}
VS::LightDirectionalShadowDepthRangeMode RasterizerStorageGLES2::light_directional_get_shadow_depth_range_mode(RID p_light) const {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
return light->directional_range_mode;
}
VS::LightType RasterizerStorageGLES2::light_get_type(RID p_light) const {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
return light->type;
}
float RasterizerStorageGLES2::light_get_param(RID p_light, VS::LightParam p_param) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, 0.0);
ERR_FAIL_INDEX_V(p_param, VS::LIGHT_PARAM_MAX, 0.0);
return light->param[p_param];
}
Color RasterizerStorageGLES2::light_get_color(RID p_light) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, Color());
return light->color;
}
bool RasterizerStorageGLES2::light_get_use_gi(RID p_light) {
return light_get_bake_mode(p_light) != VS::LightBakeMode::LIGHT_BAKE_DISABLED;
}
VS::LightBakeMode RasterizerStorageGLES2::light_get_bake_mode(RID p_light) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LightBakeMode::LIGHT_BAKE_DISABLED);
return light->bake_mode;
}
bool RasterizerStorageGLES2::light_has_shadow(RID p_light) const {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, false);
return light->shadow;
}
uint64_t RasterizerStorageGLES2::light_get_version(RID p_light) const {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->version;
}
AABB RasterizerStorageGLES2::light_get_aabb(RID p_light) const {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, AABB());
switch (light->type) {
case VS::LIGHT_SPOT: {
float len = light->param[VS::LIGHT_PARAM_RANGE];
float size = Math::tan(Math::deg2rad(light->param[VS::LIGHT_PARAM_SPOT_ANGLE])) * len;
return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
};
case VS::LIGHT_OMNI: {
float r = light->param[VS::LIGHT_PARAM_RANGE];
return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
};
case VS::LIGHT_DIRECTIONAL: {
return AABB();
};
}
ERR_FAIL_V(AABB());
}
/* PROBE API */
RID RasterizerStorageGLES2::reflection_probe_create() {
ReflectionProbe *reflection_probe = memnew(ReflectionProbe);
reflection_probe->intensity = 1.0;
reflection_probe->interior_ambient = Color();
reflection_probe->interior_ambient_energy = 1.0;
reflection_probe->interior_ambient_probe_contrib = 0.0;
reflection_probe->max_distance = 0;
reflection_probe->extents = Vector3(1, 1, 1);
reflection_probe->origin_offset = Vector3(0, 0, 0);
reflection_probe->interior = false;
reflection_probe->box_projection = false;
reflection_probe->enable_shadows = false;
reflection_probe->cull_mask = (1 << 20) - 1;
reflection_probe->update_mode = VS::REFLECTION_PROBE_UPDATE_ONCE;
reflection_probe->resolution = 128;
return reflection_probe_owner.make_rid(reflection_probe);
}
void RasterizerStorageGLES2::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->update_mode = p_mode;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->intensity = p_intensity;
}
void RasterizerStorageGLES2::reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior_ambient = p_ambient;
}
void RasterizerStorageGLES2::reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior_ambient_energy = p_energy;
}
void RasterizerStorageGLES2::reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior_ambient_probe_contrib = p_contrib;
}
void RasterizerStorageGLES2::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->max_distance = p_distance;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->extents = p_extents;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->origin_offset = p_offset;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior = p_enable;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->box_projection = p_enable;
}
void RasterizerStorageGLES2::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->enable_shadows = p_enable;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->cull_mask = p_layers;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES2::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->resolution = p_resolution;
}
AABB RasterizerStorageGLES2::reflection_probe_get_aabb(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, AABB());
AABB aabb;
aabb.position = -reflection_probe->extents;
aabb.size = reflection_probe->extents * 2.0;
return aabb;
}
VS::ReflectionProbeUpdateMode RasterizerStorageGLES2::reflection_probe_get_update_mode(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, VS::REFLECTION_PROBE_UPDATE_ALWAYS);
return reflection_probe->update_mode;
}
uint32_t RasterizerStorageGLES2::reflection_probe_get_cull_mask(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->cull_mask;
}
Vector3 RasterizerStorageGLES2::reflection_probe_get_extents(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Vector3());
return reflection_probe->extents;
}
Vector3 RasterizerStorageGLES2::reflection_probe_get_origin_offset(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Vector3());
return reflection_probe->origin_offset;
}
bool RasterizerStorageGLES2::reflection_probe_renders_shadows(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, false);
return reflection_probe->enable_shadows;
}
float RasterizerStorageGLES2::reflection_probe_get_origin_max_distance(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->max_distance;
}
int RasterizerStorageGLES2::reflection_probe_get_resolution(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->resolution;
}
RID RasterizerStorageGLES2::gi_probe_create() {
return RID();
}
void RasterizerStorageGLES2::gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) {
}
AABB RasterizerStorageGLES2::gi_probe_get_bounds(RID p_probe) const {
return AABB();
}
void RasterizerStorageGLES2::gi_probe_set_cell_size(RID p_probe, float p_size) {
}
float RasterizerStorageGLES2::gi_probe_get_cell_size(RID p_probe) const {
return 0.0;
}
void RasterizerStorageGLES2::gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) {
}
Transform RasterizerStorageGLES2::gi_probe_get_to_cell_xform(RID p_probe) const {
return Transform();
}
void RasterizerStorageGLES2::gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) {
}
PoolVector<int> RasterizerStorageGLES2::gi_probe_get_dynamic_data(RID p_probe) const {
return PoolVector<int>();
}
void RasterizerStorageGLES2::gi_probe_set_dynamic_range(RID p_probe, int p_range) {
}
int RasterizerStorageGLES2::gi_probe_get_dynamic_range(RID p_probe) const {
return 0;
}
void RasterizerStorageGLES2::gi_probe_set_energy(RID p_probe, float p_range) {
}
void RasterizerStorageGLES2::gi_probe_set_bias(RID p_probe, float p_range) {
}
void RasterizerStorageGLES2::gi_probe_set_normal_bias(RID p_probe, float p_range) {
}
void RasterizerStorageGLES2::gi_probe_set_propagation(RID p_probe, float p_range) {
}
void RasterizerStorageGLES2::gi_probe_set_interior(RID p_probe, bool p_enable) {
}
bool RasterizerStorageGLES2::gi_probe_is_interior(RID p_probe) const {
return false;
}
void RasterizerStorageGLES2::gi_probe_set_compress(RID p_probe, bool p_enable) {
}
bool RasterizerStorageGLES2::gi_probe_is_compressed(RID p_probe) const {
return false;
}
float RasterizerStorageGLES2::gi_probe_get_energy(RID p_probe) const {
return 0;
}
float RasterizerStorageGLES2::gi_probe_get_bias(RID p_probe) const {
return 0;
}
float RasterizerStorageGLES2::gi_probe_get_normal_bias(RID p_probe) const {
return 0;
}
float RasterizerStorageGLES2::gi_probe_get_propagation(RID p_probe) const {
return 0;
}
uint32_t RasterizerStorageGLES2::gi_probe_get_version(RID p_probe) {
return 0;
}
RasterizerStorage::GIProbeCompression RasterizerStorageGLES2::gi_probe_get_dynamic_data_get_preferred_compression() const {
return GI_PROBE_UNCOMPRESSED;
}
RID RasterizerStorageGLES2::gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) {
return RID();
}
void RasterizerStorageGLES2::gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) {
}
///////
RID RasterizerStorageGLES2::lightmap_capture_create() {
LightmapCapture *capture = memnew(LightmapCapture);
return lightmap_capture_data_owner.make_rid(capture);
}
void RasterizerStorageGLES2::lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
capture->bounds = p_bounds;
capture->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES2::lightmap_capture_get_bounds(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, AABB());
return capture->bounds;
}
void RasterizerStorageGLES2::lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) {
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
ERR_FAIL_COND(p_octree.size() == 0 || (p_octree.size() % sizeof(LightmapCaptureOctree)) != 0);
capture->octree.resize(p_octree.size() / sizeof(LightmapCaptureOctree));
if (p_octree.size()) {
PoolVector<LightmapCaptureOctree>::Write w = capture->octree.write();
PoolVector<uint8_t>::Read r = p_octree.read();
copymem(w.ptr(), r.ptr(), p_octree.size());
}
capture->instance_change_notify(true, false);
}
PoolVector<uint8_t> RasterizerStorageGLES2::lightmap_capture_get_octree(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, PoolVector<uint8_t>());
if (capture->octree.size() == 0)
return PoolVector<uint8_t>();
PoolVector<uint8_t> ret;
ret.resize(capture->octree.size() * sizeof(LightmapCaptureOctree));
{
PoolVector<LightmapCaptureOctree>::Read r = capture->octree.read();
PoolVector<uint8_t>::Write w = ret.write();
copymem(w.ptr(), r.ptr(), ret.size());
}
return ret;
}
void RasterizerStorageGLES2::lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
capture->cell_xform = p_xform;
}
Transform RasterizerStorageGLES2::lightmap_capture_get_octree_cell_transform(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, Transform());
return capture->cell_xform;
}
void RasterizerStorageGLES2::lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
capture->cell_subdiv = p_subdiv;
}
int RasterizerStorageGLES2::lightmap_capture_get_octree_cell_subdiv(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, 0);
return capture->cell_subdiv;
}
void RasterizerStorageGLES2::lightmap_capture_set_energy(RID p_capture, float p_energy) {
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
capture->energy = p_energy;
}
float RasterizerStorageGLES2::lightmap_capture_get_energy(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, 0);
return capture->energy;
}
const PoolVector<RasterizerStorage::LightmapCaptureOctree> *RasterizerStorageGLES2::lightmap_capture_get_octree_ptr(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, NULL);
return &capture->octree;
}
///////
RID RasterizerStorageGLES2::particles_create() {
return RID();
}
void RasterizerStorageGLES2::particles_set_emitting(RID p_particles, bool p_emitting) {
}
bool RasterizerStorageGLES2::particles_get_emitting(RID p_particles) {
return false;
}
void RasterizerStorageGLES2::particles_set_amount(RID p_particles, int p_amount) {
}
void RasterizerStorageGLES2::particles_set_lifetime(RID p_particles, float p_lifetime) {
}
void RasterizerStorageGLES2::particles_set_one_shot(RID p_particles, bool p_one_shot) {
}
void RasterizerStorageGLES2::particles_set_pre_process_time(RID p_particles, float p_time) {
}
void RasterizerStorageGLES2::particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {
}
void RasterizerStorageGLES2::particles_set_randomness_ratio(RID p_particles, float p_ratio) {
}
void RasterizerStorageGLES2::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
}
void RasterizerStorageGLES2::particles_set_speed_scale(RID p_particles, float p_scale) {
}
void RasterizerStorageGLES2::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
}
void RasterizerStorageGLES2::particles_set_fixed_fps(RID p_particles, int p_fps) {
}
void RasterizerStorageGLES2::particles_set_fractional_delta(RID p_particles, bool p_enable) {
}
void RasterizerStorageGLES2::particles_set_process_material(RID p_particles, RID p_material) {
}
void RasterizerStorageGLES2::particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) {
}
void RasterizerStorageGLES2::particles_set_draw_passes(RID p_particles, int p_passes) {
}
void RasterizerStorageGLES2::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
}
void RasterizerStorageGLES2::particles_restart(RID p_particles) {
}
void RasterizerStorageGLES2::particles_request_process(RID p_particles) {
}
AABB RasterizerStorageGLES2::particles_get_current_aabb(RID p_particles) {
return AABB();
}
AABB RasterizerStorageGLES2::particles_get_aabb(RID p_particles) const {
return AABB();
}
void RasterizerStorageGLES2::particles_set_emission_transform(RID p_particles, const Transform &p_transform) {
}
int RasterizerStorageGLES2::particles_get_draw_passes(RID p_particles) const {
return 0;
}
RID RasterizerStorageGLES2::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
return RID();
}
void RasterizerStorageGLES2::update_particles() {
}
bool RasterizerStorageGLES2::particles_is_inactive(RID p_particles) const {
return true;
}
////////
void RasterizerStorageGLES2::instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
skeleton->instances.insert(p_instance);
}
void RasterizerStorageGLES2::instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
skeleton->instances.erase(p_instance);
}
void RasterizerStorageGLES2::instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {
Instantiable *inst = NULL;
switch (p_instance->base_type) {
case VS::INSTANCE_MESH: {
inst = mesh_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_MULTIMESH: {
inst = multimesh_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_IMMEDIATE: {
inst = immediate_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
/*case VS::INSTANCE_PARTICLES: {
inst = particles_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;*/
case VS::INSTANCE_REFLECTION_PROBE: {
inst = reflection_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_LIGHT: {
inst = light_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
/*case VS::INSTANCE_GI_PROBE: {
inst = gi_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;*/
case VS::INSTANCE_LIGHTMAP_CAPTURE: {
inst = lightmap_capture_data_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
default: {
ERR_FAIL();
}
}
inst->instance_list.add(&p_instance->dependency_item);
}
void RasterizerStorageGLES2::instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {
Instantiable *inst = NULL;
switch (p_instance->base_type) {
case VS::INSTANCE_MESH: {
inst = mesh_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_MULTIMESH: {
inst = multimesh_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_IMMEDIATE: {
inst = immediate_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
/*case VS::INSTANCE_PARTICLES: {
inst = particles_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;*/
case VS::INSTANCE_REFLECTION_PROBE: {
inst = reflection_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_LIGHT: {
inst = light_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
/*case VS::INSTANCE_GI_PROBE: {
inst = gi_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break; */
case VS::INSTANCE_LIGHTMAP_CAPTURE: {
inst = lightmap_capture_data_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
default: {
ERR_FAIL();
}
}
inst->instance_list.remove(&p_instance->dependency_item);
}
/* RENDER TARGET */
void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
// do not allocate a render target with no size
if (rt->width <= 0 || rt->height <= 0)
return;
// do not allocate a render target that is attached to the screen
if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
rt->fbo = RasterizerStorageGLES2::system_fbo;
return;
}
GLuint color_internal_format;
GLuint color_format;
GLuint color_type = GL_UNSIGNED_BYTE;
Image::Format image_format;
if (rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
#ifdef GLES_OVER_GL
color_internal_format = GL_RGBA8;
#else
color_internal_format = GL_RGBA;
#endif
color_format = GL_RGBA;
image_format = Image::FORMAT_RGBA8;
} else {
#ifdef GLES_OVER_GL
color_internal_format = GL_RGB8;
#else
color_internal_format = GL_RGB;
#endif
color_format = GL_RGB;
image_format = Image::FORMAT_RGB8;
}
rt->used_dof_blur_near = false;
rt->mip_maps_allocated = false;
{
/* Front FBO */
Texture *texture = texture_owner.getornull(rt->texture);
ERR_FAIL_COND(!texture);
// framebuffer
glGenFramebuffers(1, &rt->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
// color
glGenTextures(1, &rt->color);
glBindTexture(GL_TEXTURE_2D, rt->color);
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
// depth
if (config.support_depth_texture) {
glGenTextures(1, &rt->depth);
glBindTexture(GL_TEXTURE_2D, rt->depth);
glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
glGenRenderbuffers(1, &rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &rt->fbo);
if (config.support_depth_texture) {
glDeleteTextures(1, &rt->depth);
} else {
glDeleteRenderbuffers(1, &rt->depth);
}
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
rt->width = 0;
rt->height = 0;
rt->color = 0;
rt->depth = 0;
texture->tex_id = 0;
texture->active = false;
WARN_PRINT("Could not create framebuffer!!");
return;
}
texture->format = image_format;
texture->gl_format_cache = color_format;
texture->gl_type_cache = GL_UNSIGNED_BYTE;
texture->gl_internal_format_cache = color_internal_format;
texture->tex_id = rt->color;
texture->width = rt->width;
texture->alloc_width = rt->width;
texture->height = rt->height;
texture->alloc_height = rt->height;
texture->active = true;
texture_set_flags(rt->texture, texture->flags);
}
/* BACK FBO */
/* For MSAA */
#ifndef JAVASCRIPT_ENABLED
if (rt->msaa >= VS::VIEWPORT_MSAA_2X && rt->msaa <= VS::VIEWPORT_MSAA_16X && config.multisample_supported) {
rt->multisample_active = true;
static const int msaa_value[] = { 0, 2, 4, 8, 16 };
int msaa = msaa_value[rt->msaa];
int max_samples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
if (msaa > max_samples) {
WARN_PRINTS("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
msaa = max_samples;
}
//regular fbo
glGenFramebuffers(1, &rt->multisample_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->multisample_fbo);
glGenRenderbuffers(1, &rt->multisample_depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
#if defined(GLES_OVER_GL) || defined(IPHONE_ENABLED)
glGenRenderbuffers(1, &rt->multisample_color);
glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
#elif ANDROID_ENABLED
// Render to a texture in android
glGenTextures(1, &rt->multisample_color);
glBindTexture(GL_TEXTURE_2D, rt->multisample_color);
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
// multisample buffer is same size as front buffer, so just use nearest
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->multisample_color, 0, msaa);
#endif
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
// Delete allocated resources and default to no MSAA
WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
printf("err status: %x\n", status);
config.multisample_supported = false;
rt->multisample_active = false;
glDeleteFramebuffers(1, &rt->multisample_fbo);
rt->multisample_fbo = 0;
glDeleteRenderbuffers(1, &rt->multisample_depth);
rt->multisample_depth = 0;
#ifdef ANDROID_ENABLED
glDeleteTextures(1, &rt->multisample_color);
#else
glDeleteRenderbuffers(1, &rt->multisample_color);
#endif
rt->multisample_color = 0;
}
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#ifdef ANDROID_ENABLED
glBindTexture(GL_TEXTURE_2D, 0);
#endif
} else
#endif // JAVASCRIPT_ENABLED
{
rt->multisample_active = false;
}
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// copy texscreen buffers
if (!(rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING])) {
glGenTextures(1, &rt->copy_screen_effect.color);
glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
if (rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenFramebuffers(1, &rt->copy_screen_effect.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->copy_screen_effect.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
}
// Allocate mipmap chains for post_process effects
if (!rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D] && rt->width >= 2 && rt->height >= 2) {
for (int i = 0; i < 2; i++) {
ERR_FAIL_COND(rt->mip_maps[i].sizes.size());
int w = rt->width;
int h = rt->height;
if (i > 0) {
w >>= 1;
h >>= 1;
}
int level = 0;
int fb_w = w;
int fb_h = h;
while (true) {
RenderTarget::MipMaps::Size mm;
mm.width = w;
mm.height = h;
rt->mip_maps[i].sizes.push_back(mm);
w >>= 1;
h >>= 1;
if (w < 2 || h < 2)
break;
level++;
}
GLsizei width = fb_w;
GLsizei height = fb_h;
if (config.render_to_mipmap_supported) {
glGenTextures(1, &rt->mip_maps[i].color);
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color);
for (int l = 0; l < level + 1; l++) {
glTexImage2D(GL_TEXTURE_2D, l, color_internal_format, width, height, 0, color_format, color_type, NULL);
width = MAX(1, (width / 2));
height = MAX(1, (height / 2));
}
#ifdef GLES_OVER_GL
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
#endif
} else {
// Can't render to specific levels of a mipmap in ES 2.0 or Webgl so create a texture for each level
for (int l = 0; l < level + 1; l++) {
glGenTextures(1, &rt->mip_maps[i].sizes.write[l].color);
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[l].color);
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, width, height, 0, color_format, color_type, NULL);
width = MAX(1, (width / 2));
height = MAX(1, (height / 2));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
glDisable(GL_SCISSOR_TEST);
glColorMask(1, 1, 1, 1);
glDepthMask(GL_TRUE);
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j];
glGenFramebuffers(1, &mm.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
if (config.render_to_mipmap_supported) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j);
} else {
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color, 0);
}
bool used_depth = false;
if (j == 0 && i == 0) { //use always
if (config.support_depth_texture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
used_depth = true;
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
WARN_PRINT_ONCE("Cannot allocate mipmaps for 3D post processing effects");
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
return;
}
glClearColor(1.0, 0.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
if (used_depth) {
glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
}
}
rt->mip_maps[i].levels = level;
if (config.render_to_mipmap_supported) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
rt->mip_maps_allocated = true;
}
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
}
void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
// there is nothing to clear when DIRECT_TO_SCREEN is used
if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN])
return;
if (rt->fbo) {
glDeleteFramebuffers(1, &rt->fbo);
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
}
if (rt->external.fbo != 0) {
// free this
glDeleteFramebuffers(1, &rt->external.fbo);
// clean up our texture
Texture *t = texture_owner.get(rt->external.texture);
t->alloc_height = 0;
t->alloc_width = 0;
t->width = 0;
t->height = 0;
t->active = false;
texture_owner.free(rt->external.texture);
memdelete(t);
rt->external.fbo = 0;
}
if (rt->depth) {
if (config.support_depth_texture) {
glDeleteTextures(1, &rt->depth);
} else {
glDeleteRenderbuffers(1, &rt->depth);
}
rt->depth = 0;
}
Texture *tex = texture_owner.get(rt->texture);
tex->alloc_height = 0;
tex->alloc_width = 0;
tex->width = 0;
tex->height = 0;
tex->active = false;
if (rt->copy_screen_effect.color) {
glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
rt->copy_screen_effect.fbo = 0;
glDeleteTextures(1, &rt->copy_screen_effect.color);
rt->copy_screen_effect.color = 0;
}
for (int i = 0; i < 2; i++) {
if (rt->mip_maps[i].sizes.size()) {
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo);
glDeleteTextures(1, &rt->mip_maps[i].sizes[j].color);
}
glDeleteTextures(1, &rt->mip_maps[i].color);
rt->mip_maps[i].sizes.clear();
rt->mip_maps[i].levels = 0;
rt->mip_maps[i].color = 0;
}
}
if (rt->multisample_active) {
glDeleteFramebuffers(1, &rt->multisample_fbo);
rt->multisample_fbo = 0;
glDeleteRenderbuffers(1, &rt->multisample_depth);
rt->multisample_depth = 0;
#ifdef ANDROID_ENABLED
glDeleteTextures(1, &rt->multisample_color);
#else
glDeleteRenderbuffers(1, &rt->multisample_color);
#endif
rt->multisample_color = 0;
}
}
RID RasterizerStorageGLES2::render_target_create() {
RenderTarget *rt = memnew(RenderTarget);
Texture *t = memnew(Texture);
t->type = VS::TEXTURE_TYPE_2D;
t->flags = 0;
t->width = 0;
t->height = 0;
t->alloc_height = 0;
t->alloc_width = 0;
t->format = Image::FORMAT_R8;
t->target = GL_TEXTURE_2D;
t->gl_format_cache = 0;
t->gl_internal_format_cache = 0;
t->gl_type_cache = 0;
t->data_size = 0;
t->total_data_size = 0;
t->ignore_mipmaps = false;
t->compressed = false;
t->mipmaps = 1;
t->active = true;
t->tex_id = 0;
t->render_target = rt;
rt->texture = texture_owner.make_rid(t);
return render_target_owner.make_rid(rt);
}
void RasterizerStorageGLES2::render_target_set_position(RID p_render_target, int p_x, int p_y) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
rt->x = p_x;
rt->y = p_y;
}
void RasterizerStorageGLES2::render_target_set_size(RID p_render_target, int p_width, int p_height) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
if (p_width == rt->width && p_height == rt->height)
return;
_render_target_clear(rt);
rt->width = p_width;
rt->height = p_height;
_render_target_allocate(rt);
}
RID RasterizerStorageGLES2::render_target_get_texture(RID p_render_target) const {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
if (rt->external.fbo == 0) {
return rt->texture;
} else {
return rt->external.texture;
}
}
void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
if (p_texture_id == 0) {
if (rt->external.fbo != 0) {
// free this
glDeleteFramebuffers(1, &rt->external.fbo);
// and this
if (rt->external.depth != 0) {
glDeleteRenderbuffers(1, &rt->external.depth);
}
// clean up our texture
Texture *t = texture_owner.get(rt->external.texture);
t->alloc_height = 0;
t->alloc_width = 0;
t->width = 0;
t->height = 0;
t->active = false;
texture_owner.free(rt->external.texture);
memdelete(t);
rt->external.fbo = 0;
rt->external.color = 0;
rt->external.depth = 0;
}
} else {
Texture *t;
if (rt->external.fbo == 0) {
// create our fbo
glGenFramebuffers(1, &rt->external.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
// allocate a texture
t = memnew(Texture);
t->type = VS::TEXTURE_TYPE_2D;
t->flags = 0;
t->width = 0;
t->height = 0;
t->alloc_height = 0;
t->alloc_width = 0;
t->format = Image::FORMAT_RGBA8;
t->target = GL_TEXTURE_2D;
t->gl_format_cache = 0;
t->gl_internal_format_cache = 0;
t->gl_type_cache = 0;
t->data_size = 0;
t->compressed = false;
t->srgb = false;
t->total_data_size = 0;
t->ignore_mipmaps = false;
t->mipmaps = 1;
t->active = true;
t->tex_id = 0;
t->render_target = rt;
rt->external.texture = texture_owner.make_rid(t);
} else {
// bind our frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
// find our texture
t = texture_owner.get(rt->external.texture);
}
// set our texture
t->tex_id = p_texture_id;
rt->external.color = p_texture_id;
// size shouldn't be different
t->width = rt->width;
t->height = rt->height;
t->alloc_height = rt->width;
t->alloc_width = rt->height;
// Switch our texture on our frame buffer
#if ANDROID_ENABLED
if (rt->msaa >= VS::VIEWPORT_MSAA_EXT_2X && rt->msaa <= VS::VIEWPORT_MSAA_EXT_4X) {
// This code only applies to the Oculus Go and Oculus Quest. Due to the the tiled nature
// of the GPU we can do a single render pass by rendering directly into our texture chains
// texture and apply MSAA as we render.
// On any other hardware these two modes are ignored and we do not have any MSAA,
// the normal MSAA modes need to be used to enable our two pass approach
static const int msaa_value[] = { 2, 4 };
int msaa = msaa_value[rt->msaa - VS::VIEWPORT_MSAA_EXT_2X];
if (rt->external.depth == 0) {
// create a multisample depth buffer, we're not reusing Godots because Godot's didn't get created..
glGenRenderbuffers(1, &rt->external.depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->external.depth);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->external.depth);
}
// and set our external texture as the texture...
glFramebufferTexture2DMultisample(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0, msaa);
} else
#endif
{
// set our texture as the destination for our framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
if (config.support_depth_texture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
}
// check status and unbind
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("framebuffer fail, status: %x\n", status);
}
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
}
void RasterizerStorageGLES2::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
// When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as
// those functions change how they operate depending on the value of DIRECT_TO_SCREEN
if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
_render_target_clear(rt);
rt->flags[p_flag] = p_value;
_render_target_allocate(rt);
}
rt->flags[p_flag] = p_value;
switch (p_flag) {
case RENDER_TARGET_TRANSPARENT:
case RENDER_TARGET_HDR:
case RENDER_TARGET_NO_3D:
case RENDER_TARGET_NO_SAMPLING:
case RENDER_TARGET_NO_3D_EFFECTS: {
//must reset for these formats
_render_target_clear(rt);
_render_target_allocate(rt);
} break;
default: {
}
}
}
bool RasterizerStorageGLES2::render_target_was_used(RID p_render_target) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return rt->used_in_frame;
}
void RasterizerStorageGLES2::render_target_clear_used(RID p_render_target) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
rt->used_in_frame = false;
}
void RasterizerStorageGLES2::render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
if (rt->msaa == p_msaa)
return;
if (!config.multisample_supported) {
ERR_PRINT("MSAA not supported on this hardware.");
return;
}
_render_target_clear(rt);
rt->msaa = p_msaa;
_render_target_allocate(rt);
}
void RasterizerStorageGLES2::render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
rt->use_fxaa = p_fxaa;
}
void RasterizerStorageGLES2::render_target_set_use_debanding(RID p_render_target, bool p_debanding) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
if (p_debanding) {
WARN_PRINT_ONCE("Debanding is not supported in the GLES2 backend. Switch to the GLES3 backend and make sure HDR is enabled.");
}
rt->use_debanding = p_debanding;
}
/* CANVAS SHADOW */
RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
CanvasLightShadow *cls = memnew(CanvasLightShadow);
if (p_width > config.max_texture_size)
p_width = config.max_texture_size;
cls->size = p_width;
cls->height = 16;
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &cls->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
glGenRenderbuffers(1, &cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
glRenderbufferStorage(GL_RENDERBUFFER, config.depth_buffer_internalformat, cls->size, cls->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
glGenTextures(1, &cls->distance);
glBindTexture(GL_TEXTURE_2D, cls->distance);
if (config.use_rgba_2d_shadows) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
} else {
#ifdef GLES_OVER_GL
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, _RED_OES, GL_FLOAT, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_FLOAT, cls->size, cls->height, 0, _RED_OES, GL_FLOAT, NULL);
#endif
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
//printf("errnum: %x\n",status);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
memdelete(cls);
ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
}
return canvas_light_shadow_owner.make_rid(cls);
}
/* LIGHT SHADOW MAPPING */
RID RasterizerStorageGLES2::canvas_light_occluder_create() {
CanvasOccluder *co = memnew(CanvasOccluder);
co->index_id = 0;
co->vertex_id = 0;
co->len = 0;
return canvas_occluder_owner.make_rid(co);
}
void RasterizerStorageGLES2::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) {
CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
ERR_FAIL_COND(!co);
co->lines = p_lines;
if (p_lines.size() != co->len) {
if (co->index_id)
glDeleteBuffers(1, &co->index_id);
if (co->vertex_id)
glDeleteBuffers(1, &co->vertex_id);
co->index_id = 0;
co->vertex_id = 0;
co->len = 0;
}
if (p_lines.size()) {
PoolVector<float> geometry;
PoolVector<uint16_t> indices;
int lc = p_lines.size();
geometry.resize(lc * 6);
indices.resize(lc * 3);
PoolVector<float>::Write vw = geometry.write();
PoolVector<uint16_t>::Write iw = indices.write();
PoolVector<Vector2>::Read lr = p_lines.read();
const int POLY_HEIGHT = 16384;
for (int i = 0; i < lc / 2; i++) {
vw[i * 12 + 0] = lr[i * 2 + 0].x;
vw[i * 12 + 1] = lr[i * 2 + 0].y;
vw[i * 12 + 2] = POLY_HEIGHT;
vw[i * 12 + 3] = lr[i * 2 + 1].x;
vw[i * 12 + 4] = lr[i * 2 + 1].y;
vw[i * 12 + 5] = POLY_HEIGHT;
vw[i * 12 + 6] = lr[i * 2 + 1].x;
vw[i * 12 + 7] = lr[i * 2 + 1].y;
vw[i * 12 + 8] = -POLY_HEIGHT;
vw[i * 12 + 9] = lr[i * 2 + 0].x;
vw[i * 12 + 10] = lr[i * 2 + 0].y;
vw[i * 12 + 11] = -POLY_HEIGHT;
iw[i * 6 + 0] = i * 4 + 0;
iw[i * 6 + 1] = i * 4 + 1;
iw[i * 6 + 2] = i * 4 + 2;
iw[i * 6 + 3] = i * 4 + 2;
iw[i * 6 + 4] = i * 4 + 3;
iw[i * 6 + 5] = i * 4 + 0;
}
//if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
if (!co->vertex_id) {
glGenBuffers(1, &co->vertex_id);
glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
} else {
glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
glBufferSubData(GL_ARRAY_BUFFER, 0, lc * 6 * sizeof(real_t), vw.ptr());
}
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
if (!co->index_id) {
glGenBuffers(1, &co->index_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_DYNAMIC_DRAW);
} else {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, lc * 3 * sizeof(uint16_t), iw.ptr());
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
co->len = lc;
}
}
VS::InstanceType RasterizerStorageGLES2::get_base_type(RID p_rid) const {
if (mesh_owner.owns(p_rid)) {
return VS::INSTANCE_MESH;
} else if (light_owner.owns(p_rid)) {
return VS::INSTANCE_LIGHT;
} else if (multimesh_owner.owns(p_rid)) {
return VS::INSTANCE_MULTIMESH;
} else if (immediate_owner.owns(p_rid)) {
return VS::INSTANCE_IMMEDIATE;
} else if (reflection_probe_owner.owns(p_rid)) {
return VS::INSTANCE_REFLECTION_PROBE;
} else if (lightmap_capture_data_owner.owns(p_rid)) {
return VS::INSTANCE_LIGHTMAP_CAPTURE;
} else {
return VS::INSTANCE_NONE;
}
}
bool RasterizerStorageGLES2::free(RID p_rid) {
if (render_target_owner.owns(p_rid)) {
RenderTarget *rt = render_target_owner.getornull(p_rid);
_render_target_clear(rt);
Texture *t = texture_owner.get(rt->texture);
texture_owner.free(rt->texture);
memdelete(t);
render_target_owner.free(p_rid);
memdelete(rt);
return true;
} else if (texture_owner.owns(p_rid)) {
Texture *t = texture_owner.get(p_rid);
// can't free a render target texture
ERR_FAIL_COND_V(t->render_target, true);
info.texture_mem -= t->total_data_size;
texture_owner.free(p_rid);
memdelete(t);
return true;
} else if (sky_owner.owns(p_rid)) {
Sky *sky = sky_owner.get(p_rid);
sky_set_texture(p_rid, RID(), 256);
sky_owner.free(p_rid);
memdelete(sky);
return true;
} else if (shader_owner.owns(p_rid)) {
Shader *shader = shader_owner.get(p_rid);
if (shader->shader && shader->custom_code_id) {
shader->shader->free_custom_shader(shader->custom_code_id);
}
if (shader->dirty_list.in_list()) {
_shader_dirty_list.remove(&shader->dirty_list);
}
while (shader->materials.first()) {
Material *m = shader->materials.first()->self();
m->shader = NULL;
_material_make_dirty(m);
shader->materials.remove(shader->materials.first());
}
shader_owner.free(p_rid);
memdelete(shader);
return true;
} else if (material_owner.owns(p_rid)) {
Material *m = material_owner.get(p_rid);
if (m->shader) {
m->shader->materials.remove(&m->list);
}
for (Map<Geometry *, int>::Element *E = m->geometry_owners.front(); E; E = E->next()) {
Geometry *g = E->key();
g->material = RID();
}
for (Map<RasterizerScene::InstanceBase *, int>::Element *E = m->instance_owners.front(); E; E = E->next()) {
RasterizerScene::InstanceBase *ins = E->key();
if (ins->material_override == p_rid) {
ins->material_override = RID();
}
for (int i = 0; i < ins->materials.size(); i++) {
if (ins->materials[i] == p_rid) {
ins->materials.write[i] = RID();
}
}
}
material_owner.free(p_rid);
memdelete(m);
return true;
} else if (skeleton_owner.owns(p_rid)) {
Skeleton *s = skeleton_owner.get(p_rid);
if (s->update_list.in_list()) {
skeleton_update_list.remove(&s->update_list);
}
for (Set<RasterizerScene::InstanceBase *>::Element *E = s->instances.front(); E; E = E->next()) {
E->get()->skeleton = RID();
}
skeleton_allocate(p_rid, 0, false);
if (s->tex_id) {
glDeleteTextures(1, &s->tex_id);
}
skeleton_owner.free(p_rid);
memdelete(s);
return true;
} else if (mesh_owner.owns(p_rid)) {
Mesh *mesh = mesh_owner.get(p_rid);
mesh->instance_remove_deps();
mesh_clear(p_rid);
while (mesh->multimeshes.first()) {
MultiMesh *multimesh = mesh->multimeshes.first()->self();
multimesh->mesh = RID();
multimesh->dirty_aabb = true;
mesh->multimeshes.remove(mesh->multimeshes.first());
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
mesh_owner.free(p_rid);
memdelete(mesh);
return true;
} else if (multimesh_owner.owns(p_rid)) {
MultiMesh *multimesh = multimesh_owner.get(p_rid);
multimesh->instance_remove_deps();
if (multimesh->mesh.is_valid()) {
Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
if (mesh) {
mesh->multimeshes.remove(&multimesh->mesh_list);
}
}
multimesh_allocate(p_rid, 0, VS::MULTIMESH_TRANSFORM_3D, VS::MULTIMESH_COLOR_NONE);
update_dirty_multimeshes();
multimesh_owner.free(p_rid);
memdelete(multimesh);
return true;
} else if (immediate_owner.owns(p_rid)) {
Immediate *im = immediate_owner.get(p_rid);
im->instance_remove_deps();
immediate_owner.free(p_rid);
memdelete(im);
return true;
} else if (light_owner.owns(p_rid)) {
Light *light = light_owner.get(p_rid);
light->instance_remove_deps();
light_owner.free(p_rid);
memdelete(light);
return true;
} else if (reflection_probe_owner.owns(p_rid)) {
// delete the texture
ReflectionProbe *reflection_probe = reflection_probe_owner.get(p_rid);
reflection_probe->instance_remove_deps();
reflection_probe_owner.free(p_rid);
memdelete(reflection_probe);
return true;
} else if (lightmap_capture_data_owner.owns(p_rid)) {
// delete the texture
LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get(p_rid);
lightmap_capture->instance_remove_deps();
lightmap_capture_data_owner.free(p_rid);
memdelete(lightmap_capture);
return true;
} else if (canvas_occluder_owner.owns(p_rid)) {
CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
if (co->index_id)
glDeleteBuffers(1, &co->index_id);
if (co->vertex_id)
glDeleteBuffers(1, &co->vertex_id);
canvas_occluder_owner.free(p_rid);
memdelete(co);
return true;
} else if (canvas_light_shadow_owner.owns(p_rid)) {
CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
glDeleteFramebuffers(1, &cls->fbo);
glDeleteRenderbuffers(1, &cls->depth);
glDeleteTextures(1, &cls->distance);
canvas_light_shadow_owner.free(p_rid);
memdelete(cls);
return true;
} else {
return false;
}
}
bool RasterizerStorageGLES2::has_os_feature(const String &p_feature) const {
if (p_feature == "pvrtc")
return config.pvrtc_supported;
if (p_feature == "s3tc")
return config.s3tc_supported;
if (p_feature == "etc")
return config.etc1_supported;
if (p_feature == "skinning_fallback")
return config.use_skeleton_software;
return false;
}
////////////////////////////////////////////
void RasterizerStorageGLES2::set_debug_generate_wireframes(bool p_generate) {
}
void RasterizerStorageGLES2::render_info_begin_capture() {
info.snap = info.render;
}
void RasterizerStorageGLES2::render_info_end_capture() {
info.snap.object_count = info.render.object_count - info.snap.object_count;
info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count;
info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count;
}
int RasterizerStorageGLES2::get_captured_render_info(VS::RenderInfo p_info) {
switch (p_info) {
case VS::INFO_OBJECTS_IN_FRAME: {
return info.snap.object_count;
} break;
case VS::INFO_VERTICES_IN_FRAME: {
return info.snap.vertices_count;
} break;
case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
return info.snap.material_switch_count;
} break;
case VS::INFO_SHADER_CHANGES_IN_FRAME: {
return info.snap.shader_rebind_count;
} break;
case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
return info.snap.surface_switch_count;
} break;
case VS::INFO_DRAW_CALLS_IN_FRAME: {
return info.snap.draw_call_count;
} break;
case VS::INFO_2D_ITEMS_IN_FRAME: {
return info.snap._2d_item_count;
} break;
case VS::INFO_2D_DRAW_CALLS_IN_FRAME: {
return info.snap._2d_draw_call_count;
} break;
default: {
return get_render_info(p_info);
}
}
}
int RasterizerStorageGLES2::get_render_info(VS::RenderInfo p_info) {
switch (p_info) {
case VS::INFO_OBJECTS_IN_FRAME:
return info.render_final.object_count;
case VS::INFO_VERTICES_IN_FRAME:
return info.render_final.vertices_count;
case VS::INFO_MATERIAL_CHANGES_IN_FRAME:
return info.render_final.material_switch_count;
case VS::INFO_SHADER_CHANGES_IN_FRAME:
return info.render_final.shader_rebind_count;
case VS::INFO_SURFACE_CHANGES_IN_FRAME:
return info.render_final.surface_switch_count;
case VS::INFO_DRAW_CALLS_IN_FRAME:
return info.render_final.draw_call_count;
case VS::INFO_2D_ITEMS_IN_FRAME:
return info.render_final._2d_item_count;
case VS::INFO_2D_DRAW_CALLS_IN_FRAME:
return info.render_final._2d_draw_call_count;
case VS::INFO_USAGE_VIDEO_MEM_TOTAL:
return 0; //no idea
case VS::INFO_VIDEO_MEM_USED:
return info.vertex_mem + info.texture_mem;
case VS::INFO_TEXTURE_MEM_USED:
return info.texture_mem;
case VS::INFO_VERTEX_MEM_USED:
return info.vertex_mem;
default:
return 0; //no idea either
}
}
String RasterizerStorageGLES2::get_video_adapter_name() const {
return (const char *)glGetString(GL_RENDERER);
}
String RasterizerStorageGLES2::get_video_adapter_vendor() const {
return (const char *)glGetString(GL_VENDOR);
}
void RasterizerStorageGLES2::initialize() {
RasterizerStorageGLES2::system_fbo = 0;
{
const GLubyte *extension_string = glGetString(GL_EXTENSIONS);
Vector<String> extensions = String((const char *)extension_string).split(" ");
for (int i = 0; i < extensions.size(); i++) {
config.extensions.insert(extensions[i]);
}
}
config.keep_original_textures = false;
config.shrink_textures_x2 = false;
config.depth_internalformat = GL_DEPTH_COMPONENT;
config.depth_type = GL_UNSIGNED_INT;
#ifdef GLES_OVER_GL
config.float_texture_supported = true;
config.s3tc_supported = true;
config.pvrtc_supported = false;
config.etc1_supported = false;
config.support_npot_repeat_mipmap = true;
config.depth_buffer_internalformat = GL_DEPTH_COMPONENT24;
#else
config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float");
config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || config.extensions.has("WEBGL_compressed_texture_etc1");
config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc") || config.extensions.has("WEBGL_compressed_texture_pvrtc");
config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
#ifdef JAVASCRIPT_ENABLED
// RenderBuffer internal format must be 16 bits in WebGL,
// but depth_texture should default to 32 always
// if the implementation doesn't support 32, it should just quietly use 16 instead
// https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
config.depth_type = GL_UNSIGNED_INT;
#else
// on mobile check for 24 bit depth support for RenderBufferStorage
if (config.extensions.has("GL_OES_depth24")) {
config.depth_buffer_internalformat = _DEPTH_COMPONENT24_OES;
config.depth_type = GL_UNSIGNED_INT;
} else {
config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
config.depth_type = GL_UNSIGNED_SHORT;
}
#endif
#endif
#ifndef GLES_OVER_GL
//Manually load extensions for android and ios
#ifdef IPHONE_ENABLED
// appears that IPhone doesn't need to dlopen TODO: test this rigorously before removing
//void *gles2_lib = dlopen(NULL, RTLD_LAZY);
//glRenderbufferStorageMultisampleAPPLE = dlsym(gles2_lib, "glRenderbufferStorageMultisampleAPPLE");
//glResolveMultisampleFramebufferAPPLE = dlsym(gles2_lib, "glResolveMultisampleFramebufferAPPLE");
#elif ANDROID_ENABLED
void *gles2_lib = dlopen("libGLESv2.so", RTLD_LAZY);
glRenderbufferStorageMultisampleEXT = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glRenderbufferStorageMultisampleEXT");
glFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)dlsym(gles2_lib, "glFramebufferTexture2DMultisampleEXT");
#endif
#endif
// Check for multisample support
config.multisample_supported = config.extensions.has("GL_EXT_framebuffer_multisample") || config.extensions.has("GL_EXT_multisampled_render_to_texture") || config.extensions.has("GL_APPLE_framebuffer_multisample");
#ifdef GLES_OVER_GL
//TODO: causes huge problems with desktop video drivers. Making false for now, needs to be true to render SCREEN_TEXTURE mipmaps
config.render_to_mipmap_supported = false;
#else
//check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms
config.render_to_mipmap_supported = config.extensions.has("GL_OES_fbo_render_mipmap") && config.extensions.has("GL_EXT_texture_lod");
#endif
#ifdef GLES_OVER_GL
config.use_rgba_2d_shadows = false;
config.support_depth_texture = true;
config.use_rgba_3d_shadows = false;
config.support_depth_cubemaps = true;
#else
config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
config.support_depth_texture = config.extensions.has("GL_OES_depth_texture") || config.extensions.has("WEBGL_depth_texture");
config.use_rgba_3d_shadows = !config.support_depth_texture;
config.support_depth_cubemaps = config.extensions.has("GL_OES_depth_texture_cube_map");
#endif
#ifdef GLES_OVER_GL
config.support_32_bits_indices = true;
#else
config.support_32_bits_indices = config.extensions.has("GL_OES_element_index_uint");
#endif
#ifdef GLES_OVER_GL
config.support_write_depth = true;
#elif defined(JAVASCRIPT_ENABLED)
config.support_write_depth = false;
#else
config.support_write_depth = config.extensions.has("GL_EXT_frag_depth");
#endif
config.support_half_float_vertices = true;
//every platform should support this except web, iOS has issues with their support, so add option to disable
#ifdef JAVASCRIPT_ENABLED
config.support_half_float_vertices = false;
#endif
bool disable_half_float = GLOBAL_GET("rendering/gles2/compatibility/disable_half_float");
if (disable_half_float) {
config.support_half_float_vertices = false;
}
config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc") || config.extensions.has("GL_ARB_texture_compression_rgtc") || config.extensions.has("EXT_texture_compression_rgtc");
config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc") || config.extensions.has("EXT_texture_compression_bptc");
//determine formats for depth textures (or renderbuffers)
if (config.support_depth_texture) {
// Will use texture for depth
// have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT,
// as there is no extension to test for this.
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLuint depth;
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config.depth_type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
glDeleteFramebuffers(1, &fbo);
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &depth);
if (status != GL_FRAMEBUFFER_COMPLETE) {
// If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT
// This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT
#ifdef GLES_OVER_GL
config.depth_internalformat = GL_DEPTH_COMPONENT16;
#else
// OES_depth_texture extension only specifies GL_DEPTH_COMPONENT.
config.depth_internalformat = GL_DEPTH_COMPONENT;
#endif
config.depth_type = GL_UNSIGNED_SHORT;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
glTexImage2D(GL_TEXTURE_2D, 0, config.depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
//if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth
config.support_depth_texture = false;
config.use_rgba_3d_shadows = true;
}
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
glDeleteFramebuffers(1, &fbo);
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &depth);
}
}
//picky requirements for these
config.support_shadow_cubemaps = config.support_depth_texture && config.support_write_depth && config.support_depth_cubemaps;
frame.count = 0;
frame.delta = 0;
frame.current_rt = NULL;
frame.clear_request = false;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &config.max_vertex_texture_image_units);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
// the use skeleton software path should be used if either float texture is not supported,
// OR max_vertex_texture_image_units is zero
config.use_skeleton_software = (config.float_texture_supported == false) || (config.max_vertex_texture_image_units == 0);
shaders.copy.init();
shaders.cubemap_filter.init();
bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::LOW_QUALITY, !ggx_hq);
{
// quad for copying stuff
glGenBuffers(1, &resources.quadie);
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
{
const float qv[16] = {
-1,
-1,
0,
0,
-1,
1,
0,
1,
1,
1,
1,
1,
1,
-1,
1,
0,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
{
//default textures
glGenTextures(1, &resources.white_tex);
unsigned char whitetexdata[8 * 8 * 3];
for (int i = 0; i < 8 * 8 * 3; i++) {
whitetexdata[i] = 255;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.white_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &resources.black_tex);
unsigned char blacktexdata[8 * 8 * 3];
for (int i = 0; i < 8 * 8 * 3; i++) {
blacktexdata[i] = 0;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.black_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, blacktexdata);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &resources.normal_tex);
unsigned char normaltexdata[8 * 8 * 3];
for (int i = 0; i < 8 * 8 * 3; i += 3) {
normaltexdata[i + 0] = 128;
normaltexdata[i + 1] = 128;
normaltexdata[i + 2] = 255;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.normal_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, normaltexdata);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &resources.aniso_tex);
unsigned char anisotexdata[8 * 8 * 3];
for (int i = 0; i < 8 * 8 * 3; i += 3) {
anisotexdata[i + 0] = 255;
anisotexdata[i + 1] = 128;
anisotexdata[i + 2] = 0;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.aniso_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
// skeleton buffer
{
resources.skeleton_transform_buffer_size = 0;
glGenBuffers(1, &resources.skeleton_transform_buffer);
}
// radical inverse vdc cache texture
// used for cubemap filtering
if (true /*||config.float_texture_supported*/) { //uint8 is similar and works everywhere
glGenTextures(1, &resources.radical_inverse_vdc_cache_tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.radical_inverse_vdc_cache_tex);
uint8_t radical_inverse[512];
for (uint32_t i = 0; i < 512; i++) {
uint32_t bits = i;
bits = (bits << 16) | (bits >> 16);
bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
float value = float(bits) * 2.3283064365386963e-10;
radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255));
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 512, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, radical_inverse);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling
glBindTexture(GL_TEXTURE_2D, 0);
}
{
glGenFramebuffers(1, &resources.mipmap_blur_fbo);
glGenTextures(1, &resources.mipmap_blur_color);
}
#ifdef GLES_OVER_GL
//this needs to be enabled manually in OpenGL 2.1
if (config.extensions.has("GL_ARB_seamless_cube_map")) {
glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
}
glEnable(GL_POINT_SPRITE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif
config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
config.use_fast_texture_filter = GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter");
config.should_orphan = GLOBAL_GET("rendering/options/api_usage_legacy/orphan_buffers");
}
void RasterizerStorageGLES2::finalize() {
}
void RasterizerStorageGLES2::_copy_screen() {
bind_quad_array();
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
void RasterizerStorageGLES2::update_dirty_resources() {
update_dirty_shaders();
update_dirty_materials();
update_dirty_skeletons();
update_dirty_multimeshes();
}
RasterizerStorageGLES2::RasterizerStorageGLES2() {
RasterizerStorageGLES2::system_fbo = 0;
config.should_orphan = true;
}