virtualx-engine/drivers/gles3/rasterizer_storage_gles3.cpp

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/*************************************************************************/
/* rasterizer_storage_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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_gles3.h"
#include "project_settings.h"
#include "rasterizer_canvas_gles3.h"
#include "rasterizer_scene_gles3.h"
/* TEXTURE API */
#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_S3TC_DXT1_EXT 0x83F1
#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
#define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71
#define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
#define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73
#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_SLUMINANCE_NV 0x8C46
#define _EXT_SLUMINANCE_ALPHA_NV 0x8C44
#define _EXT_SRGB8_NV 0x8C41
#define _EXT_SLUMINANCE8_NV 0x8C47
#define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45
#define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C
#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D
#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E
#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F
#define _EXT_ATC_RGB_AMD 0x8C92
#define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
#define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#define _EXT_COMPRESSED_R11_EAC 0x9270
#define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271
#define _EXT_COMPRESSED_RG11_EAC 0x9272
#define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273
#define _EXT_COMPRESSED_RGB8_ETC2 0x9274
#define _EXT_COMPRESSED_SRGB8_ETC2 0x9275
#define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
#define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
#define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
#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
void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type) {
#ifdef GLES_OVER_GL
for (int i = 0; i < levels; i++) {
glTexImage2D(target, i, internalformat, width, height, 0, format, type, NULL);
width = MAX(1, (width / 2));
height = MAX(1, (height / 2));
}
#else
glTexStorage2D(target, levels, internalformat, width, height);
#endif
}
2017-01-07 09:33:11 +01:00
GLuint RasterizerStorageGLES3::system_fbo = 0;
Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool &srgb) {
r_compressed = false;
r_gl_format = 0;
Ref<Image> image = p_image;
srgb = false;
bool need_decompress = false;
switch (p_format) {
case Image::FORMAT_L8: {
#ifdef GLES_OVER_GL
r_gl_internal_format = GL_R8;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
#else
r_gl_internal_format = GL_LUMINANCE;
r_gl_format = GL_LUMINANCE;
r_gl_type = GL_UNSIGNED_BYTE;
#endif
} break;
case Image::FORMAT_LA8: {
#ifdef GLES_OVER_GL
r_gl_internal_format = GL_RG8;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
#else
r_gl_internal_format = GL_LUMINANCE_ALPHA;
r_gl_format = GL_LUMINANCE_ALPHA;
r_gl_type = GL_UNSIGNED_BYTE;
#endif
} break;
case Image::FORMAT_R8: {
r_gl_internal_format = GL_R8;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RG8: {
r_gl_internal_format = GL_RG8;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RGB8: {
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? GL_SRGB8 : GL_RGB8;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
srgb = true;
} break;
case Image::FORMAT_RGBA8: {
r_gl_format = GL_RGBA;
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
r_gl_type = GL_UNSIGNED_BYTE;
srgb = true;
} break;
case Image::FORMAT_RGBA4444: {
r_gl_internal_format = GL_RGBA4;
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: {
r_gl_internal_format = GL_R32F;
r_gl_format = GL_RED;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGF: {
r_gl_internal_format = GL_RG32F;
r_gl_format = GL_RG;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGBF: {
r_gl_internal_format = GL_RGB32F;
r_gl_format = GL_RGB;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGBAF: {
r_gl_internal_format = GL_RGBA32F;
r_gl_format = GL_RGBA;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RH: {
r_gl_internal_format = GL_R32F;
r_gl_format = GL_RED;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGH: {
r_gl_internal_format = GL_RG32F;
r_gl_format = GL_RG;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGBH: {
r_gl_internal_format = GL_RGB32F;
r_gl_format = GL_RGB;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGBAH: {
r_gl_internal_format = GL_RGBA32F;
r_gl_format = GL_RGBA;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGBE9995: {
r_gl_internal_format = GL_RGB9_E5;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_INT_5_9_9_9_REV;
} break;
case Image::FORMAT_DXT1: {
if (config.s3tc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_DXT3: {
if (config.s3tc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_DXT5: {
if (config.s3tc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
srgb = 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 = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : _EXT_COMPRESSED_RGBA_BPTC_UNORM;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
srgb = 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 = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_PVRTC2A: {
if (config.pvrtc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_PVRTC4: {
if (config.pvrtc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_PVRTC4A: {
if (config.pvrtc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC: {
if (config.etc_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: {
if (config.etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_R11_EAC;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_R11S: {
if (config.etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_SIGNED_R11_EAC;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RG11: {
if (config.etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RG11_EAC;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RG11S: {
if (config.etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_SIGNED_RG11_EAC;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RGB8: {
if (config.etc2_supported) {
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB8_ETC2 : _EXT_COMPRESSED_RGB8_ETC2;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RGBA8: {
if (config.etc2_supported) {
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : _EXT_COMPRESSED_RGBA8_ETC2_EAC;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RGB8A1: {
if (config.etc2_supported) {
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
srgb = true;
} else {
need_decompress = true;
}
} break;
default: {
ERR_FAIL_V(Ref<Image>());
}
}
if (need_decompress) {
if (!image.is_null()) {
image = image->duplicate();
image->decompress();
ERR_FAIL_COND_V(image->is_compressed(), image);
image->convert(Image::FORMAT_RGBA8);
}
r_gl_format = GL_RGBA;
r_gl_internal_format = (config.srgb_decode_supported || p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = false;
srgb = true;
return image;
}
return 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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags) {
int components;
GLenum format;
GLenum internal_format;
GLenum type;
bool compressed;
bool srgb;
if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
}
Texture *texture = texture_owner.get(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->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, format, internal_format, type, compressed, srgb);
texture->alloc_width = texture->width;
texture->alloc_height = texture->height;
texture->gl_format_cache = format;
texture->gl_type_cache = type;
texture->gl_internal_format_cache = internal_format;
texture->compressed = compressed;
texture->srgb = srgb;
texture->data_size = 0;
texture->mipmaps = 1;
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
//prealloc if video
glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type, NULL);
}
texture->active = true;
}
void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
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());
GLenum type;
GLenum format;
GLenum internal_format;
bool compressed;
bool srgb;
if (config.keep_original_textures && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
texture->images[p_cube_side] = p_image;
}
Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, format, internal_format, type, compressed, srgb);
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_cube_side] : GL_TEXTURE_2D;
texture->data_size = img->get_data().size();
PoolVector<uint8_t>::Read read = img->get_data().read();
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)
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_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 (config.srgb_decode_supported && srgb) {
if (texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
texture->using_srgb = true;
} else {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
texture->using_srgb = false;
}
}
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);
}
//set swizle for older format compatibility
#ifdef GLES_OVER_GL
switch (texture->format) {
case Image::FORMAT_L8: {
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
} break;
case Image::FORMAT_LA8: {
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
} break;
default: {
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
} break;
}
#endif
if (config.use_anisotropic_filter) {
if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level);
} else {
glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
}
}
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;
int block = Image::get_format_block_size(img->get_format());
for (int i = 0; i < mipmaps; i++) {
int size, ofs;
img->get_mipmap_offset_and_size(i, ofs, size);
//print_line("mipmap: "+itos(i)+" size: "+itos(size)+" w: "+itos(mm_w)+", h: "+itos(mm_h));
if (texture->compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
//this is not needed, as compressed takes the regular size, even if blocks extend it
//int bw = (w % block != 0) ? w + (block - w % block) : w;
//int bh = (h % block != 0) ? h + (block - h % block) : h;
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,_rinfo.texture_mem);
texture->stored_cube_sides |= (1 << p_cube_side);
if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && mipmaps == 1 && !texture->ignore_mipmaps && (!(texture->flags & VS::TEXTURE_FLAG_CUBEMAP) || texture->stored_cube_sides == (1 << 6) - 1)) {
//generate mipmaps if they were requested and the image does not contain them
glGenerateMipmap(texture->target);
} else if (mipmaps > 1) {
glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);
}
texture->mipmaps = mipmaps;
//texture_set_flags(p_texture,texture->flags);
}
Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side) const {
Texture *texture = texture_owner.get(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->images[p_cube_side].is_null()) {
return texture->images[p_cube_side];
}
#ifdef GLES_OVER_GL
PoolVector<uint8_t> data;
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->format, texture->mipmaps > 1 ? -1 : 0);
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);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
//print_line("GET FORMAT: " + Image::get_format_name(texture->format) + " mipmaps: " + itos(texture->mipmaps));
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for (int i = 0; i < texture->mipmaps; i++) {
int ofs = 0;
if (i > 0) {
ofs = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, texture->format, i - 1);
}
if (texture->compressed) {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetCompressedTexImage(texture->target, i, &wb[ofs]);
} else {
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]);
}
}
wb = PoolVector<uint8_t>::Write();
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data.resize(data_size);
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1 ? true : false, texture->format, data));
return Ref<Image>(img);
#else
ERR_EXPLAIN("Sorry, It's not posible to obtain images back in OpenGL ES");
return Ref<Image>();
#endif
}
void RasterizerStorageGLES3::texture_set_flags(RID p_texture, uint32_t p_flags) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
if (texture->render_target) {
p_flags &= VS::TEXTURE_FLAG_FILTER; //can change only filter
}
bool had_mipmaps = texture->flags & VS::TEXTURE_FLAG_MIPMAPS;
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
texture->flags = p_flags | cube; // can't remove a cube from being a cube
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 (config.use_anisotropic_filter) {
if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level);
} else {
glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
}
}
if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) {
if (!had_mipmaps && texture->mipmaps == 1) {
glGenerateMipmap(texture->target);
}
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_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 (config.srgb_decode_supported && texture->srgb) {
if (texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
texture->using_srgb = true;
} else {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
texture->using_srgb = false;
}
}
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 RasterizerStorageGLES3::texture_get_flags(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->flags;
}
Image::Format RasterizerStorageGLES3::texture_get_format(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
return texture->format;
}
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uint32_t RasterizerStorageGLES3::texture_get_texid(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->tex_id;
}
uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->width;
}
uint32_t RasterizerStorageGLES3::texture_get_height(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->height;
}
void RasterizerStorageGLES3::texture_set_size_override(RID p_texture, int p_width, int p_height) {
Texture *texture = texture_owner.get(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 RasterizerStorageGLES3::texture_set_path(RID p_texture, const String &p_path) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
texture->path = p_path;
}
String RasterizerStorageGLES3::texture_get_path(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, String());
return texture->path;
}
void RasterizerStorageGLES3::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.get(E->get());
if (!t)
continue;
VS::TextureInfo tinfo;
tinfo.path = t->path;
tinfo.format = t->format;
tinfo.size.x = t->alloc_width;
tinfo.size.y = t->alloc_height;
tinfo.bytes = t->total_data_size;
r_info->push_back(tinfo);
}
}
void RasterizerStorageGLES3::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
config.shrink_textures_x2 = p_enable;
}
void RasterizerStorageGLES3::textures_keep_original(bool p_enable) {
config.keep_original_textures = p_enable;
}
void RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
Texture *texture = texture_owner.get(p_source);
ERR_FAIL_COND_V(!texture, RID());
ERR_FAIL_COND_V(!(texture->flags & VS::TEXTURE_FLAG_CUBEMAP), RID());
bool use_float = config.hdr_supported;
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if (p_resolution < 0) {
p_resolution = texture->width;
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}
glBindVertexArray(0);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
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glBindTexture(texture->target, texture->tex_id);
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if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
texture->using_srgb = true;
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#ifdef TOOLS_ENABLED
if (!(texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
texture->flags |= VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
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//notify that texture must be set to linear beforehand, so it works in other platforms when exported
}
#endif
}
glActiveTexture(GL_TEXTURE1);
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GLuint new_cubemap;
glGenTextures(1, &new_cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, new_cubemap);
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GLuint tmp_fb;
glGenFramebuffers(1, &tmp_fb);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
int size = p_resolution;
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int lod = 0;
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shaders.cubemap_filter.bind();
int mipmaps = 6;
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int mm_level = mipmaps;
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GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
GLenum format = GL_RGBA;
GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
while (mm_level) {
for (int i = 0; i < 6; i++) {
glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
}
lod++;
mm_level--;
if (size > 1)
size >>= 1;
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod - 1);
lod = 0;
mm_level = mipmaps;
size = p_resolution;
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
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while (mm_level) {
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for (int i = 0; i < 6; i++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], new_cubemap, lod);
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glViewport(0, 0, size, size);
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glBindVertexArray(resources.quadie_array);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::FACE_ID, i);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1));
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glBindVertexArray(0);
#ifdef DEBUG_ENABLED
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
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#endif
}
if (size > 1)
size >>= 1;
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lod++;
mm_level--;
}
//restore ranges
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod - 1);
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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);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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glDeleteFramebuffers(1, &tmp_fb);
Texture *ctex = memnew(Texture);
ctex->flags = VS::TEXTURE_FLAG_CUBEMAP | VS::TEXTURE_FLAG_MIPMAPS | VS::TEXTURE_FLAG_FILTER;
ctex->width = p_resolution;
ctex->height = p_resolution;
ctex->alloc_width = p_resolution;
ctex->alloc_height = p_resolution;
ctex->format = use_float ? Image::FORMAT_RGBAH : Image::FORMAT_RGBA8;
ctex->target = GL_TEXTURE_CUBE_MAP;
ctex->gl_format_cache = format;
ctex->gl_internal_format_cache = internal_format;
ctex->gl_type_cache = type;
ctex->data_size = 0;
ctex->compressed = false;
ctex->srgb = false;
ctex->total_data_size = 0;
ctex->ignore_mipmaps = false;
ctex->mipmaps = mipmaps;
ctex->active = true;
ctex->tex_id = new_cubemap;
ctex->stored_cube_sides = (1 << 6) - 1;
ctex->render_target = NULL;
return texture_owner.make_rid(ctex);
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}
RID RasterizerStorageGLES3::sky_create() {
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Sky *sky = memnew(Sky);
sky->radiance = 0;
return sky_owner.make_rid(sky);
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}
void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) {
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Sky *sky = sky_owner.getornull(p_sky);
ERR_FAIL_COND(!sky);
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if (sky->panorama.is_valid()) {
sky->panorama = RID();
glDeleteTextures(1, &sky->radiance);
sky->radiance = 0;
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}
sky->panorama = p_panorama;
if (!sky->panorama.is_valid())
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return; //cleared
Texture *texture = texture_owner.getornull(sky->panorama);
if (!texture) {
sky->panorama = RID();
ERR_FAIL_COND(!texture);
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}
glBindVertexArray(0);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
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
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if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
texture->using_srgb = true;
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#ifdef TOOLS_ENABLED
if (!(texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
texture->flags |= VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
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//notify that texture must be set to linear beforehand, so it works in other platforms when exported
}
#endif
}
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &sky->radiance);
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if (config.use_texture_array_environment) {
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//texture3D
glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
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GLuint tmp_fb;
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glGenFramebuffers(1, &tmp_fb);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
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int size = p_radiance_size;
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int array_level = 6;
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bool use_float = config.hdr_supported;
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GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
GLenum format = GL_RGBA;
GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internal_format, size, size * 2, array_level, 0, format, type, NULL);
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glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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GLuint tmp_fb2;
GLuint tmp_tex;
{
//generate another one for rendering, as can't read and write from a single texarray it seems
glGenFramebuffers(1, &tmp_fb2);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
glGenTextures(1, &tmp_tex);
glBindTexture(GL_TEXTURE_2D, tmp_tex);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#ifdef DEBUG_ENABLED
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
#endif
}
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for (int j = 0; j < array_level; j++) {
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glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
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if (j == 0) {
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shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
shaders.cubemap_filter.bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
} else {
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shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false);
shaders.cubemap_filter.bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_ARRAY_INDEX, j - 1); //read from previous to ensure better blur
}
for (int i = 0; i < 2; i++) {
glViewport(0, i * size, size, size);
glBindVertexArray(resources.quadie_array);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, j / float(array_level - 1));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tmp_fb);
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sky->radiance, 0, j);
glBindFramebuffer(GL_READ_FRAMEBUFFER, tmp_fb2);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer(0, 0, size, size * 2, 0, 0, size, size * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false);
//restore ranges
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glDeleteFramebuffers(1, &tmp_fb);
glDeleteFramebuffers(1, &tmp_fb2);
glDeleteTextures(1, &tmp_tex);
} else {
//regular single texture with mipmaps
glBindTexture(GL_TEXTURE_2D, sky->radiance);
GLuint tmp_fb;
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glGenFramebuffers(1, &tmp_fb);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
int size = p_radiance_size;
int lod = 0;
int mipmaps = 6;
int mm_level = mipmaps;
bool use_float = config.hdr_supported;
GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
GLenum format = GL_RGBA;
GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
glTexStorage2DCustom(GL_TEXTURE_2D, mipmaps, internal_format, size, size * 2.0, format, type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);
lod = 0;
mm_level = mipmaps;
size = p_radiance_size;
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
shaders.cubemap_filter.bind();
while (mm_level) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
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#ifdef DEBUG_ENABLED
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
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#endif
for (int i = 0; i < 2; i++) {
glViewport(0, i * size, size, size);
glBindVertexArray(resources.quadie_array);
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shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1));
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
}
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if (size > 1)
size >>= 1;
lod++;
mm_level--;
}
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
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//restore ranges
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glDeleteFramebuffers(1, &tmp_fb);
}
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}
/* SHADER API */
RID RasterizerStorageGLES3::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 RasterizerStorageGLES3::_shader_make_dirty(Shader *p_shader) {
if (p_shader->dirty_list.in_list())
return;
_shader_dirty_list.add(&p_shader->dirty_list);
}
void RasterizerStorageGLES3::shader_set_code(RID p_shader, const String &p_code) {
Shader *shader = shader_owner.get(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;
ShaderGLES3 *shaders[VS::SHADER_MAX] = {
&scene->state.scene_shader,
&canvas->state.canvas_shader,
&this->shaders.particles,
};
shader->shader = shaders[mode];
if (shader->custom_code_id == 0) {
shader->custom_code_id = shader->shader->create_custom_shader();
}
_shader_make_dirty(shader);
}
String RasterizerStorageGLES3::shader_get_code(RID p_shader) const {
const Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND_V(!shader, String());
return shader->code;
}
void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
_shader_dirty_list.remove(&p_shader->dirty_list);
p_shader->valid = false;
p_shader->ubo_size = 0;
p_shader->uniforms.clear();
ShaderCompilerGLES3::GeneratedCode gen_code;
ShaderCompilerGLES3::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;
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;
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_discard = false;
p_shader->spatial.unshaded = false;
p_shader->spatial.ontop = false;
p_shader->spatial.uses_sss = false;
p_shader->spatial.uses_vertex_lighting = false;
p_shader->spatial.uses_screen_texture = false;
p_shader->spatial.uses_vertex = false;
p_shader->spatial.writes_modelview_or_projection = 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["ontop"] = &p_shader->spatial.ontop;
shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
shaders.actions_scene.usage_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
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.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;
actions = &shaders.actions_scene;
actions->uniforms = &p_shader->uniforms;
} break;
case VS::SHADER_PARTICLES: {
actions = &shaders.actions_particles;
actions->uniforms = &p_shader->uniforms;
} break;
}
Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
ERR_FAIL_COND(err != OK);
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.defines);
p_shader->ubo_size = gen_code.uniform_total_size;
p_shader->ubo_offsets = gen_code.uniform_offsets;
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;
//all materials using this shader will have to be invalidated, unfortunately
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 RasterizerStorageGLES3::update_dirty_shaders() {
while (_shader_dirty_list.first()) {
_update_shader(_shader_dirty_list.first()->self());
}
}
void RasterizerStorageGLES3::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); // ok should be not anymore dirty
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;
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;
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]);
}
} break;
case ShaderLanguage::TYPE_IVEC2:
case ShaderLanguage::TYPE_IVEC3:
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC2:
case ShaderLanguage::TYPE_UVEC3:
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_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;
};
p_param_list->push_back(pi);
}
}
void RasterizerStorageGLES3::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 RasterizerStorageGLES3::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();
}
/* COMMON MATERIAL API */
void RasterizerStorageGLES3::_material_make_dirty(Material *p_material) const {
if (p_material->dirty_list.in_list())
return;
_material_dirty_list.add(&p_material->dirty_list);
}
RID RasterizerStorageGLES3::material_create() {
Material *material = memnew(Material);
return material_owner.make_rid(material);
}
void RasterizerStorageGLES3::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 shader, remove from previous shader material list
material->shader->materials.remove(&material->list);
}
material->shader = shader;
if (shader) {
shader->materials.add(&material->list);
}
_material_make_dirty(material);
}
RID RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 Variant();
}
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void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) {
Material *material = material_owner.get(p_material);
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ERR_FAIL_COND(!material);
material->line_width = p_width;
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}
void RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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;
}
void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
Material *material = material_owner.get(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 RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
Material *material = material_owner.get(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);
}
}
_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant &value, uint8_t *data, bool p_linear_color) {
switch (type) {
case ShaderLanguage::TYPE_BOOL: {
bool v = value;
GLuint *gui = (GLuint *)data;
*gui = v ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC2: {
int v = value;
GLuint *gui = (GLuint *)data;
gui[0] = v & 1 ? GL_TRUE : GL_FALSE;
gui[1] = v & 2 ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC3: {
int v = value;
GLuint *gui = (GLuint *)data;
gui[0] = v & 1 ? GL_TRUE : GL_FALSE;
gui[1] = v & 2 ? GL_TRUE : GL_FALSE;
gui[2] = v & 4 ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC4: {
int v = value;
GLuint *gui = (GLuint *)data;
gui[0] = v & 1 ? GL_TRUE : GL_FALSE;
gui[1] = v & 2 ? GL_TRUE : GL_FALSE;
gui[2] = v & 4 ? GL_TRUE : GL_FALSE;
gui[3] = v & 8 ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_INT: {
int v = value;
GLint *gui = (GLint *)data;
gui[0] = v;
} break;
case ShaderLanguage::TYPE_IVEC2: {
PoolVector<int> iv = value;
int s = iv.size();
GLint *gui = (GLint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 2; i++) {
if (i < s)
gui[i] = r[i];
else
gui[i] = 0;
}
} break;
case ShaderLanguage::TYPE_IVEC3: {
PoolVector<int> iv = value;
int s = iv.size();
GLint *gui = (GLint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 3; i++) {
if (i < s)
gui[i] = r[i];
else
gui[i] = 0;
}
} break;
case ShaderLanguage::TYPE_IVEC4: {
PoolVector<int> iv = value;
int s = iv.size();
GLint *gui = (GLint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 4; i++) {
if (i < s)
gui[i] = r[i];
else
gui[i] = 0;
}
} break;
case ShaderLanguage::TYPE_UINT: {
int v = value;
GLuint *gui = (GLuint *)data;
gui[0] = v;
} break;
case ShaderLanguage::TYPE_UVEC2: {
PoolVector<int> iv = value;
int s = iv.size();
GLuint *gui = (GLuint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 2; i++) {
if (i < s)
gui[i] = r[i];
else
gui[i] = 0;
}
} break;
case ShaderLanguage::TYPE_UVEC3: {
PoolVector<int> iv = value;
int s = iv.size();
GLuint *gui = (GLuint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 3; i++) {
if (i < s)
gui[i] = r[i];
else
gui[i] = 0;
}
} break;
case ShaderLanguage::TYPE_UVEC4: {
PoolVector<int> iv = value;
int s = iv.size();
GLuint *gui = (GLuint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 4; i++) {
if (i < s)
gui[i] = r[i];
else
gui[i] = 0;
}
} break;
case ShaderLanguage::TYPE_FLOAT: {
float v = value;
GLfloat *gui = (GLfloat *)data;
gui[0] = v;
} break;
case ShaderLanguage::TYPE_VEC2: {
Vector2 v = value;
GLfloat *gui = (GLfloat *)data;
gui[0] = v.x;
gui[1] = v.y;
} break;
case ShaderLanguage::TYPE_VEC3: {
Vector3 v = value;
GLfloat *gui = (GLfloat *)data;
gui[0] = v.x;
gui[1] = v.y;
gui[2] = v.z;
} break;
case ShaderLanguage::TYPE_VEC4: {
GLfloat *gui = (GLfloat *)data;
if (value.get_type() == Variant::COLOR) {
Color v = value;
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if (p_linear_color) {
v = v.to_linear();
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}
gui[0] = v.r;
gui[1] = v.g;
gui[2] = v.b;
gui[3] = v.a;
} else if (value.get_type() == Variant::RECT2) {
Rect2 v = value;
gui[0] = v.position.x;
gui[1] = v.position.y;
gui[2] = v.size.x;
gui[3] = v.size.y;
} else if (value.get_type() == Variant::QUAT) {
Quat v = value;
gui[0] = v.x;
gui[1] = v.y;
gui[2] = v.z;
gui[3] = v.w;
} else {
Plane v = value;
gui[0] = v.normal.x;
gui[1] = v.normal.y;
gui[2] = v.normal.x;
gui[3] = v.d;
}
} break;
case ShaderLanguage::TYPE_MAT2: {
Transform2D v = value;
GLfloat *gui = (GLfloat *)data;
gui[0] = v.elements[0][0];
gui[1] = v.elements[0][1];
gui[2] = v.elements[1][0];
gui[3] = v.elements[1][1];
} break;
case ShaderLanguage::TYPE_MAT3: {
Basis v = value;
GLfloat *gui = (GLfloat *)data;
gui[0] = v.elements[0][0];
gui[1] = v.elements[1][0];
gui[2] = v.elements[2][0];
gui[3] = 0;
gui[4] = v.elements[0][1];
gui[5] = v.elements[1][1];
gui[6] = v.elements[2][1];
gui[7] = 0;
gui[8] = v.elements[0][2];
gui[9] = v.elements[1][2];
gui[10] = v.elements[2][2];
gui[11] = 0;
} break;
case ShaderLanguage::TYPE_MAT4: {
Transform v = value;
GLfloat *gui = (GLfloat *)data;
gui[0] = v.basis.elements[0][0];
gui[1] = v.basis.elements[1][0];
gui[2] = v.basis.elements[2][0];
gui[3] = 0;
gui[4] = v.basis.elements[0][1];
gui[5] = v.basis.elements[1][1];
gui[6] = v.basis.elements[2][1];
gui[7] = 0;
gui[8] = v.basis.elements[0][2];
gui[9] = v.basis.elements[1][2];
gui[10] = v.basis.elements[2][2];
gui[11] = 0;
gui[12] = v.origin.x;
gui[13] = v.origin.y;
gui[14] = v.origin.z;
gui[15] = 1;
} break;
default: {}
}
}
_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
switch (type) {
case ShaderLanguage::TYPE_BOOL: {
GLuint *gui = (GLuint *)data;
*gui = value[0].boolean ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC2: {
GLuint *gui = (GLuint *)data;
gui[0] = value[0].boolean ? GL_TRUE : GL_FALSE;
gui[1] = value[1].boolean ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC3: {
GLuint *gui = (GLuint *)data;
gui[0] = value[0].boolean ? GL_TRUE : GL_FALSE;
gui[1] = value[1].boolean ? GL_TRUE : GL_FALSE;
gui[2] = value[2].boolean ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC4: {
GLuint *gui = (GLuint *)data;
gui[0] = value[0].boolean ? GL_TRUE : GL_FALSE;
gui[1] = value[1].boolean ? GL_TRUE : GL_FALSE;
gui[2] = value[2].boolean ? GL_TRUE : GL_FALSE;
gui[3] = value[3].boolean ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_INT: {
GLint *gui = (GLint *)data;
gui[0] = value[0].sint;
} break;
case ShaderLanguage::TYPE_IVEC2: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 2; i++) {
gui[i] = value[i].sint;
}
} break;
case ShaderLanguage::TYPE_IVEC3: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 3; i++) {
gui[i] = value[i].sint;
}
} break;
case ShaderLanguage::TYPE_IVEC4: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 4; i++) {
gui[i] = value[i].sint;
}
} break;
case ShaderLanguage::TYPE_UINT: {
GLuint *gui = (GLuint *)data;
gui[0] = value[0].uint;
} break;
case ShaderLanguage::TYPE_UVEC2: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 2; i++) {
gui[i] = value[i].uint;
}
} break;
case ShaderLanguage::TYPE_UVEC3: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 3; i++) {
gui[i] = value[i].uint;
}
} break;
case ShaderLanguage::TYPE_UVEC4: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 4; i++) {
gui[i] = value[i].uint;
}
} break;
case ShaderLanguage::TYPE_FLOAT: {
GLfloat *gui = (GLfloat *)data;
gui[0] = value[0].real;
} break;
case ShaderLanguage::TYPE_VEC2: {
GLfloat *gui = (GLfloat *)data;
for (int i = 0; i < 2; i++) {
gui[i] = value[i].real;
}
} break;
case ShaderLanguage::TYPE_VEC3: {
GLfloat *gui = (GLfloat *)data;
for (int i = 0; i < 3; i++) {
gui[i] = value[i].real;
}
} break;
case ShaderLanguage::TYPE_VEC4: {
GLfloat *gui = (GLfloat *)data;
for (int i = 0; i < 4; i++) {
gui[i] = value[i].real;
}
} break;
case ShaderLanguage::TYPE_MAT2: {
GLfloat *gui = (GLfloat *)data;
for (int i = 0; i < 2; i++) {
gui[i] = value[i].real;
}
} break;
case ShaderLanguage::TYPE_MAT3: {
GLfloat *gui = (GLfloat *)data;
gui[0] = value[0].real;
gui[1] = value[1].real;
gui[2] = value[2].real;
gui[3] = 0;
gui[4] = value[3].real;
gui[5] = value[4].real;
gui[6] = value[5].real;
gui[7] = 0;
gui[8] = value[6].real;
gui[9] = value[7].real;
gui[10] = value[8].real;
gui[11] = 0;
} break;
case ShaderLanguage::TYPE_MAT4: {
GLfloat *gui = (GLfloat *)data;
for (int i = 0; i < 16; i++) {
gui[i] = value[i].real;
}
} break;
default: {}
}
}
_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, uint8_t *data) {
switch (type) {
case ShaderLanguage::TYPE_BOOL:
case ShaderLanguage::TYPE_INT:
case ShaderLanguage::TYPE_UINT:
case ShaderLanguage::TYPE_FLOAT: {
zeromem(data, 4);
} break;
case ShaderLanguage::TYPE_BVEC2:
case ShaderLanguage::TYPE_IVEC2:
case ShaderLanguage::TYPE_UVEC2:
case ShaderLanguage::TYPE_VEC2: {
zeromem(data, 8);
} break;
case ShaderLanguage::TYPE_BVEC3:
case ShaderLanguage::TYPE_IVEC3:
case ShaderLanguage::TYPE_UVEC3:
case ShaderLanguage::TYPE_VEC3:
case ShaderLanguage::TYPE_BVEC4:
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC4:
case ShaderLanguage::TYPE_VEC4:
case ShaderLanguage::TYPE_MAT2: {
zeromem(data, 16);
} break;
case ShaderLanguage::TYPE_MAT3: {
zeromem(data, 48);
} break;
case ShaderLanguage::TYPE_MAT4: {
zeromem(data, 64);
} break;
default: {}
}
}
void RasterizerStorageGLES3::_update_material(Material *material) {
if (material->dirty_list.in_list())
_material_dirty_list.remove(&material->dirty_list);
if (material->shader && material->shader->dirty_list.in_list()) {
_update_shader(material->shader);
}
if (material->shader && !material->shader->valid)
return;
//update caches
{
bool can_cast_shadow = false;
bool is_animated = false;
if (material->shader && material->shader->mode == VS::SHADER_SPATIAL) {
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if (!material->shader->spatial.uses_alpha && material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX) {
can_cast_shadow = true;
}
if (material->shader->spatial.uses_discard && material->shader->uses_fragment_time) {
is_animated = true;
}
if (material->shader->spatial.uses_vertex && material->shader->uses_vertex_time) {
is_animated = true;
}
if (can_cast_shadow != material->can_cast_shadow_cache || is_animated != material->is_animated_cache) {
material->can_cast_shadow_cache = can_cast_shadow;
material->is_animated_cache = is_animated;
for (Map<Geometry *, int>::Element *E = material->geometry_owners.front(); E; E = E->next()) {
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E->key()->material_changed_notify();
}
for (Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.front(); E; E = E->next()) {
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E->key()->base_material_changed();
}
}
}
}
//clear ubo if it needs to be cleared
if (material->ubo_size) {
if (!material->shader || material->shader->ubo_size != material->ubo_size) {
//by by ubo
glDeleteBuffers(1, &material->ubo_id);
material->ubo_id = 0;
material->ubo_size = 0;
}
}
//create ubo if it needs to be created
if (material->ubo_size == 0 && material->shader && material->shader->ubo_size) {
glGenBuffers(1, &material->ubo_id);
glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id);
glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
material->ubo_size = material->shader->ubo_size;
}
//fill up the UBO if it needs to be filled
if (material->shader && material->ubo_size) {
uint8_t *local_ubo = (uint8_t *)alloca(material->ubo_size);
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
if (E->get().order < 0)
continue; // texture, does not go here
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//if (material->shader->mode == VS::SHADER_PARTICLES) {
// print_line("uniform " + String(E->key()) + " order " + itos(E->get().order) + " offset " + itos(material->shader->ubo_offsets[E->get().order]));
//}
//regular uniform
uint8_t *data = &local_ubo[material->shader->ubo_offsets[E->get().order]];
Map<StringName, Variant>::Element *V = material->params.find(E->key());
if (V) {
//user provided
_fill_std140_variant_ubo_value(E->get().type, V->get(), data, material->shader->mode == VS::SHADER_SPATIAL);
} else if (E->get().default_value.size()) {
//default value
_fill_std140_ubo_value(E->get().type, E->get().default_value, data);
//value=E->get().default_value;
} else {
//zero because it was not provided
_fill_std140_ubo_empty(E->get().type, data);
}
}
glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id);
glBufferSubData(GL_UNIFORM_BUFFER, 0, material->ubo_size, local_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
//set up the texture array, for easy access when it needs to be drawn
if (material->shader && material->shader->texture_count) {
material->textures.resize(material->shader->texture_count);
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = 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 = material->params.find(E->key());
if (V) {
texture = V->get();
}
if (!texture.is_valid()) {
Map<StringName, RID>::Element *W = material->shader->default_textures.find(E->key());
if (W) {
texture = W->get();
}
}
material->textures[E->get().texture_order] = texture;
}
} else {
material->textures.clear();
}
}
void RasterizerStorageGLES3::_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 RasterizerStorageGLES3::_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 RasterizerStorageGLES3::update_dirty_materials() {
while (_material_dirty_list.first()) {
Material *material = _material_dirty_list.first()->self();
_update_material(material);
}
}
/* MESH API */
RID RasterizerStorageGLES3::mesh_create() {
Mesh *mesh = memnew(Mesh);
return mesh_owner.make_rid(mesh);
}
void RasterizerStorageGLES3::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 Rect3 &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes, const Vector<Rect3> &p_bone_aabbs) {
PoolVector<uint8_t> array = p_array;
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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_EXPLAIN("Array must have both bones and weights in format or none.");
ERR_FAIL_COND((p_format & bones_weight) && (p_format & bones_weight) != bones_weight);
}
//bool has_morph = p_blend_shapes.size();
Surface::Attrib attribs[VS::ARRAY_MAX];
int stride = 0;
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;
stride += attribs[i].size * 2;
} 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;
stride += 4;
} 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;
stride += 4;
} 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;
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} 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
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) {
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//old format, convert
array = PoolVector<uint8_t>();
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array.resize(p_array.size() + p_vertex_count * 2);
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PoolVector<uint8_t>::Write w = array.write();
PoolVector<uint8_t>::Read r = p_array.read();
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uint16_t *w16 = (uint16_t *)w.ptr();
const uint16_t *r16 = (uint16_t *)r.ptr();
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uint16_t one = Math::make_half_float(1);
for (int i = 0; i < p_vertex_count; i++) {
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*w16++ = *r16++;
*w16++ = *r16++;
*w16++ = *r16++;
*w16++ = one;
for (int j = 0; j < (stride / 2) - 4; j++) {
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*w16++ = *r16++;
}
}
}
ERR_FAIL_COND(array.size() != array_size);
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);
}
//ok 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();
surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;
for (int i = 0; i < surface->skeleton_bone_used.size(); i++) {
if (surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0) {
surface->skeleton_bone_used[i] = false;
} else {
surface->skeleton_bone_used[i] = true;
}
}
for (int i = 0; i < VS::ARRAY_MAX; i++) {
surface->attribs[i] = attribs[i];
}
{
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(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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); //unbind
}
//generate arrays for faster state switching
for (int ai = 0; ai < 2; ai++) {
if (ai == 0) {
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//for normal draw
glGenVertexArrays(1, &surface->array_id);
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glBindVertexArray(surface->array_id);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
} else if (ai == 1) {
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//for instancing draw (can be changed and no one cares)
glGenVertexArrays(1, &surface->instancing_array_id);
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glBindVertexArray(surface->instancing_array_id);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
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}
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
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if (!attribs[i].enabled)
continue;
if (attribs[i].integer) {
glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset);
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} else {
glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset);
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}
glEnableVertexAttribArray(attribs[i].index);
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}
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if (surface->index_id) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
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}
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glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
#ifdef DEBUG_ENABLED
if (config.generate_wireframes && p_primitive == VS::PRIMITIVE_TRIANGLES) {
//generate wireframes, this is used mostly by editor
PoolVector<uint32_t> wf_indices;
int index_count;
if (p_format & VS::ARRAY_FORMAT_INDEX) {
index_count = p_index_count * 2;
wf_indices.resize(index_count);
PoolVector<uint8_t>::Read ir = p_index_array.read();
PoolVector<uint32_t>::Write wr = wf_indices.write();
if (p_vertex_count < (1 << 16)) {
//read 16 bit indices
const uint16_t *src_idx = (const uint16_t *)ir.ptr();
for (int i = 0; i < index_count; i += 6) {
wr[i + 0] = src_idx[i / 2];
wr[i + 1] = src_idx[i / 2 + 1];
wr[i + 2] = src_idx[i / 2 + 1];
wr[i + 3] = src_idx[i / 2 + 2];
wr[i + 4] = src_idx[i / 2 + 2];
wr[i + 5] = src_idx[i / 2];
}
} else {
//read 16 bit indices
const uint32_t *src_idx = (const uint32_t *)ir.ptr();
for (int i = 0; i < index_count; i += 6) {
wr[i + 0] = src_idx[i / 2];
wr[i + 1] = src_idx[i / 2 + 1];
wr[i + 2] = src_idx[i / 2 + 1];
wr[i + 3] = src_idx[i / 2 + 2];
wr[i + 4] = src_idx[i / 2 + 2];
wr[i + 5] = src_idx[i / 2];
}
}
} else {
index_count = p_vertex_count * 2;
wf_indices.resize(index_count);
PoolVector<uint32_t>::Write wr = wf_indices.write();
for (int i = 0; i < index_count; i += 6) {
wr[i + 0] = i / 2;
wr[i + 1] = i / 2 + 1;
wr[i + 2] = i / 2 + 1;
wr[i + 3] = i / 2 + 2;
wr[i + 4] = i / 2 + 2;
wr[i + 5] = i / 2;
}
}
{
PoolVector<uint32_t>::Read ir = wf_indices.read();
glGenBuffers(1, &surface->index_wireframe_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_count * sizeof(uint32_t), ir.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
surface->index_wireframe_len = index_count;
}
for (int ai = 0; ai < 2; ai++) {
if (ai == 0) {
//for normal draw
glGenVertexArrays(1, &surface->array_wireframe_id);
glBindVertexArray(surface->array_wireframe_id);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
} else if (ai == 1) {
//for instancing draw (can be changed and no one cares)
glGenVertexArrays(1, &surface->instancing_array_wireframe_id);
glBindVertexArray(surface->instancing_array_wireframe_id);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
}
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
if (!attribs[i].enabled)
continue;
if (attribs[i].integer) {
glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset);
} else {
glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, ((uint8_t *)0) + attribs[i].offset);
}
glEnableVertexAttribArray(attribs[i].index);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
#endif
}
{
//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); //unbind
glGenVertexArrays(1, &mt.array_id);
glBindVertexArray(mt.array_id);
glBindBuffer(GL_ARRAY_BUFFER, mt.vertex_id);
for (int j = 0; j < VS::ARRAY_MAX - 1; j++) {
if (!attribs[j].enabled)
continue;
if (attribs[j].integer) {
glVertexAttribIPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].stride, ((uint8_t *)0) + attribs[j].offset);
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} else {
glVertexAttribPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].normalized, attribs[j].stride, ((uint8_t *)0) + attribs[j].offset);
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}
glEnableVertexAttribArray(attribs[j].index);
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
surface->blend_shapes.push_back(mt);
}
}
mesh->surfaces.push_back(surface);
mesh->instance_change_notify();
info.vertex_mem += surface->total_data_size;
}
void RasterizerStorageGLES3::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;
}
int RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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_material_change_notify();
}
RID RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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> RasterizerStorageGLES3::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];
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, surface->array_byte_size, GL_MAP_READ_BIT);
ERR_FAIL_COND_V(!data, PoolVector<uint8_t>());
PoolVector<uint8_t> ret;
ret.resize(surface->array_byte_size);
{
PoolVector<uint8_t>::Write w = ret.write();
copymem(w.ptr(), data, surface->array_byte_size);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
return ret;
}
PoolVector<uint8_t> RasterizerStorageGLES3::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];
ERR_FAIL_COND_V(surface->index_array_len == 0, PoolVector<uint8_t>());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT);
ERR_FAIL_COND_V(!data, PoolVector<uint8_t>());
PoolVector<uint8_t> ret;
ret.resize(surface->index_array_byte_size);
{
PoolVector<uint8_t>::Write w = ret.write();
copymem(w.ptr(), data, surface->index_array_byte_size);
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
return ret;
}
uint32_t RasterizerStorageGLES3::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 RasterizerStorageGLES3::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;
}
Rect3 RasterizerStorageGLES3::mesh_surface_get_aabb(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, Rect3());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Rect3());
return mesh->surfaces[p_surface]->aabb;
}
Vector<PoolVector<uint8_t> > RasterizerStorageGLES3::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> >());
Vector<PoolVector<uint8_t> > bsarr;
for (int i = 0; i < mesh->surfaces[p_surface]->blend_shapes.size(); i++) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->surfaces[p_surface]->blend_shapes[i].vertex_id);
void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, mesh->surfaces[p_surface]->array_byte_size, GL_MAP_READ_BIT);
ERR_FAIL_COND_V(!data, Vector<PoolVector<uint8_t> >());
PoolVector<uint8_t> ret;
ret.resize(mesh->surfaces[p_surface]->array_byte_size);
{
PoolVector<uint8_t>::Write w = ret.write();
copymem(w.ptr(), data, mesh->surfaces[p_surface]->array_byte_size);
}
bsarr.push_back(ret);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
return bsarr;
}
Vector<Rect3> RasterizerStorageGLES3::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<Rect3>());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<Rect3>());
return mesh->surfaces[p_surface]->skeleton_bone_aabb;
}
void RasterizerStorageGLES3::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);
}
glDeleteVertexArrays(1, &surface->array_id);
glDeleteVertexArrays(1, &surface->instancing_array_id);
for (int i = 0; i < surface->blend_shapes.size(); i++) {
glDeleteBuffers(1, &surface->blend_shapes[i].vertex_id);
glDeleteVertexArrays(1, &surface->blend_shapes[i].array_id);
}
if (surface->index_wireframe_id) {
glDeleteBuffers(1, &surface->index_wireframe_id);
glDeleteVertexArrays(1, &surface->array_wireframe_id);
glDeleteVertexArrays(1, &surface->instancing_array_wireframe_id);
}
info.vertex_mem -= surface->total_data_size;
mesh->instance_material_change_notify();
memdelete(surface);
mesh->surfaces.remove(p_surface);
mesh->instance_change_notify();
}
int RasterizerStorageGLES3::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 RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh, const Rect3 &p_aabb) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
mesh->custom_aabb = p_aabb;
}
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Rect3 RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, Rect3());
return mesh->custom_aabb;
}
Rect3 RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
Mesh *mesh = mesh_owner.get(p_mesh);
ERR_FAIL_COND_V(!mesh, Rect3());
if (mesh->custom_aabb != Rect3())
return mesh->custom_aabb;
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Skeleton *sk = NULL;
if (p_skeleton.is_valid())
sk = skeleton_owner.get(p_skeleton);
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Rect3 aabb;
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if (sk && sk->size != 0) {
for (int i = 0; i < mesh->surfaces.size(); i++) {
Rect3 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 Rect3 *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
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int sbs = sk->size;
ERR_CONTINUE(bs > sbs);
const float *texture = sk->skel_texture.ptr();
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bool first = true;
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if (sk->use_2d) {
for (int j = 0; j < bs; j++) {
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if (!skused[j])
continue;
int base_ofs = ((j / 256) * 256) * 2 * 4 + (j % 256) * 4;
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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 += 256 * 4;
mtx.basis[1].x = texture[base_ofs + 0];
mtx.basis[1].y = texture[base_ofs + 1];
mtx.origin.y = texture[base_ofs + 3];
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Rect3 baabb = mtx.xform(skbones[j]);
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if (first) {
laabb = baabb;
first = false;
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} else {
laabb.merge_with(baabb);
}
}
} else {
for (int j = 0; j < bs; j++) {
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if (!skused[j])
continue;
int base_ofs = ((j / 256) * 256) * 3 * 4 + (j % 256) * 4;
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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 += 256 * 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 += 256 * 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];
Rect3 baabb = mtx.xform(skbones[j]);
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if (first) {
laabb = baabb;
first = false;
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} else {
laabb.merge_with(baabb);
}
}
}
} else {
laabb = mesh->surfaces[i]->aabb;
}
if (i == 0)
aabb = laabb;
else
aabb.merge_with(laabb);
}
} else {
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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);
}
}
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return aabb;
}
void RasterizerStorageGLES3::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);
}
}
void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, float *p_weights) {
glBindVertexArray(s->array_id);
BlendShapeShaderGLES3::Conditionals cond[VS::ARRAY_MAX - 1] = {
BlendShapeShaderGLES3::ENABLE_NORMAL, //will be ignored
BlendShapeShaderGLES3::ENABLE_NORMAL,
BlendShapeShaderGLES3::ENABLE_TANGENT,
BlendShapeShaderGLES3::ENABLE_COLOR,
BlendShapeShaderGLES3::ENABLE_UV,
BlendShapeShaderGLES3::ENABLE_UV2,
BlendShapeShaderGLES3::ENABLE_SKELETON,
BlendShapeShaderGLES3::ENABLE_SKELETON,
};
int stride = 0;
if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
stride = 2 * 4;
} else {
stride = 3 * 4;
}
static const int sizes[VS::ARRAY_MAX - 1] = {
3 * 4,
3 * 4,
4 * 4,
4 * 4,
2 * 4,
2 * 4,
4 * 4,
4 * 4
};
for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
shaders.blend_shapes.set_conditional(cond[i], s->format & (1 << i)); //enable conditional for format
if (s->format & (1 << i)) {
stride += sizes[i];
}
}
//copy all first
float base_weight = 1.0;
int mtc = s->blend_shapes.size();
if (s->mesh->blend_shape_mode == VS::BLEND_SHAPE_MODE_NORMALIZED) {
for (int i = 0; i < mtc; i++) {
base_weight -= p_weights[i];
}
}
shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND, false); //first pass does not blend
shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::USE_2D_VERTEX, s->format & VS::ARRAY_FLAG_USE_2D_VERTICES); //use 2D vertices if needed
shaders.blend_shapes.bind();
shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT, base_weight);
glEnable(GL_RASTERIZER_DISCARD);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[0]);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, s->array_len);
glEndTransformFeedback();
shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND, true); //first pass does not blend
shaders.blend_shapes.bind();
for (int ti = 0; ti < mtc; ti++) {
float weight = p_weights[ti];
if (weight < 0.001) //not bother with this one
continue;
glBindVertexArray(s->blend_shapes[ti].array_id);
glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[1]);
shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT, weight);
int ofs = 0;
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
if (s->format & (1 << i)) {
glEnableVertexAttribArray(i + 8);
switch (i) {
case VS::ARRAY_VERTEX: {
if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 2 * 4;
} else {
glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 3 * 4;
}
} break;
case VS::ARRAY_NORMAL: {
glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 3 * 4;
} break;
case VS::ARRAY_TANGENT: {
glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 4 * 4;
} break;
case VS::ARRAY_COLOR: {
glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 4 * 4;
} break;
case VS::ARRAY_TEX_UV: {
glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 2 * 4;
} break;
case VS::ARRAY_TEX_UV2: {
glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 2 * 4;
} break;
case VS::ARRAY_BONES: {
glVertexAttribIPointer(i + 8, 4, GL_UNSIGNED_INT, stride, ((uint8_t *)0) + ofs);
ofs += 4 * 4;
} break;
case VS::ARRAY_WEIGHTS: {
glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 4 * 4;
} break;
}
} else {
glDisableVertexAttribArray(i + 8);
}
}
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, s->array_len);
glEndTransformFeedback();
SWAP(resources.transform_feedback_buffers[0], resources.transform_feedback_buffers[1]);
}
glDisable(GL_RASTERIZER_DISCARD);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
glBindVertexArray(resources.transform_feedback_array);
glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]);
int ofs = 0;
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
if (s->format & (1 << i)) {
glEnableVertexAttribArray(i);
switch (i) {
case VS::ARRAY_VERTEX: {
if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 2 * 4;
} else {
glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 3 * 4;
}
} break;
case VS::ARRAY_NORMAL: {
glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 3 * 4;
} break;
case VS::ARRAY_TANGENT: {
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 4 * 4;
} break;
case VS::ARRAY_COLOR: {
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 4 * 4;
} break;
case VS::ARRAY_TEX_UV: {
glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 2 * 4;
} break;
case VS::ARRAY_TEX_UV2: {
glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 2 * 4;
} break;
case VS::ARRAY_BONES: {
glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, stride, ((uint8_t *)0) + ofs);
ofs += 4 * 4;
} break;
case VS::ARRAY_WEIGHTS: {
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)0) + ofs);
ofs += 4 * 4;
} break;
}
} else {
glDisableVertexAttribArray(i);
}
}
if (s->index_array_len) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
}
}
/* MULTIMESH API */
RID RasterizerStorageGLES3::multimesh_create() {
MultiMesh *multimesh = memnew(MultiMesh);
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return multimesh_owner.make_rid(multimesh);
}
void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format) {
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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)
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return;
if (multimesh->buffer) {
glDeleteBuffers(1, &multimesh->buffer);
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multimesh->data.resize(0);
}
multimesh->size = p_instances;
multimesh->transform_format = p_transform_format;
multimesh->color_format = p_color_format;
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if (multimesh->size) {
if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
multimesh->xform_floats = 8;
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} else {
multimesh->xform_floats = 12;
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}
if (multimesh->color_format == VS::MULTIMESH_COLOR_NONE) {
multimesh->color_floats = 0;
} else 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;
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}
int format_floats = multimesh->color_floats + multimesh->xform_floats;
multimesh->data.resize(format_floats * p_instances);
for (int i = 0; i < p_instances; i += format_floats) {
int color_from = 0;
if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
multimesh->data[i + 0] = 1.0;
multimesh->data[i + 1] = 0.0;
multimesh->data[i + 2] = 0.0;
multimesh->data[i + 3] = 0.0;
multimesh->data[i + 4] = 0.0;
multimesh->data[i + 5] = 1.0;
multimesh->data[i + 6] = 0.0;
multimesh->data[i + 7] = 0.0;
color_from = 8;
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} else {
multimesh->data[i + 0] = 1.0;
multimesh->data[i + 1] = 0.0;
multimesh->data[i + 2] = 0.0;
multimesh->data[i + 3] = 0.0;
multimesh->data[i + 4] = 0.0;
multimesh->data[i + 5] = 1.0;
multimesh->data[i + 6] = 0.0;
multimesh->data[i + 7] = 0.0;
multimesh->data[i + 8] = 0.0;
multimesh->data[i + 9] = 0.0;
multimesh->data[i + 10] = 1.0;
multimesh->data[i + 11] = 0.0;
color_from = 12;
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}
if (multimesh->color_format == VS::MULTIMESH_COLOR_NONE) {
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//none
} else if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
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union {
uint32_t colu;
float colf;
} cu;
cu.colu = 0xFFFFFFFF;
multimesh->data[i + color_from + 0] = cu.colf;
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} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
multimesh->data[i + color_from + 0] = 1.0;
multimesh->data[i + color_from + 1] = 1.0;
multimesh->data[i + color_from + 2] = 1.0;
multimesh->data[i + color_from + 3] = 1.0;
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}
}
glGenBuffers(1, &multimesh->buffer);
glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
glBufferData(GL_ARRAY_BUFFER, multimesh->data.size() * sizeof(float), NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
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if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
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int RasterizerStorageGLES3::multimesh_get_instance_count(RID p_multimesh) const {
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MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, 0);
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return multimesh->size;
}
void RasterizerStorageGLES3::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
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MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
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if (multimesh->mesh.is_valid()) {
Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
if (mesh) {
mesh->multimeshes.remove(&multimesh->mesh_list);
}
}
multimesh->mesh = p_mesh;
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if (multimesh->mesh.is_valid()) {
Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
if (mesh) {
mesh->multimeshes.add(&multimesh->mesh_list);
}
}
multimesh->dirty_aabb = true;
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if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES3::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {
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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->xform_floats;
float *dataptr = &multimesh->data[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;
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if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
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void RasterizerStorageGLES3::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
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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;
float *dataptr = &multimesh->data[stride * p_index];
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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];
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multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
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if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
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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);
int stride = multimesh->color_floats + multimesh->xform_floats;
float *dataptr = &multimesh->data[stride * p_index + multimesh->xform_floats];
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if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
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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);
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} 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;
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}
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
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if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
RID RasterizerStorageGLES3::multimesh_get_mesh(RID p_multimesh) const {
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MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, RID());
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return multimesh->mesh;
}
Transform RasterizerStorageGLES3::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
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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());
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int stride = multimesh->color_floats + multimesh->xform_floats;
float *dataptr = &multimesh->data[stride * p_index];
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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];
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return xform;
}
Transform2D RasterizerStorageGLES3::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
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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;
float *dataptr = &multimesh->data[stride * p_index];
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Transform2D xform;
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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];
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return xform;
}
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Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
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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());
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int stride = multimesh->color_floats + multimesh->xform_floats;
float *dataptr = &multimesh->data[stride * p_index + multimesh->color_floats];
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if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
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union {
uint32_t colu;
float colf;
} cu;
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return Color::hex(BSWAP32(cu.colu));
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} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
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Color c;
c.r = dataptr[0];
c.g = dataptr[1];
c.b = dataptr[2];
c.a = dataptr[3];
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return c;
}
return Color();
}
void RasterizerStorageGLES3::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
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MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
multimesh->visible_instances = p_visible;
}
int RasterizerStorageGLES3::multimesh_get_visible_instances(RID p_multimesh) const {
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MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, -1);
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return multimesh->visible_instances;
}
Rect3 RasterizerStorageGLES3::multimesh_get_aabb(RID p_multimesh) const {
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MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Rect3());
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const_cast<RasterizerStorageGLES3 *>(this)->update_dirty_multimeshes(); //update pending AABBs
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return multimesh->aabb;
}
void RasterizerStorageGLES3::update_dirty_multimeshes() {
while (multimesh_update_list.first()) {
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MultiMesh *multimesh = multimesh_update_list.first()->self();
if (multimesh->size && multimesh->dirty_data) {
glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, multimesh->data.size() * sizeof(float), multimesh->data.ptr());
glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
if (multimesh->size && multimesh->dirty_aabb) {
Rect3 mesh_aabb;
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if (multimesh->mesh.is_valid()) {
mesh_aabb = mesh_get_aabb(multimesh->mesh, RID());
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} else {
mesh_aabb.size += Vector3(0.001, 0.001, 0.001);
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}
int stride = multimesh->color_floats + multimesh->xform_floats;
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int count = multimesh->data.size();
float *data = multimesh->data.ptr();
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Rect3 aabb;
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if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
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for (int i = 0; i < count; i += stride) {
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float *dataptr = &data[i];
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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];
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Rect3 laabb = xform.xform(mesh_aabb);
if (i == 0)
aabb = laabb;
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else
aabb.merge_with(laabb);
}
} else {
for (int i = 0; i < count; i += stride) {
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float *dataptr = &data[i];
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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];
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Rect3 laabb = xform.xform(mesh_aabb);
if (i == 0)
aabb = laabb;
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else
aabb.merge_with(laabb);
}
}
multimesh->aabb = aabb;
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}
multimesh->dirty_aabb = false;
multimesh->dirty_data = false;
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multimesh->instance_change_notify();
multimesh_update_list.remove(multimesh_update_list.first());
}
}
/* IMMEDIATE API */
RID RasterizerStorageGLES3::immediate_create() {
Immediate *im = memnew(Immediate);
return immediate_owner.make_rid(im);
}
void RasterizerStorageGLES3::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, 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_rimitive;
im->chunks.push_back(ic);
im->mask = 0;
im->building = true;
}
void RasterizerStorageGLES3::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->uvs2.push_back(chunk_uv2);
im->mask |= VS::ARRAY_FORMAT_VERTEX;
c->vertices.push_back(p_vertex);
}
void RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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();
}
void RasterizerStorageGLES3::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();
}
Rect3 RasterizerStorageGLES3::immediate_get_aabb(RID p_immediate) const {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND_V(!im, Rect3());
return im->aabb;
}
void RasterizerStorageGLES3::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_material_change_notify();
}
RID RasterizerStorageGLES3::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 RasterizerStorageGLES3::skeleton_create() {
Skeleton *skeleton = memnew(Skeleton);
glGenTextures(1, &skeleton->texture);
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return skeleton_owner.make_rid(skeleton);
}
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void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
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Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_COND(p_bones < 0);
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if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton)
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return;
skeleton->size = p_bones;
skeleton->use_2d = p_2d_skeleton;
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int height = p_bones / 256;
if (p_bones % 256)
height++;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
if (skeleton->use_2d) {
skeleton->skel_texture.resize(256 * height * 2 * 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height * 2, 0, GL_RGBA, GL_FLOAT, NULL);
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} else {
skeleton->skel_texture.resize(256 * height * 3 * 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height * 3, 0, GL_RGBA, GL_FLOAT, NULL);
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}
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);
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if (!skeleton->update_list.in_list()) {
skeleton_update_list.add(&skeleton->update_list);
}
}
int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const {
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Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, 0);
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return skeleton->size;
}
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void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {
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Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_INDEX(p_bone, skeleton->size);
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ERR_FAIL_COND(skeleton->use_2d);
float *texture = skeleton->skel_texture.ptr();
int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4;
texture[base_ofs + 0] = p_transform.basis[0].x;
texture[base_ofs + 1] = p_transform.basis[0].y;
texture[base_ofs + 2] = p_transform.basis[0].z;
texture[base_ofs + 3] = p_transform.origin.x;
base_ofs += 256 * 4;
texture[base_ofs + 0] = p_transform.basis[1].x;
texture[base_ofs + 1] = p_transform.basis[1].y;
texture[base_ofs + 2] = p_transform.basis[1].z;
texture[base_ofs + 3] = p_transform.origin.y;
base_ofs += 256 * 4;
texture[base_ofs + 0] = p_transform.basis[2].x;
texture[base_ofs + 1] = p_transform.basis[2].y;
texture[base_ofs + 2] = p_transform.basis[2].z;
texture[base_ofs + 3] = p_transform.origin.z;
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if (!skeleton->update_list.in_list()) {
skeleton_update_list.add(&skeleton->update_list);
}
}
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Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
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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());
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const float *texture = skeleton->skel_texture.ptr();
Transform ret;
int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4;
ret.basis[0].x = texture[base_ofs + 0];
ret.basis[0].y = texture[base_ofs + 1];
ret.basis[0].z = texture[base_ofs + 2];
ret.origin.x = texture[base_ofs + 3];
base_ofs += 256 * 4;
ret.basis[1].x = texture[base_ofs + 0];
ret.basis[1].y = texture[base_ofs + 1];
ret.basis[1].z = texture[base_ofs + 2];
ret.origin.y = texture[base_ofs + 3];
base_ofs += 256 * 4;
ret.basis[2].x = texture[base_ofs + 0];
ret.basis[2].y = texture[base_ofs + 1];
ret.basis[2].z = texture[base_ofs + 2];
ret.origin.z = texture[base_ofs + 3];
return ret;
}
void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
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Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_INDEX(p_bone, skeleton->size);
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ERR_FAIL_COND(!skeleton->use_2d);
float *texture = skeleton->skel_texture.ptr();
int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4;
texture[base_ofs + 0] = p_transform[0][0];
texture[base_ofs + 1] = p_transform[1][0];
texture[base_ofs + 2] = 0;
texture[base_ofs + 3] = p_transform[2][0];
base_ofs += 256 * 4;
texture[base_ofs + 0] = p_transform[0][1];
texture[base_ofs + 1] = p_transform[1][1];
texture[base_ofs + 2] = 0;
texture[base_ofs + 3] = p_transform[2][1];
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if (!skeleton->update_list.in_list()) {
skeleton_update_list.add(&skeleton->update_list);
}
}
Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
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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());
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const float *texture = skeleton->skel_texture.ptr();
Transform2D ret;
int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4;
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ret[0][0] = texture[base_ofs + 0];
ret[1][0] = texture[base_ofs + 1];
ret[2][0] = texture[base_ofs + 3];
base_ofs += 256 * 4;
ret[0][1] = texture[base_ofs + 0];
ret[1][1] = texture[base_ofs + 1];
ret[2][1] = texture[base_ofs + 3];
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return ret;
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}
void RasterizerStorageGLES3::update_dirty_skeletons() {
glActiveTexture(GL_TEXTURE0);
while (skeleton_update_list.first()) {
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Skeleton *skeleton = skeleton_update_list.first()->self();
if (skeleton->size) {
int height = skeleton->size / 256;
if (skeleton->size % 256)
height++;
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, height * (skeleton->use_2d ? 2 : 3), GL_RGBA, GL_FLOAT, skeleton->skel_texture.ptr());
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}
for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
E->get()->base_changed();
}
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skeleton_update_list.remove(skeleton_update_list.first());
}
}
/* Light API */
RID RasterizerStorageGLES3::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_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->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->version = 0;
return light_owner.make_rid(light);
}
void RasterizerStorageGLES3::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 RasterizerStorageGLES3::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();
} break;
}
light->param[p_param] = p_value;
}
void RasterizerStorageGLES3::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();
}
void RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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();
}
void RasterizerStorageGLES3::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();
}
VS::LightOmniShadowMode RasterizerStorageGLES3::light_omni_get_shadow_mode(RID p_light) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI_SHADOW_CUBE);
return light->omni_shadow_mode;
}
void RasterizerStorageGLES3::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();
}
void RasterizerStorageGLES3::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();
}
void RasterizerStorageGLES3::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();
}
bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, false);
return light->directional_blend_splits;
}
VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
return light->directional_shadow_mode;
}
VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
return light->type;
}
float RasterizerStorageGLES3::light_get_param(RID p_light, VS::LightParam p_param) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
return light->param[p_param];
}
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Color RasterizerStorageGLES3::light_get_color(RID p_light) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, Color());
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return light->color;
}
bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
return light->shadow;
}
uint64_t RasterizerStorageGLES3::light_get_version(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->version;
}
Rect3 RasterizerStorageGLES3::light_get_aabb(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, Rect3());
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 Rect3(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
} break;
case VS::LIGHT_OMNI: {
float r = light->param[VS::LIGHT_PARAM_RANGE];
return Rect3(-Vector3(r, r, r), Vector3(r, r, r) * 2);
} break;
case VS::LIGHT_DIRECTIONAL: {
return Rect3();
} break;
default: {}
}
ERR_FAIL_V(Rect3());
return Rect3();
}
/* PROBE API */
RID RasterizerStorageGLES3::reflection_probe_create() {
ReflectionProbe *reflection_probe = memnew(ReflectionProbe);
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reflection_probe->intensity = 1.0;
reflection_probe->interior_ambient = Color();
reflection_probe->interior_ambient_energy = 1.0;
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;
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return reflection_probe_owner.make_rid(reflection_probe);
}
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void RasterizerStorageGLES3::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {
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ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->update_mode = p_mode;
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reflection_probe->instance_change_notify();
}
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void RasterizerStorageGLES3::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;
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}
void RasterizerStorageGLES3::reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) {
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ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior_ambient = p_ambient;
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}
void RasterizerStorageGLES3::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;
}
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void RasterizerStorageGLES3::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;
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}
void RasterizerStorageGLES3::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
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ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->max_distance = p_distance;
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reflection_probe->instance_change_notify();
}
void RasterizerStorageGLES3::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
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ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->extents = p_extents;
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reflection_probe->instance_change_notify();
}
void RasterizerStorageGLES3::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
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ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->origin_offset = p_offset;
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reflection_probe->instance_change_notify();
}
void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
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ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior = p_enable;
}
void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
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ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->box_projection = p_enable;
}
void RasterizerStorageGLES3::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
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ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->enable_shadows = p_enable;
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reflection_probe->instance_change_notify();
}
void RasterizerStorageGLES3::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
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ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->cull_mask = p_layers;
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reflection_probe->instance_change_notify();
}
Rect3 RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const {
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const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Rect3());
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Rect3 aabb;
aabb.position = -reflection_probe->extents;
aabb.size = reflection_probe->extents * 2.0;
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return aabb;
}
VS::ReflectionProbeUpdateMode RasterizerStorageGLES3::reflection_probe_get_update_mode(RID p_probe) const {
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const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, VS::REFLECTION_PROBE_UPDATE_ALWAYS);
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return reflection_probe->update_mode;
}
uint32_t RasterizerStorageGLES3::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);
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return reflection_probe->cull_mask;
}
Vector3 RasterizerStorageGLES3::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());
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return reflection_probe->extents;
}
Vector3 RasterizerStorageGLES3::reflection_probe_get_origin_offset(RID p_probe) const {
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const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Vector3());
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return reflection_probe->origin_offset;
}
bool RasterizerStorageGLES3::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);
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return reflection_probe->enable_shadows;
}
float RasterizerStorageGLES3::reflection_probe_get_origin_max_distance(RID p_probe) const {
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const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
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return reflection_probe->max_distance;
}
/* ROOM API */
RID RasterizerStorageGLES3::room_create() {
return RID();
}
void RasterizerStorageGLES3::room_add_bounds(RID p_room, const PoolVector<Vector2> &p_convex_polygon, float p_height, const Transform &p_transform) {
}
void RasterizerStorageGLES3::room_clear_bounds(RID p_room) {
}
/* PORTAL API */
// portals are only (x/y) points, forming a convex shape, which its clockwise
// order points outside. (z is 0);
RID RasterizerStorageGLES3::portal_create() {
return RID();
}
void RasterizerStorageGLES3::portal_set_shape(RID p_portal, const Vector<Point2> &p_shape) {
}
void RasterizerStorageGLES3::portal_set_enabled(RID p_portal, bool p_enabled) {
}
void RasterizerStorageGLES3::portal_set_disable_distance(RID p_portal, float p_distance) {
}
void RasterizerStorageGLES3::portal_set_disabled_color(RID p_portal, const Color &p_color) {
}
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RID RasterizerStorageGLES3::gi_probe_create() {
GIProbe *gip = memnew(GIProbe);
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gip->bounds = Rect3(Vector3(), Vector3(1, 1, 1));
gip->dynamic_range = 1.0;
gip->energy = 1.0;
gip->propagation = 1.0;
gip->bias = 0.4;
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gip->normal_bias = 0.4;
gip->interior = false;
gip->compress = false;
gip->version = 1;
gip->cell_size = 1.0;
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return gi_probe_owner.make_rid(gip);
}
void RasterizerStorageGLES3::gi_probe_set_bounds(RID p_probe, const Rect3 &p_bounds) {
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GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->bounds = p_bounds;
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gip->version++;
gip->instance_change_notify();
}
Rect3 RasterizerStorageGLES3::gi_probe_get_bounds(RID p_probe) const {
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const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, Rect3());
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return gip->bounds;
}
void RasterizerStorageGLES3::gi_probe_set_cell_size(RID p_probe, float p_size) {
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GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->cell_size = p_size;
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gip->version++;
gip->instance_change_notify();
}
float RasterizerStorageGLES3::gi_probe_get_cell_size(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
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return gip->cell_size;
}
void RasterizerStorageGLES3::gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) {
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GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->to_cell = p_xform;
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}
Transform RasterizerStorageGLES3::gi_probe_get_to_cell_xform(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, Transform());
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return gip->to_cell;
}
void RasterizerStorageGLES3::gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) {
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GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->dynamic_data = p_data;
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gip->version++;
gip->instance_change_notify();
}
PoolVector<int> RasterizerStorageGLES3::gi_probe_get_dynamic_data(RID p_probe) const {
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const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, PoolVector<int>());
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return gip->dynamic_data;
}
void RasterizerStorageGLES3::gi_probe_set_dynamic_range(RID p_probe, int p_range) {
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GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->dynamic_range = p_range;
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}
int RasterizerStorageGLES3::gi_probe_get_dynamic_range(RID p_probe) const {
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const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
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return gip->dynamic_range;
}
void RasterizerStorageGLES3::gi_probe_set_energy(RID p_probe, float p_range) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->energy = p_range;
}
void RasterizerStorageGLES3::gi_probe_set_bias(RID p_probe, float p_range) {
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GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->bias = p_range;
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}
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void RasterizerStorageGLES3::gi_probe_set_normal_bias(RID p_probe, float p_range) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->normal_bias = p_range;
}
void RasterizerStorageGLES3::gi_probe_set_propagation(RID p_probe, float p_range) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->propagation = p_range;
}
void RasterizerStorageGLES3::gi_probe_set_interior(RID p_probe, bool p_enable) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->interior = p_enable;
}
bool RasterizerStorageGLES3::gi_probe_is_interior(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, false);
return gip->interior;
}
void RasterizerStorageGLES3::gi_probe_set_compress(RID p_probe, bool p_enable) {
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GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->compress = p_enable;
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}
bool RasterizerStorageGLES3::gi_probe_is_compressed(RID p_probe) const {
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const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, false);
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return gip->compress;
}
float RasterizerStorageGLES3::gi_probe_get_energy(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
return gip->energy;
}
float RasterizerStorageGLES3::gi_probe_get_bias(RID p_probe) const {
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const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
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return gip->bias;
}
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float RasterizerStorageGLES3::gi_probe_get_normal_bias(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
return gip->normal_bias;
}
float RasterizerStorageGLES3::gi_probe_get_propagation(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
return gip->propagation;
}
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uint32_t RasterizerStorageGLES3::gi_probe_get_version(RID p_probe) {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
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return gip->version;
}
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RasterizerStorage::GIProbeCompression RasterizerStorageGLES3::gi_probe_get_dynamic_data_get_preferred_compression() const {
if (config.s3tc_supported) {
return GI_PROBE_S3TC;
} else {
return GI_PROBE_UNCOMPRESSED;
}
}
RID RasterizerStorageGLES3::gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) {
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GIProbeData *gipd = memnew(GIProbeData);
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gipd->width = p_width;
gipd->height = p_height;
gipd->depth = p_depth;
gipd->compression = p_compression;
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glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &gipd->tex_id);
glBindTexture(GL_TEXTURE_3D, gipd->tex_id);
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int level = 0;
int min_size = 1;
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if (gipd->compression == GI_PROBE_S3TC) {
min_size = 4;
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}
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while (true) {
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if (gipd->compression == GI_PROBE_S3TC) {
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int size = p_width * p_height * p_depth;
glCompressedTexImage3D(GL_TEXTURE_3D, level, _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT, p_width, p_height, p_depth, 0, size, NULL);
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} else {
glTexImage3D(GL_TEXTURE_3D, level, GL_RGBA8, p_width, p_height, p_depth, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
if (p_width <= min_size || p_height <= min_size || p_depth <= min_size)
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break;
p_width >>= 1;
p_height >>= 1;
p_depth >>= 1;
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level++;
}
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, level);
gipd->levels = level + 1;
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return gi_probe_data_owner.make_rid(gipd);
}
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void RasterizerStorageGLES3::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) {
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GIProbeData *gipd = gi_probe_data_owner.getornull(p_gi_probe_data);
ERR_FAIL_COND(!gipd);
/*
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Vector<uint8_t> data;
data.resize((gipd->width>>p_mipmap)*(gipd->height>>p_mipmap)*(gipd->depth>>p_mipmap)*4);
for(int i=0;i<(gipd->width>>p_mipmap);i++) {
for(int j=0;j<(gipd->height>>p_mipmap);j++) {
for(int k=0;k<(gipd->depth>>p_mipmap);k++) {
int ofs = (k*(gipd->height>>p_mipmap)*(gipd->width>>p_mipmap)) + j *(gipd->width>>p_mipmap) + i;
ofs*=4;
data[ofs+0]=i*0xFF/(gipd->width>>p_mipmap);
data[ofs+1]=j*0xFF/(gipd->height>>p_mipmap);
data[ofs+2]=k*0xFF/(gipd->depth>>p_mipmap);
data[ofs+3]=0xFF;
}
}
}
*/
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, gipd->tex_id);
if (gipd->compression == GI_PROBE_S3TC) {
int size = (gipd->width >> p_mipmap) * (gipd->height >> p_mipmap) * p_slice_count;
glCompressedTexSubImage3D(GL_TEXTURE_3D, p_mipmap, 0, 0, p_depth_slice, gipd->width >> p_mipmap, gipd->height >> p_mipmap, p_slice_count, _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT, size, p_data);
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} else {
glTexSubImage3D(GL_TEXTURE_3D, p_mipmap, 0, 0, p_depth_slice, gipd->width >> p_mipmap, gipd->height >> p_mipmap, p_slice_count, GL_RGBA, GL_UNSIGNED_BYTE, p_data);
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}
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//glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,p_data);
//glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,data.ptr());
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}
///////
RID RasterizerStorageGLES3::particles_create() {
Particles *particles = memnew(Particles);
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return particles_owner.make_rid(particles);
}
void RasterizerStorageGLES3::particles_set_emitting(RID p_particles, bool p_emitting) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->emitting = p_emitting;
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}
void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->amount = p_amount;
int floats = p_amount * 24;
float *data = memnew_arr(float, floats);
for (int i = 0; i < floats; i++) {
data[i] = 0;
}
for (int i = 0; i < 2; i++) {
glBindVertexArray(particles->particle_vaos[i]);
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[i]);
glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_DYNAMIC_DRAW);
for (int i = 0; i < 6; i++) {
glEnableVertexAttribArray(i);
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, ((uint8_t *)0) + (i * 16));
}
}
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if (particles->histories_enabled) {
for (int i = 0; i < 2; i++) {
glBindVertexArray(particles->particle_vao_histories[i]);
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[i]);
glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_DYNAMIC_COPY);
for (int j = 0; j < 6; j++) {
glEnableVertexAttribArray(j);
glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, ((uint8_t *)0) + (j * 16));
}
particles->particle_valid_histories[i] = false;
}
}
glBindVertexArray(0);
particles->prev_ticks = 0;
particles->phase = 0;
particles->prev_phase = 0;
particles->clear = true;
memdelete_arr(data);
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}
void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles, float p_lifetime) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->lifetime = p_lifetime;
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}
void RasterizerStorageGLES3::particles_set_one_shot(RID p_particles, bool p_one_shot) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->one_shot = p_one_shot;
}
void RasterizerStorageGLES3::particles_set_pre_process_time(RID p_particles, float p_time) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->pre_process_time = p_time;
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}
void RasterizerStorageGLES3::particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->explosiveness = p_ratio;
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}
void RasterizerStorageGLES3::particles_set_randomness_ratio(RID p_particles, float p_ratio) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->randomness = p_ratio;
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}
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void RasterizerStorageGLES3::_particles_update_histories(Particles *particles) {
bool needs_histories = particles->draw_order == VS::PARTICLES_DRAW_ORDER_VIEW_DEPTH;
if (needs_histories == particles->histories_enabled)
return;
particles->histories_enabled = needs_histories;
int floats = particles->amount * 24;
if (!needs_histories) {
glDeleteBuffers(2, particles->particle_buffer_histories);
glDeleteVertexArrays(2, particles->particle_vao_histories);
} else {
glGenBuffers(2, particles->particle_buffer_histories);
glGenVertexArrays(2, particles->particle_vao_histories);
for (int i = 0; i < 2; i++) {
glBindVertexArray(particles->particle_vao_histories[i]);
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[i]);
glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), NULL, GL_DYNAMIC_COPY);
for (int j = 0; j < 6; j++) {
glEnableVertexAttribArray(j);
glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, ((uint8_t *)0) + (j * 16));
}
particles->particle_valid_histories[i] = false;
}
}
particles->clear = true;
}
void RasterizerStorageGLES3::particles_set_custom_aabb(RID p_particles, const Rect3 &p_aabb) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->custom_aabb = p_aabb;
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_particles_update_histories(particles);
particles->instance_change_notify();
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}
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void RasterizerStorageGLES3::particles_set_speed_scale(RID p_particles, float p_scale) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
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particles->speed_scale = p_scale;
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}
void RasterizerStorageGLES3::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->use_local_coords = p_enable;
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}
void RasterizerStorageGLES3::particles_set_fixed_fps(RID p_particles, int p_fps) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->fixed_fps = p_fps;
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}
void RasterizerStorageGLES3::particles_set_fractional_delta(RID p_particles, bool p_enable) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->fractional_delta = p_enable;
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}
void RasterizerStorageGLES3::particles_set_process_material(RID p_particles, RID p_material) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->process_material = p_material;
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}
void RasterizerStorageGLES3::particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->draw_order = p_order;
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_particles_update_histories(particles);
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}
void RasterizerStorageGLES3::particles_set_draw_passes(RID p_particles, int p_passes) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->draw_passes.resize(p_passes);
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}
void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
particles->draw_passes[p_pass] = p_mesh;
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}
void RasterizerStorageGLES3::particles_restart(RID p_particles) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->restart_request = true;
}
void RasterizerStorageGLES3::particles_request_process(RID p_particles) {
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Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
if (!particles->particle_element.in_list()) {
particle_update_list.add(&particles->particle_element);
}
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}
Rect3 RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) {
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const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, Rect3());
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glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]);
float *data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, GL_MAP_READ_BIT);
Rect3 aabb;
Transform inv = particles->emission_transform.affine_inverse();
for (int i = 0; i < particles->amount; i++) {
int ofs = i * 24;
Vector3 pos = Vector3(data[ofs + 15], data[ofs + 19], data[ofs + 23]);
if (!particles->use_local_coords) {
pos = inv.xform(pos);
}
if (i == 0)
aabb.position = pos;
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else
aabb.expand_to(pos);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
float longest_axis = 0;
for (int i = 0; i < particles->draw_passes.size(); i++) {
if (particles->draw_passes[i].is_valid()) {
Rect3 maabb = mesh_get_aabb(particles->draw_passes[i], RID());
longest_axis = MAX(maabb.get_longest_axis_size(), longest_axis);
}
}
aabb.grow_by(longest_axis);
return aabb;
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}
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Rect3 RasterizerStorageGLES3::particles_get_aabb(RID p_particles) const {
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, Rect3());
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return particles->custom_aabb;
}
void RasterizerStorageGLES3::particles_set_emission_transform(RID p_particles, const Transform &p_transform) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->emission_transform = p_transform;
}
int RasterizerStorageGLES3::particles_get_draw_passes(RID p_particles) const {
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, 0);
return particles->draw_passes.size();
}
RID RasterizerStorageGLES3::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, RID());
ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
return particles->draw_passes[p_pass];
}
void RasterizerStorageGLES3::_particles_process(Particles *particles, float p_delta) {
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float new_phase = Math::fmod((float)particles->phase + (p_delta / particles->lifetime) * particles->speed_scale, (float)1.0);
if (particles->clear) {
particles->cycle_number = 0;
particles->random_seed = Math::rand();
} else if (new_phase < particles->phase) {
if (particles->one_shot) {
particles->emitting = false;
shaders.particles.set_uniform(ParticlesShaderGLES3::EMITTING, false);
}
particles->cycle_number++;
}
shaders.particles.set_uniform(ParticlesShaderGLES3::SYSTEM_PHASE, new_phase);
shaders.particles.set_uniform(ParticlesShaderGLES3::PREV_SYSTEM_PHASE, particles->phase);
particles->phase = new_phase;
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shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA, p_delta * particles->speed_scale);
shaders.particles.set_uniform(ParticlesShaderGLES3::CLEAR, particles->clear);
glUniform1ui(shaders.particles.get_uniform_location(ParticlesShaderGLES3::RANDOM_SEED), particles->random_seed);
if (particles->use_local_coords)
shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, Transform());
else
shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, particles->emission_transform);
glUniform1ui(shaders.particles.get_uniform(ParticlesShaderGLES3::CYCLE), particles->cycle_number);
particles->clear = false;
glBindVertexArray(particles->particle_vaos[0]);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->particle_buffers[1]);
// GLint size = 0;
// glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, particles->amount);
glEndTransformFeedback();
SWAP(particles->particle_buffers[0], particles->particle_buffers[1]);
SWAP(particles->particle_vaos[0], particles->particle_vaos[1]);
glBindVertexArray(0);
/* //debug particles :D
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]);
float *data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, GL_MAP_READ_BIT);
for (int i = 0; i < particles->amount; i++) {
int ofs = i * 24;
print_line(itos(i) + ":");
print_line("\tColor: " + Color(data[ofs + 0], data[ofs + 1], data[ofs + 2], data[ofs + 3]));
print_line("\tVelocity: " + Vector3(data[ofs + 4], data[ofs + 5], data[ofs + 6]));
print_line("\tActive: " + itos(data[ofs + 7]));
print_line("\tCustom: " + Color(data[ofs + 8], data[ofs + 9], data[ofs + 10], data[ofs + 11]));
print_line("\tXF X: " + Color(data[ofs + 12], data[ofs + 13], data[ofs + 14], data[ofs + 15]));
print_line("\tXF Y: " + Color(data[ofs + 16], data[ofs + 17], data[ofs + 18], data[ofs + 19]));
print_line("\tXF Z: " + Color(data[ofs + 20], data[ofs + 21], data[ofs + 22], data[ofs + 23]));
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//*/
}
void RasterizerStorageGLES3::update_particles() {
glEnable(GL_RASTERIZER_DISCARD);
while (particle_update_list.first()) {
//use transform feedback to process particles
Particles *particles = particle_update_list.first()->self();
if (particles->restart_request) {
particles->emitting = true; //restart from zero
particles->prev_ticks = 0;
particles->phase = 0;
particles->prev_phase = 0;
particles->clear = true;
particles->particle_valid_histories[0] = false;
particles->particle_valid_histories[1] = false;
particles->restart_request = false;
}
if (particles->inactive && !particles->emitting) {
particle_update_list.remove(particle_update_list.first());
continue;
}
if (particles->emitting) {
if (particles->inactive) {
//restart system from scratch
particles->prev_ticks = 0;
particles->phase = 0;
particles->prev_phase = 0;
particles->clear = true;
particles->particle_valid_histories[0] = false;
particles->particle_valid_histories[1] = false;
}
particles->inactive = false;
particles->inactive_time = 0;
} else {
particles->inactive_time += particles->speed_scale * frame.delta;
if (particles->inactive_time > particles->lifetime * 1.2) {
particles->inactive = true;
particle_update_list.remove(particle_update_list.first());
continue;
}
}
Material *material = material_owner.getornull(particles->process_material);
if (!material || !material->shader || material->shader->mode != VS::SHADER_PARTICLES) {
shaders.particles.set_custom_shader(0);
} else {
shaders.particles.set_custom_shader(material->shader->custom_code_id);
if (material->ubo_id) {
glBindBufferBase(GL_UNIFORM_BUFFER, 0, material->ubo_id);
}
int tc = material->textures.size();
RID *textures = material->textures.ptr();
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = material->shader->texture_hints.ptr();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
GLenum target;
GLuint tex;
RasterizerStorageGLES3::Texture *t = texture_owner.getornull(textures[i]);
if (!t) {
//check hints
target = GL_TEXTURE_2D;
switch (texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
tex = resources.black_tex;
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
tex = resources.aniso_tex;
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
tex = resources.normal_tex;
} break;
default: {
tex = resources.white_tex;
} break;
}
} else {
target = t->target;
tex = t->tex_id;
}
glBindTexture(target, tex);
}
}
shaders.particles.set_conditional(ParticlesShaderGLES3::USE_FRACTIONAL_DELTA, particles->fractional_delta);
shaders.particles.bind();
shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, particles->amount);
shaders.particles.set_uniform(ParticlesShaderGLES3::TIME, frame.time[0]);
shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS, particles->explosiveness);
shaders.particles.set_uniform(ParticlesShaderGLES3::LIFETIME, particles->lifetime);
shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT, 0);
shaders.particles.set_uniform(ParticlesShaderGLES3::EMITTING, particles->emitting);
shaders.particles.set_uniform(ParticlesShaderGLES3::RANDOMNESS, particles->randomness);
if (particles->clear && particles->pre_process_time > 0.0) {
float frame_time;
if (particles->fixed_fps > 0)
frame_time = 1.0 / particles->fixed_fps;
else
frame_time = 1.0 / 30.0;
float delta = particles->pre_process_time;
if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
delta = 0.1;
}
float todo = delta;
while (todo >= frame_time) {
_particles_process(particles, frame_time);
todo -= frame_time;
}
}
if (particles->fixed_fps > 0) {
float frame_time = 1.0 / particles->fixed_fps;
float delta = frame.delta;
if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
delta = 0.1;
} else if (delta <= 0.0) { //unlikely but..
delta = 0.001;
}
float todo = particles->frame_remainder + delta;
while (todo >= frame_time) {
_particles_process(particles, frame_time);
todo -= frame_time;
}
particles->frame_remainder = todo;
} else {
_particles_process(particles, frame.delta);
}
particle_update_list.remove(particle_update_list.first());
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if (particles->histories_enabled) {
SWAP(particles->particle_buffer_histories[0], particles->particle_buffer_histories[1]);
SWAP(particles->particle_vao_histories[0], particles->particle_vao_histories[1]);
SWAP(particles->particle_valid_histories[0], particles->particle_valid_histories[1]);
//copy
glBindBuffer(GL_COPY_READ_BUFFER, particles->particle_buffers[0]);
glBindBuffer(GL_COPY_WRITE_BUFFER, particles->particle_buffer_histories[0]);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, particles->amount * 24 * sizeof(float));
particles->particle_valid_histories[0] = true;
}
particles->instance_change_notify(); //make sure shadows are updated
}
glDisable(GL_RASTERIZER_DISCARD);
}
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////////
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void RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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;
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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;
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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;
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case VS::INSTANCE_GI_PROBE: {
inst = gi_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
default: {
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if (!inst) {
ERR_FAIL();
}
}
}
inst->instance_list.add(&p_instance->dependency_item);
}
void RasterizerStorageGLES3::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;
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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;
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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;
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case VS::INSTANCE_GI_PROBE: {
inst = gi_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
default: {
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if (!inst) {
ERR_FAIL();
}
}
}
ERR_FAIL_COND(!inst);
inst->instance_list.remove(&p_instance->dependency_item);
}
/* RENDER TARGET */
void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
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if (rt->fbo) {
glDeleteFramebuffers(1, &rt->fbo);
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
}
if (rt->buffers.active) {
glDeleteFramebuffers(1, &rt->buffers.fbo);
glDeleteRenderbuffers(1, &rt->buffers.depth);
glDeleteRenderbuffers(1, &rt->buffers.diffuse);
if (rt->buffers.effects_active) {
glDeleteRenderbuffers(1, &rt->buffers.specular);
glDeleteRenderbuffers(1, &rt->buffers.normal_rough);
glDeleteRenderbuffers(1, &rt->buffers.sss);
glDeleteFramebuffers(1, &rt->buffers.effect_fbo);
glDeleteTextures(1, &rt->buffers.effect);
}
rt->buffers.effects_active = false;
rt->buffers.active = false;
}
if (rt->depth) {
glDeleteTextures(1, &rt->depth);
rt->depth = 0;
}
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if (rt->effects.ssao.blur_fbo[0]) {
glDeleteFramebuffers(1, &rt->effects.ssao.blur_fbo[0]);
glDeleteTextures(1, &rt->effects.ssao.blur_red[0]);
glDeleteFramebuffers(1, &rt->effects.ssao.blur_fbo[1]);
glDeleteTextures(1, &rt->effects.ssao.blur_red[1]);
for (int i = 0; i < rt->effects.ssao.depth_mipmap_fbos.size(); i++) {
glDeleteFramebuffers(1, &rt->effects.ssao.depth_mipmap_fbos[i]);
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}
rt->effects.ssao.depth_mipmap_fbos.clear();
glDeleteTextures(1, &rt->effects.ssao.linear_depth);
rt->effects.ssao.blur_fbo[0] = 0;
rt->effects.ssao.blur_fbo[1] = 0;
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}
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if (rt->exposure.fbo) {
glDeleteFramebuffers(1, &rt->exposure.fbo);
glDeleteTextures(1, &rt->exposure.color);
rt->exposure.fbo = 0;
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}
Texture *tex = texture_owner.get(rt->texture);
tex->alloc_height = 0;
tex->alloc_width = 0;
tex->width = 0;
tex->height = 0;
tex->active = false;
for (int i = 0; i < 2; i++) {
if (rt->effects.mip_maps[i].color) {
for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
glDeleteFramebuffers(1, &rt->effects.mip_maps[i].sizes[j].fbo);
}
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glDeleteTextures(1, &rt->effects.mip_maps[i].color);
rt->effects.mip_maps[i].sizes.clear();
rt->effects.mip_maps[i].levels = 0;
}
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}
/*
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if (rt->effects.screen_space_depth) {
glDeleteTextures(1,&rt->effects.screen_space_depth);
rt->effects.screen_space_depth=0;
}
*/
}
void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
if (rt->width <= 0 || rt->height <= 0)
return;
GLuint color_internal_format;
GLuint color_format;
GLuint color_type;
Image::Format image_format;
bool hdr = rt->flags[RENDER_TARGET_HDR] && config.hdr_supported;
//hdr = false;
if (!hdr || rt->flags[RENDER_TARGET_NO_3D]) {
if (rt->flags[RENDER_TARGET_NO_3D_EFFECTS] && !rt->flags[RENDER_TARGET_TRANSPARENT]) {
//if this is not used, linear colorspace looks pretty bad
//this is the default mode used for mobile
color_internal_format = GL_RGB10_A2;
color_format = GL_RGBA;
color_type = GL_UNSIGNED_INT_2_10_10_10_REV;
image_format = Image::FORMAT_RGBA8;
} else {
color_internal_format = GL_RGBA8;
color_format = GL_RGBA;
color_type = GL_UNSIGNED_BYTE;
image_format = Image::FORMAT_RGBA8;
}
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} else {
color_internal_format = GL_RGBA16F;
color_format = GL_RGBA;
color_type = GL_HALF_FLOAT;
image_format = Image::FORMAT_RGBAH;
}
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{
/* FRONT FBO */
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glActiveTexture(GL_TEXTURE0);
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glGenFramebuffers(1, &rt->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
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glGenTextures(1, &rt->depth);
glBindTexture(GL_TEXTURE_2D, rt->depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, rt->width, rt->height, 0,
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GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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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);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, rt->depth, 0);
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glGenTextures(1, &rt->color);
glBindTexture(GL_TEXTURE_2D, rt->color);
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glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL);
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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);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("framebuffer fail, status: %x\n", status);
}
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
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Texture *tex = texture_owner.get(rt->texture);
tex->format = image_format;
tex->gl_format_cache = color_format;
tex->gl_type_cache = color_type;
tex->gl_internal_format_cache = color_internal_format;
tex->tex_id = rt->color;
tex->width = rt->width;
tex->alloc_width = rt->width;
tex->height = rt->height;
tex->alloc_height = rt->height;
tex->active = true;
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texture_set_flags(rt->texture, tex->flags);
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}
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/* BACK FBO */
if (!rt->flags[RENDER_TARGET_NO_3D] && (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS] || rt->msaa != VS::VIEWPORT_MSAA_DISABLED)) {
rt->buffers.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
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glGenFramebuffers(1, &rt->buffers.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.fbo);
glGenRenderbuffers(1, &rt->buffers.depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth);
if (msaa == 0)
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, rt->width, rt->height);
else
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH24_STENCIL8, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->buffers.depth);
glGenRenderbuffers(1, &rt->buffers.diffuse);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.diffuse);
if (msaa == 0)
glRenderbufferStorage(GL_RENDERBUFFER, color_internal_format, rt->width, rt->height);
else
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->buffers.diffuse);
if (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS]) {
rt->buffers.effects_active = true;
glGenRenderbuffers(1, &rt->buffers.specular);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular);
if (msaa == 0)
glRenderbufferStorage(GL_RENDERBUFFER, color_internal_format, rt->width, rt->height);
else
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rt->buffers.specular);
glGenRenderbuffers(1, &rt->buffers.normal_rough);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough);
if (msaa == 0)
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height);
else
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rt->buffers.normal_rough);
glGenRenderbuffers(1, &rt->buffers.sss);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.sss);
if (msaa == 0)
glRenderbufferStorage(GL_RENDERBUFFER, GL_R8, rt->width, rt->height);
else
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_R8, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.sss);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("err status: %x\n", status);
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// effect resolver
glGenFramebuffers(1, &rt->buffers.effect_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo);
glGenTextures(1, &rt->buffers.effect);
glBindTexture(GL_TEXTURE_2D, rt->buffers.effect);
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0,
color_format, color_type, NULL);
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->buffers.effect, 0);
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
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printf("err status: %x\n", status);
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
///////////////// ssao
//AO strength textures
for (int i = 0; i < 2; i++) {
glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]);
glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, rt->depth, 0);
glGenTextures(1, &rt->effects.ssao.blur_red[i]);
glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
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->effects.ssao.blur_red[i], 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
}
//5 mip levels for depth texture, but base is read separately
glGenTextures(1, &rt->effects.ssao.linear_depth);
glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth);
int ssao_w = rt->width / 2;
int ssao_h = rt->height / 2;
for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw
glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL);
ssao_w >>= 1;
ssao_h >>= 1;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i);
rt->effects.ssao.depth_mipmap_fbos.push_back(fbo);
}
//////Exposure
glGenFramebuffers(1, &rt->exposure.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo);
glGenTextures(1, &rt->exposure.color);
glBindTexture(GL_TEXTURE_2D, rt->exposure.color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
} else {
rt->buffers.effects_active = false;
}
} else {
rt->buffers.active = false;
rt->buffers.effects_active = true;
}
if (!rt->flags[RENDER_TARGET_NO_SAMPLING]) {
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for (int i = 0; i < 2; i++) {
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ERR_FAIL_COND(rt->effects.mip_maps[i].sizes.size());
int w = rt->width;
int h = rt->height;
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if (i > 0) {
w >>= 1;
h >>= 1;
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}
glGenTextures(1, &rt->effects.mip_maps[i].color);
glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[i].color);
int level = 0;
int fb_w = w;
int fb_h = h;
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while (true) {
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RenderTarget::Effects::MipMaps::Size mm;
mm.width = w;
mm.height = h;
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rt->effects.mip_maps[i].sizes.push_back(mm);
w >>= 1;
h >>= 1;
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if (w < 2 || h < 2)
break;
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level++;
}
glTexStorage2DCustom(GL_TEXTURE_2D, level + 1, color_internal_format, fb_w, fb_h, color_format, color_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
glDisable(GL_SCISSOR_TEST);
glColorMask(1, 1, 1, 1);
if (rt->buffers.active == false) {
glDepthMask(GL_TRUE);
}
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for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
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RenderTarget::Effects::MipMaps::Size &mm = rt->effects.mip_maps[i].sizes[j];
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glGenFramebuffers(1, &mm.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.mip_maps[i].color, j);
bool used_depth = false;
if (j == 0 && i == 0 && rt->buffers.active == false && !rt->flags[RENDER_TARGET_NO_3D]) { //will use this one for rendering 3D
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
used_depth = true;
}
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
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}
float zero[4] = { 1, 0, 1, 0 };
glViewport(0, 0, rt->effects.mip_maps[i].sizes[j].width, rt->effects.mip_maps[i].sizes[j].height);
glClearBufferfv(GL_COLOR, 0, zero);
if (used_depth) {
glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0);
}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
rt->effects.mip_maps[i].levels = level;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//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);
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}
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}
}
RID RasterizerStorageGLES3::render_target_create() {
RenderTarget *rt = memnew(RenderTarget);
Texture *t = memnew(Texture);
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->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->texture = texture_owner.make_rid(t);
return render_target_owner.make_rid(rt);
}
void RasterizerStorageGLES3::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 (rt->width == p_width && rt->height == p_height)
return;
_render_target_clear(rt);
rt->width = p_width;
rt->height = p_height;
_render_target_allocate(rt);
}
RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
return rt->texture;
}
void RasterizerStorageGLES3::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);
rt->flags[p_flag] = p_value;
switch (p_flag) {
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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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 RasterizerStorageGLES3::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;
_render_target_clear(rt);
rt->msaa = p_msaa;
_render_target_allocate(rt);
}
/* CANVAS SHADOW */
RID RasterizerStorageGLES3::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, GL_DEPTH_COMPONENT24, cls->size, cls->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenTextures(1, &cls->distance);
glBindTexture(GL_TEXTURE_2D, cls->distance);
if (config.use_rgba_2d_shadows) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL);
}
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);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
return canvas_light_shadow_owner.make_rid(cls);
}
/* LIGHT SHADOW MAPPING */
RID RasterizerStorageGLES3::canvas_light_occluder_create() {
CanvasOccluder *co = memnew(CanvasOccluder);
co->index_id = 0;
co->vertex_id = 0;
co->len = 0;
glGenVertexArrays(1, &co->array_id);
return canvas_occluder_owner.make_rid(co);
}
void RasterizerStorageGLES3::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_DYNAMIC_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;
glBindVertexArray(co->array_id);
glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
glBindVertexArray(0);
}
}
VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
if (mesh_owner.owns(p_rid)) {
return VS::INSTANCE_MESH;
}
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if (multimesh_owner.owns(p_rid)) {
return VS::INSTANCE_MULTIMESH;
}
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if (immediate_owner.owns(p_rid)) {
return VS::INSTANCE_IMMEDIATE;
}
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if (particles_owner.owns(p_rid)) {
return VS::INSTANCE_PARTICLES;
}
if (light_owner.owns(p_rid)) {
return VS::INSTANCE_LIGHT;
}
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if (reflection_probe_owner.owns(p_rid)) {
return VS::INSTANCE_REFLECTION_PROBE;
}
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if (gi_probe_owner.owns(p_rid)) {
return VS::INSTANCE_GI_PROBE;
}
return VS::INSTANCE_NONE;
}
bool RasterizerStorageGLES3::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);
} else if (texture_owner.owns(p_rid)) {
// delete the texture
Texture *texture = texture_owner.get(p_rid);
ERR_FAIL_COND_V(texture->render_target, true); //can't free the render target texture, dude
info.texture_mem -= texture->total_data_size;
texture_owner.free(p_rid);
memdelete(texture);
} else if (sky_owner.owns(p_rid)) {
// delete the sky
Sky *sky = sky_owner.get(p_rid);
sky_set_texture(p_rid, RID(), 256);
sky_owner.free(p_rid);
memdelete(sky);
} else if (shader_owner.owns(p_rid)) {
// delete the texture
Shader *shader = shader_owner.get(p_rid);
if (shader->shader)
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 *mat = shader->materials.first()->self();
mat->shader = NULL;
_material_make_dirty(mat);
shader->materials.remove(shader->materials.first());
}
//material_shader.free_custom_shader(shader->custom_code_id);
shader_owner.free(p_rid);
memdelete(shader);
} else if (material_owner.owns(p_rid)) {
// delete the texture
Material *material = material_owner.get(p_rid);
if (material->shader) {
material->shader->materials.remove(&material->list);
}
if (material->ubo_id) {
glDeleteBuffers(1, &material->ubo_id);
}
//remove from owners
for (Map<Geometry *, int>::Element *E = material->geometry_owners.front(); E; E = E->next()) {
Geometry *g = E->key();
g->material = RID();
}
for (Map<RasterizerScene::InstanceBase *, int>::Element *E = material->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[i] = RID();
}
}
}
material_owner.free(p_rid);
memdelete(material);
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} else if (skeleton_owner.owns(p_rid)) {
// delete the texture
Skeleton *skeleton = skeleton_owner.get(p_rid);
if (skeleton->update_list.in_list()) {
skeleton_update_list.remove(&skeleton->update_list);
}
for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
E->get()->skeleton = RID();
}
skeleton_allocate(p_rid, 0, false);
glDeleteTextures(1, &skeleton->texture);
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skeleton_owner.free(p_rid);
memdelete(skeleton);
} else if (mesh_owner.owns(p_rid)) {
// delete the texture
Mesh *mesh = mesh_owner.get(p_rid);
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mesh->instance_remove_deps();
mesh_clear(p_rid);
while (mesh->multimeshes.first()) {
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MultiMesh *multimesh = mesh->multimeshes.first()->self();
multimesh->mesh = RID();
multimesh->dirty_aabb = true;
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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);
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} else if (multimesh_owner.owns(p_rid)) {
// delete the texture
MultiMesh *multimesh = multimesh_owner.get(p_rid);
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multimesh->instance_remove_deps();
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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_2D, VS::MULTIMESH_COLOR_NONE); //frees multimesh
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update_dirty_multimeshes();
multimesh_owner.free(p_rid);
memdelete(multimesh);
} else if (immediate_owner.owns(p_rid)) {
Immediate *immediate = immediate_owner.get(p_rid);
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immediate->instance_remove_deps();
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immediate_owner.free(p_rid);
memdelete(immediate);
} else if (light_owner.owns(p_rid)) {
// delete the texture
Light *light = light_owner.get(p_rid);
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light->instance_remove_deps();
light_owner.free(p_rid);
memdelete(light);
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} 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);
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} else if (gi_probe_owner.owns(p_rid)) {
// delete the texture
GIProbe *gi_probe = gi_probe_owner.get(p_rid);
gi_probe_owner.free(p_rid);
memdelete(gi_probe);
} else if (gi_probe_data_owner.owns(p_rid)) {
// delete the texture
GIProbeData *gi_probe_data = gi_probe_data_owner.get(p_rid);
glDeleteTextures(1, &gi_probe_data->tex_id);
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gi_probe_owner.free(p_rid);
memdelete(gi_probe_data);
} 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);
glDeleteVertexArrays(1, &co->array_id);
canvas_occluder_owner.free(p_rid);
memdelete(co);
} 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);
} else {
return false;
}
return true;
}
bool RasterizerStorageGLES3::has_os_feature(const String &p_feature) const {
if (p_feature == "s3tc")
return config.s3tc_supported;
if (p_feature == "etc")
return config.etc_supported;
if (p_feature == "etc2")
return config.etc2_supported;
if (p_feature == "pvrtc")
return config.pvrtc_supported;
return false;
}
////////////////////////////////////////////
void RasterizerStorageGLES3::set_debug_generate_wireframes(bool p_generate) {
config.generate_wireframes = p_generate;
}
void RasterizerStorageGLES3::render_info_begin_capture() {
info.snap = info.render;
}
void RasterizerStorageGLES3::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;
}
int RasterizerStorageGLES3::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;
default: {
return get_render_info(p_info);
}
}
}
int RasterizerStorageGLES3::get_render_info(VS::RenderInfo p_info) {
switch (p_info) {
case VS::INFO_OBJECTS_IN_FRAME: {
return info.render_final.object_count;
} break;
case VS::INFO_VERTICES_IN_FRAME: {
return info.render_final.vertices_count;
} break;
case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
return info.render_final.material_switch_count;
} break;
case VS::INFO_SHADER_CHANGES_IN_FRAME: {
return info.render_final.shader_rebind_count;
} break;
case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
return info.render_final.surface_switch_count;
} break;
case VS::INFO_DRAW_CALLS_IN_FRAME: {
return info.render_final.draw_call_count;
} break;
case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {
return 0; //no idea
} break;
case VS::INFO_VIDEO_MEM_USED: {
return info.vertex_mem + info.texture_mem;
} break;
case VS::INFO_TEXTURE_MEM_USED: {
return info.texture_mem;
} break;
case VS::INFO_VERTEX_MEM_USED: {
return info.vertex_mem;
} break;
}
}
void RasterizerStorageGLES3::initialize() {
RasterizerStorageGLES3::system_fbo = 0;
//// extensions config
///
{
int max_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions);
for (int i = 0; i < max_extensions; i++) {
const GLubyte *s = glGetStringi(GL_EXTENSIONS, i);
if (!s)
break;
config.extensions.insert((const char *)s);
}
}
config.shrink_textures_x2 = false;
config.use_fast_texture_filter = int(ProjectSettings::get_singleton()->get("rendering/quality/filters/use_nearest_mipmap_filter"));
config.use_anisotropic_filter = config.extensions.has("rendering/quality/filters/anisotropic_filter_level");
config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
config.etc_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
config.latc_supported = config.extensions.has("GL_EXT_texture_compression_latc");
config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc");
config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc");
#ifdef GLES_OVER_GL
config.hdr_supported = true;
config.etc2_supported = false;
#else
config.etc2_supported = true;
config.hdr_supported = false;
#endif
config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc");
config.srgb_decode_supported = config.extensions.has("GL_EXT_texture_sRGB_decode");
config.anisotropic_level = 1.0;
config.use_anisotropic_filter = config.extensions.has("GL_EXT_texture_filter_anisotropic");
if (config.use_anisotropic_filter) {
glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &config.anisotropic_level);
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config.anisotropic_level = MIN(int(ProjectSettings::get_singleton()->get("rendering/quality/filters/anisotropic_filter_level")), config.anisotropic_level);
}
frame.clear_request = false;
shaders.copy.init();
{
//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);
}
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
#ifdef GLES_OVER_GL
config.use_rgba_2d_shadows = false;
#else
config.use_rgba_2d_shadows = true;
#endif
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//generic quadie for copying
{
//quad buffers
glGenBuffers(1, &resources.quadie);
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
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{
const float qv[16] = {
-1, -1,
0, 0,
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-1, 1,
0, 1,
1, 1,
1, 1,
1, -1,
1, 0,
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};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
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}
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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glGenVertexArrays(1, &resources.quadie_array);
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glBindVertexArray(resources.quadie_array);
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
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glEnableVertexAttribArray(0);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
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glEnableVertexAttribArray(4);
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glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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}
//generic quadie for copying without touching sky
{
//transform feedback buffers
uint32_t xf_feedback_size = GLOBAL_DEF("rendering/limits/buffers/blend_shape_max_buffer_size_kb", 4096);
for (int i = 0; i < 2; i++) {
glGenBuffers(1, &resources.transform_feedback_buffers[i]);
glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[i]);
glBufferData(GL_ARRAY_BUFFER, xf_feedback_size * 1024, NULL, GL_STREAM_DRAW);
}
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shaders.blend_shapes.init();
glGenVertexArrays(1, &resources.transform_feedback_array);
}
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shaders.cubemap_filter.init();
bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx.mobile");
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
shaders.particles.init();
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#ifdef GLES_OVER_GL
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glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
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#endif
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frame.count = 0;
frame.prev_tick = 0;
frame.delta = 0;
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frame.current_rt = NULL;
config.keep_original_textures = false;
config.generate_wireframes = false;
config.use_texture_array_environment = GLOBAL_GET("rendering/quality/reflections/texture_array_reflections");
config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
GLOBAL_DEF("rendering/quality/depth_prepass/disable", false);
String renderer = (const char *)glGetString(GL_RENDERER);
config.no_depth_prepass = !bool(GLOBAL_GET("rendering/quality/depth_prepass/enable"));
if (!config.no_depth_prepass) {
String vendors = GLOBAL_GET("rendering/quality/depth_prepass/disable_for_vendors");
Vector<String> vendor_match = vendors.split(",");
for (int i = 0; i < vendor_match.size(); i++) {
String v = vendor_match[i].strip_edges();
if (v == String())
continue;
if (renderer.findn(v) != -1) {
config.no_depth_prepass = true;
}
}
}
}
void RasterizerStorageGLES3::finalize() {
glDeleteTextures(1, &resources.white_tex);
glDeleteTextures(1, &resources.black_tex);
glDeleteTextures(1, &resources.normal_tex);
}
2017-02-16 12:55:11 +01:00
void RasterizerStorageGLES3::update_dirty_resources() {
update_dirty_multimeshes();
update_dirty_skeletons();
update_dirty_shaders();
update_dirty_materials();
update_particles();
}
RasterizerStorageGLES3::RasterizerStorageGLES3() {
}