virtualx-engine/drivers/gles3/rasterizer_storage_gles3.h
lawnjelly 1394df3188 Prevent item joining with custom shaders using selected BUILTINs
Large FVF allows batching of many custom shaders, but should not join items which have shaders that utilize BUILTINs which would change for each item, because these will not be sent individually, and all joined items would wrongly use the values from the first joined item.
2020-11-19 15:09:33 +00:00

1528 lines
45 KiB
C++

/*************************************************************************/
/* rasterizer_storage_gles3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZERSTORAGEGLES3_H
#define RASTERIZERSTORAGEGLES3_H
#include "core/self_list.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual/shader_language.h"
#include "shader_compiler_gles3.h"
#include "shader_gles3.h"
#include "shaders/blend_shape.glsl.gen.h"
#include "shaders/canvas.glsl.gen.h"
#include "shaders/copy.glsl.gen.h"
#include "shaders/cubemap_filter.glsl.gen.h"
#include "shaders/particles.glsl.gen.h"
// WebGL 2.0 has no MapBufferRange/UnmapBuffer, but offers a non-ES style BufferSubData API instead.
#ifdef __EMSCRIPTEN__
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
#endif
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3;
#define _TEXTURE_SRGB_DECODE_EXT 0x8A48
#define _DECODE_EXT 0x8A49
#define _SKIP_DECODE_EXT 0x8A4A
void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type);
class RasterizerStorageGLES3 : public RasterizerStorage {
public:
RasterizerCanvasGLES3 *canvas;
RasterizerSceneGLES3 *scene;
static GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo.
enum RenderArchitecture {
RENDER_ARCH_MOBILE,
RENDER_ARCH_DESKTOP,
};
struct Config {
bool shrink_textures_x2;
bool use_fast_texture_filter;
bool use_anisotropic_filter;
bool s3tc_supported;
bool latc_supported;
bool rgtc_supported;
bool bptc_supported;
bool etc_supported;
bool etc2_supported;
bool pvrtc_supported;
bool srgb_decode_supported;
bool support_npot_repeat_mipmap;
bool texture_float_linear_supported;
bool framebuffer_float_supported;
bool framebuffer_half_float_supported;
bool use_rgba_2d_shadows;
float anisotropic_level;
int max_texture_image_units;
int max_texture_size;
bool generate_wireframes;
bool use_texture_array_environment;
Set<String> extensions;
bool keep_original_textures;
bool use_depth_prepass;
bool force_vertex_shading;
// in some cases the legacy render didn't orphan. We will mark these
// so the user can switch orphaning off for them.
bool should_orphan;
} config;
mutable struct Shaders {
CopyShaderGLES3 copy;
ShaderCompilerGLES3 compiler;
CubemapFilterShaderGLES3 cubemap_filter;
BlendShapeShaderGLES3 blend_shapes;
ParticlesShaderGLES3 particles;
ShaderCompilerGLES3::IdentifierActions actions_canvas;
ShaderCompilerGLES3::IdentifierActions actions_scene;
ShaderCompilerGLES3::IdentifierActions actions_particles;
} shaders;
struct Resources {
GLuint white_tex;
GLuint black_tex;
GLuint normal_tex;
GLuint aniso_tex;
GLuint white_tex_3d;
GLuint white_tex_array;
GLuint quadie;
GLuint quadie_array;
GLuint transform_feedback_buffers[2];
GLuint transform_feedback_array;
} resources;
struct Info {
uint64_t texture_mem;
uint64_t vertex_mem;
struct Render {
uint32_t object_count;
uint32_t draw_call_count;
uint32_t material_switch_count;
uint32_t surface_switch_count;
uint32_t shader_rebind_count;
uint32_t vertices_count;
uint32_t _2d_item_count;
uint32_t _2d_draw_call_count;
void reset() {
object_count = 0;
draw_call_count = 0;
material_switch_count = 0;
surface_switch_count = 0;
shader_rebind_count = 0;
vertices_count = 0;
_2d_item_count = 0;
_2d_draw_call_count = 0;
}
} render, render_final, snap;
Info() {
texture_mem = 0;
vertex_mem = 0;
render.reset();
render_final.reset();
}
} info;
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////DATA///////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
struct Instantiable : public RID_Data {
SelfList<RasterizerScene::InstanceBase>::List instance_list;
_FORCE_INLINE_ void instance_change_notify(bool p_aabb, bool p_materials) {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
while (instances) {
instances->self()->base_changed(p_aabb, p_materials);
instances = instances->next();
}
}
_FORCE_INLINE_ void instance_remove_deps() {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
while (instances) {
SelfList<RasterizerScene::InstanceBase> *next = instances->next();
instances->self()->base_removed();
instances = next;
}
}
Instantiable() {}
virtual ~Instantiable() {
}
};
struct GeometryOwner : public Instantiable {
virtual ~GeometryOwner() {}
};
struct Geometry : Instantiable {
enum Type {
GEOMETRY_INVALID,
GEOMETRY_SURFACE,
GEOMETRY_IMMEDIATE,
GEOMETRY_MULTISURFACE,
};
Type type;
RID material;
uint64_t last_pass;
uint32_t index;
virtual void material_changed_notify() {}
Geometry() {
last_pass = 0;
index = 0;
}
};
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////API////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
/* TEXTURE API */
struct RenderTarget;
struct Texture : public RID_Data {
Texture *proxy;
Set<Texture *> proxy_owners;
String path;
uint32_t flags;
int width, height, depth;
int alloc_width, alloc_height, alloc_depth;
Image::Format format;
VS::TextureType type;
GLenum target;
GLenum gl_format_cache;
GLenum gl_internal_format_cache;
GLenum gl_type_cache;
int data_size; //original data size, useful for retrieving back
bool compressed;
bool srgb;
int total_data_size;
bool ignore_mipmaps;
int mipmaps;
bool is_npot_repeat_mipmap;
bool active;
GLuint tex_id;
bool using_srgb;
bool redraw_if_visible;
uint16_t stored_cube_sides;
RenderTarget *render_target;
Vector<Ref<Image> > images;
VisualServer::TextureDetectCallback detect_3d;
void *detect_3d_ud;
VisualServer::TextureDetectCallback detect_srgb;
void *detect_srgb_ud;
VisualServer::TextureDetectCallback detect_normal;
void *detect_normal_ud;
Texture() :
proxy(NULL),
flags(0),
width(0),
height(0),
format(Image::FORMAT_L8),
type(VS::TEXTURE_TYPE_2D),
target(GL_TEXTURE_2D),
data_size(0),
compressed(false),
srgb(false),
total_data_size(0),
ignore_mipmaps(false),
mipmaps(0),
active(false),
tex_id(0),
using_srgb(false),
redraw_if_visible(false),
stored_cube_sides(0),
render_target(NULL),
detect_3d(NULL),
detect_3d_ud(NULL),
detect_srgb(NULL),
detect_srgb_ud(NULL),
detect_normal(NULL),
detect_normal_ud(NULL) {
}
_ALWAYS_INLINE_ Texture *get_ptr() {
if (proxy) {
return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
} else {
return this;
}
}
~Texture() {
if (tex_id != 0) {
glDeleteTextures(1, &tex_id);
}
for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
E->get()->proxy = NULL;
}
if (proxy) {
proxy->proxy_owners.erase(this);
}
}
};
mutable RID_Owner<Texture> texture_owner;
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool &r_srgb, bool p_force_decompress) const;
virtual RID texture_create();
virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
virtual Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
virtual void texture_set_flags(RID p_texture, uint32_t p_flags);
virtual uint32_t texture_get_flags(RID p_texture) const;
virtual Image::Format texture_get_format(RID p_texture) const;
virtual VS::TextureType texture_get_type(RID p_texture) const;
virtual uint32_t texture_get_texid(RID p_texture) const;
virtual uint32_t texture_get_width(RID p_texture) const;
virtual uint32_t texture_get_height(RID p_texture) const;
virtual uint32_t texture_get_depth(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth);
virtual void texture_bind(RID p_texture, uint32_t p_texture_no);
virtual void texture_set_path(RID p_texture, const String &p_path);
virtual String texture_get_path(RID p_texture) const;
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
virtual void textures_keep_original(bool p_enable);
virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_proxy(RID p_texture, RID p_proxy);
virtual Size2 texture_size_with_proxy(RID p_texture) const;
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
/* SKY API */
struct Sky : public RID_Data {
RID panorama;
GLuint radiance;
GLuint irradiance;
int radiance_size;
};
mutable RID_Owner<Sky> sky_owner;
virtual RID sky_create();
virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
/* SHADER API */
struct Material;
struct Shader : public RID_Data {
RID self;
VS::ShaderMode mode;
ShaderGLES3 *shader;
String code;
SelfList<Material>::List materials;
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
uint32_t texture_count;
uint32_t custom_code_id;
uint32_t version;
SelfList<Shader> dirty_list;
Map<StringName, RID> default_textures;
Vector<ShaderLanguage::DataType> texture_types;
Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
bool valid;
String path;
struct CanvasItem {
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_PMALPHA,
BLEND_MODE_DISABLED,
};
int blend_mode;
enum LightMode {
LIGHT_MODE_NORMAL,
LIGHT_MODE_UNSHADED,
LIGHT_MODE_LIGHT_ONLY
};
int light_mode;
// these flags are specifically for batching
// some of the logic is thus in rasterizer_storage.cpp
// we could alternatively set bitflags for each 'uses' and test on the fly
// defined in RasterizerStorageCommon::BatchFlags
unsigned int batch_flags;
bool uses_screen_texture;
bool uses_screen_uv;
bool uses_time;
bool uses_modulate;
bool uses_color;
bool uses_vertex;
// all these should disable item joining if used in a custom shader
bool uses_world_matrix;
bool uses_extra_matrix;
bool uses_projection_matrix;
bool uses_instance_custom;
} canvas_item;
struct Spatial {
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
int blend_mode;
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_NEVER,
DEPTH_DRAW_ALPHA_PREPASS,
};
int depth_draw_mode;
enum CullMode {
CULL_MODE_FRONT,
CULL_MODE_BACK,
CULL_MODE_DISABLED,
};
int cull_mode;
bool uses_alpha;
bool uses_alpha_scissor;
bool unshaded;
bool no_depth_test;
bool uses_vertex;
bool uses_discard;
bool uses_sss;
bool uses_screen_texture;
bool uses_depth_texture;
bool uses_time;
bool uses_tangent;
bool uses_ensure_correct_normals;
bool writes_modelview_or_projection;
bool uses_vertex_lighting;
bool uses_world_coordinates;
} spatial;
struct Particles {
} particles;
bool uses_vertex_time;
bool uses_fragment_time;
Shader() :
dirty_list(this) {
shader = NULL;
ubo_size = 0;
valid = false;
custom_code_id = 0;
version = 1;
}
};
mutable SelfList<Shader>::List _shader_dirty_list;
void _shader_make_dirty(Shader *p_shader);
mutable RID_Owner<Shader> shader_owner;
virtual RID shader_create();
virtual void shader_set_code(RID p_shader, const String &p_code);
virtual String shader_get_code(RID p_shader) const;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
virtual void shader_add_custom_define(RID p_shader, const String &p_define);
virtual void shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const;
virtual void shader_remove_custom_define(RID p_shader, const String &p_define);
void _update_shader(Shader *p_shader) const;
void update_dirty_shaders();
/* COMMON MATERIAL API */
struct Material : public RID_Data {
Shader *shader;
GLuint ubo_id;
uint32_t ubo_size;
Map<StringName, Variant> params;
SelfList<Material> list;
SelfList<Material> dirty_list;
Vector<bool> texture_is_3d;
Vector<RID> textures;
float line_width;
int render_priority;
RID next_pass;
uint32_t index;
uint64_t last_pass;
Map<Geometry *, int> geometry_owners;
Map<RasterizerScene::InstanceBase *, int> instance_owners;
bool can_cast_shadow_cache;
bool is_animated_cache;
Material() :
shader(NULL),
ubo_id(0),
ubo_size(0),
list(this),
dirty_list(this),
line_width(1.0),
render_priority(0),
last_pass(0),
can_cast_shadow_cache(false),
is_animated_cache(false) {
}
};
mutable SelfList<Material>::List _material_dirty_list;
void _material_make_dirty(Material *p_material) const;
void _material_add_geometry(RID p_material, Geometry *p_geometry);
void _material_remove_geometry(RID p_material, Geometry *p_geometry);
mutable RID_Owner<Material> material_owner;
virtual RID material_create();
virtual void material_set_shader(RID p_material, RID p_shader);
virtual RID material_get_shader(RID p_material) const;
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
virtual void material_set_line_width(RID p_material, float p_width);
virtual void material_set_next_pass(RID p_material, RID p_next_material);
virtual bool material_is_animated(RID p_material);
virtual bool material_casts_shadows(RID p_material);
virtual bool material_uses_tangents(RID p_material);
virtual bool material_uses_ensure_correct_normals(RID p_material);
virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
virtual void material_set_render_priority(RID p_material, int priority);
void _update_material(Material *material);
void update_dirty_materials();
/* MESH API */
struct Mesh;
struct Surface : public Geometry {
struct Attrib {
bool enabled;
bool integer;
GLuint index;
GLint size;
GLenum type;
GLboolean normalized;
GLsizei stride;
uint32_t offset;
};
Attrib attribs[VS::ARRAY_MAX];
Mesh *mesh;
uint32_t format;
GLuint array_id;
GLuint instancing_array_id;
GLuint vertex_id;
GLuint index_id;
GLuint index_wireframe_id;
GLuint array_wireframe_id;
GLuint instancing_array_wireframe_id;
int index_wireframe_len;
Vector<AABB> skeleton_bone_aabb;
Vector<bool> skeleton_bone_used;
//bool packed;
struct BlendShape {
GLuint vertex_id;
GLuint array_id;
};
Vector<BlendShape> blend_shapes;
AABB aabb;
int array_len;
int index_array_len;
int max_bone;
int array_byte_size;
int index_array_byte_size;
VS::PrimitiveType primitive;
bool active;
virtual void material_changed_notify() {
mesh->instance_change_notify(false, true);
mesh->update_multimeshes();
}
int total_data_size;
Surface() :
mesh(NULL),
format(0),
array_id(0),
vertex_id(0),
index_id(0),
index_wireframe_id(0),
array_wireframe_id(0),
instancing_array_wireframe_id(0),
index_wireframe_len(0),
array_len(0),
index_array_len(0),
array_byte_size(0),
index_array_byte_size(0),
primitive(VS::PRIMITIVE_POINTS),
active(false),
total_data_size(0) {
type = GEOMETRY_SURFACE;
}
~Surface() {
}
};
struct MultiMesh;
struct Mesh : public GeometryOwner {
bool active;
Vector<Surface *> surfaces;
int blend_shape_count;
VS::BlendShapeMode blend_shape_mode;
AABB custom_aabb;
mutable uint64_t last_pass;
SelfList<MultiMesh>::List multimeshes;
_FORCE_INLINE_ void update_multimeshes() {
SelfList<MultiMesh> *mm = multimeshes.first();
while (mm) {
mm->self()->instance_change_notify(false, true);
mm = mm->next();
}
}
Mesh() :
active(false),
blend_shape_count(0),
blend_shape_mode(VS::BLEND_SHAPE_MODE_NORMALIZED),
last_pass(0) {
}
};
mutable RID_Owner<Mesh> mesh_owner;
virtual RID mesh_create();
virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>());
virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount);
virtual int mesh_get_blend_shape_count(RID p_mesh) const;
virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const;
virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const;
virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const;
virtual void mesh_remove_surface(RID p_mesh, int p_surface);
virtual int mesh_get_surface_count(RID p_mesh) const;
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const;
virtual void mesh_clear(RID p_mesh);
void mesh_render_blend_shapes(Surface *s, const float *p_weights);
/* MULTIMESH API */
struct MultiMesh : public GeometryOwner {
RID mesh;
int size;
VS::MultimeshTransformFormat transform_format;
VS::MultimeshColorFormat color_format;
VS::MultimeshCustomDataFormat custom_data_format;
Vector<float> data;
AABB aabb;
SelfList<MultiMesh> update_list;
SelfList<MultiMesh> mesh_list;
GLuint buffer;
int visible_instances;
int xform_floats;
int color_floats;
int custom_data_floats;
bool dirty_aabb;
bool dirty_data;
MultiMesh() :
size(0),
transform_format(VS::MULTIMESH_TRANSFORM_2D),
color_format(VS::MULTIMESH_COLOR_NONE),
custom_data_format(VS::MULTIMESH_CUSTOM_DATA_NONE),
update_list(this),
mesh_list(this),
buffer(0),
visible_instances(-1),
xform_floats(0),
color_floats(0),
custom_data_floats(0),
dirty_aabb(true),
dirty_data(true) {
}
};
mutable RID_Owner<MultiMesh> multimesh_owner;
SelfList<MultiMesh>::List multimesh_update_list;
void update_dirty_multimeshes();
virtual RID multimesh_create();
virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data_format = VS::MULTIMESH_CUSTOM_DATA_NONE);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_custom_data);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
virtual void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array);
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
virtual AABB multimesh_get_aabb(RID p_multimesh) const;
/* IMMEDIATE API */
struct Immediate : public Geometry {
struct Chunk {
RID texture;
VS::PrimitiveType primitive;
Vector<Vector3> vertices;
Vector<Vector3> normals;
Vector<Plane> tangents;
Vector<Color> colors;
Vector<Vector2> uvs;
Vector<Vector2> uvs2;
};
List<Chunk> chunks;
bool building;
int mask;
AABB aabb;
Immediate() {
type = GEOMETRY_IMMEDIATE;
building = false;
}
};
Vector3 chunk_vertex;
Vector3 chunk_normal;
Plane chunk_tangent;
Color chunk_color;
Vector2 chunk_uv;
Vector2 chunk_uv2;
mutable RID_Owner<Immediate> immediate_owner;
virtual RID immediate_create();
virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture = RID());
virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex);
virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal);
virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent);
virtual void immediate_color(RID p_immediate, const Color &p_color);
virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv);
virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv);
virtual void immediate_end(RID p_immediate);
virtual void immediate_clear(RID p_immediate);
virtual void immediate_set_material(RID p_immediate, RID p_material);
virtual RID immediate_get_material(RID p_immediate) const;
virtual AABB immediate_get_aabb(RID p_immediate) const;
/* SKELETON API */
struct Skeleton : RID_Data {
bool use_2d;
int size;
Vector<float> skel_texture;
GLuint texture;
SelfList<Skeleton> update_list;
Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
Transform2D base_transform_2d;
Skeleton() :
use_2d(false),
size(0),
texture(0),
update_list(this) {
}
};
mutable RID_Owner<Skeleton> skeleton_owner;
SelfList<Skeleton>::List skeleton_update_list;
void update_dirty_skeletons();
virtual RID skeleton_create();
virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
virtual int skeleton_get_bone_count(RID p_skeleton) const;
virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
/* Light API */
struct Light : Instantiable {
VS::LightType type;
float param[VS::LIGHT_PARAM_MAX];
Color color;
Color shadow_color;
RID projector;
bool shadow;
bool negative;
bool reverse_cull;
VS::LightBakeMode bake_mode;
uint32_t cull_mask;
VS::LightOmniShadowMode omni_shadow_mode;
VS::LightOmniShadowDetail omni_shadow_detail;
VS::LightDirectionalShadowMode directional_shadow_mode;
VS::LightDirectionalShadowDepthRangeMode directional_range_mode;
bool directional_blend_splits;
uint64_t version;
};
mutable RID_Owner<Light> light_owner;
virtual RID light_create(VS::LightType p_type);
virtual void light_set_color(RID p_light, const Color &p_color);
virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value);
virtual void light_set_shadow(RID p_light, bool p_enabled);
virtual void light_set_shadow_color(RID p_light, const Color &p_color);
virtual void light_set_projector(RID p_light, RID p_texture);
virtual void light_set_negative(RID p_light, bool p_enable);
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask);
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
virtual void light_set_use_gi(RID p_light, bool p_enabled);
virtual void light_set_bake_mode(RID p_light, VS::LightBakeMode p_bake_mode);
virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail);
virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode);
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable);
virtual bool light_directional_get_blend_splits(RID p_light) const;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode);
virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
virtual bool light_has_shadow(RID p_light) const;
virtual VS::LightType light_get_type(RID p_light) const;
virtual float light_get_param(RID p_light, VS::LightParam p_param);
virtual Color light_get_color(RID p_light);
virtual bool light_get_use_gi(RID p_light);
virtual VS::LightBakeMode light_get_bake_mode(RID p_light);
virtual AABB light_get_aabb(RID p_light) const;
virtual uint64_t light_get_version(RID p_light) const;
/* PROBE API */
struct ReflectionProbe : Instantiable {
VS::ReflectionProbeUpdateMode update_mode;
float intensity;
Color interior_ambient;
float interior_ambient_energy;
float interior_ambient_probe_contrib;
float max_distance;
Vector3 extents;
Vector3 origin_offset;
bool interior;
bool box_projection;
bool enable_shadows;
uint32_t cull_mask;
};
mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
virtual RID reflection_probe_create();
virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode);
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient);
virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy);
virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib);
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance);
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
virtual AABB reflection_probe_get_aabb(RID p_probe) const;
virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
virtual Vector3 reflection_probe_get_extents(RID p_probe) const;
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const;
virtual bool reflection_probe_renders_shadows(RID p_probe) const;
/* GI PROBE API */
struct GIProbe : public Instantiable {
AABB bounds;
Transform to_cell;
float cell_size;
int dynamic_range;
float energy;
float bias;
float normal_bias;
float propagation;
bool interior;
bool compress;
uint32_t version;
PoolVector<int> dynamic_data;
};
mutable RID_Owner<GIProbe> gi_probe_owner;
virtual RID gi_probe_create();
virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds);
virtual AABB gi_probe_get_bounds(RID p_probe) const;
virtual void gi_probe_set_cell_size(RID p_probe, float p_size);
virtual float gi_probe_get_cell_size(RID p_probe) const;
virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform);
virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const;
virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data);
virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const;
virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range);
virtual int gi_probe_get_dynamic_range(RID p_probe) const;
virtual void gi_probe_set_energy(RID p_probe, float p_range);
virtual float gi_probe_get_energy(RID p_probe) const;
virtual void gi_probe_set_bias(RID p_probe, float p_range);
virtual float gi_probe_get_bias(RID p_probe) const;
virtual void gi_probe_set_normal_bias(RID p_probe, float p_range);
virtual float gi_probe_get_normal_bias(RID p_probe) const;
virtual void gi_probe_set_propagation(RID p_probe, float p_range);
virtual float gi_probe_get_propagation(RID p_probe) const;
virtual void gi_probe_set_interior(RID p_probe, bool p_enable);
virtual bool gi_probe_is_interior(RID p_probe) const;
virtual void gi_probe_set_compress(RID p_probe, bool p_enable);
virtual bool gi_probe_is_compressed(RID p_probe) const;
virtual uint32_t gi_probe_get_version(RID p_probe);
struct GIProbeData : public RID_Data {
int width;
int height;
int depth;
int levels;
GLuint tex_id;
GIProbeCompression compression;
GIProbeData() {
}
};
mutable RID_Owner<GIProbeData> gi_probe_data_owner;
virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const;
virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression);
virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data);
/* LIGHTMAP CAPTURE */
virtual RID lightmap_capture_create();
virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds);
virtual AABB lightmap_capture_get_bounds(RID p_capture) const;
virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree);
virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const;
virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform);
virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const;
virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv);
virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const;
virtual void lightmap_capture_set_energy(RID p_capture, float p_energy);
virtual float lightmap_capture_get_energy(RID p_capture) const;
virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const;
struct LightmapCapture : public Instantiable {
PoolVector<LightmapCaptureOctree> octree;
AABB bounds;
Transform cell_xform;
int cell_subdiv;
float energy;
LightmapCapture() {
energy = 1.0;
cell_subdiv = 1;
}
};
mutable RID_Owner<LightmapCapture> lightmap_capture_data_owner;
/* PARTICLES */
struct Particles : public GeometryOwner {
bool inactive;
float inactive_time;
bool emitting;
bool one_shot;
int amount;
float lifetime;
float pre_process_time;
float explosiveness;
float randomness;
bool restart_request;
AABB custom_aabb;
bool use_local_coords;
RID process_material;
VS::ParticlesDrawOrder draw_order;
Vector<RID> draw_passes;
GLuint particle_buffers[2];
GLuint particle_vaos[2];
GLuint particle_buffer_histories[2];
GLuint particle_vao_histories[2];
bool particle_valid_histories[2];
bool histories_enabled;
SelfList<Particles> particle_element;
float phase;
float prev_phase;
uint64_t prev_ticks;
uint32_t random_seed;
uint32_t cycle_number;
float speed_scale;
int fixed_fps;
bool fractional_delta;
float frame_remainder;
bool clear;
Transform emission_transform;
Particles() :
inactive(true),
inactive_time(0.0),
emitting(false),
one_shot(false),
amount(0),
lifetime(1.0),
pre_process_time(0.0),
explosiveness(0.0),
randomness(0.0),
restart_request(false),
custom_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))),
use_local_coords(true),
draw_order(VS::PARTICLES_DRAW_ORDER_INDEX),
histories_enabled(false),
particle_element(this),
prev_ticks(0),
random_seed(0),
cycle_number(0),
speed_scale(1.0),
fixed_fps(0),
fractional_delta(false),
frame_remainder(0),
clear(true) {
particle_buffers[0] = 0;
particle_buffers[1] = 0;
glGenBuffers(2, particle_buffers);
glGenVertexArrays(2, particle_vaos);
}
~Particles() {
glDeleteBuffers(2, particle_buffers);
glDeleteVertexArrays(2, particle_vaos);
if (histories_enabled) {
glDeleteBuffers(2, particle_buffer_histories);
glDeleteVertexArrays(2, particle_vao_histories);
}
}
};
SelfList<Particles>::List particle_update_list;
void update_particles();
mutable RID_Owner<Particles> particles_owner;
virtual RID particles_create();
virtual void particles_set_emitting(RID p_particles, bool p_emitting);
virtual bool particles_get_emitting(RID p_particles);
virtual void particles_set_amount(RID p_particles, int p_amount);
virtual void particles_set_lifetime(RID p_particles, float p_lifetime);
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot);
virtual void particles_set_pre_process_time(RID p_particles, float p_time);
virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio);
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
virtual void particles_set_speed_scale(RID p_particles, float p_scale);
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
virtual void particles_set_process_material(RID p_particles, RID p_material);
virtual void particles_set_fixed_fps(RID p_particles, int p_fps);
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable);
virtual void particles_restart(RID p_particles);
virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order);
virtual void particles_set_draw_passes(RID p_particles, int p_passes);
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
virtual void particles_request_process(RID p_particles);
virtual AABB particles_get_current_aabb(RID p_particles);
virtual AABB particles_get_aabb(RID p_particles) const;
virtual void _particles_update_histories(Particles *particles);
virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform);
void _particles_process(Particles *p_particles, float p_delta);
virtual int particles_get_draw_passes(RID p_particles) const;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
virtual bool particles_is_inactive(RID p_particles) const;
/* INSTANCE */
virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
/* RENDER TARGET */
struct RenderTarget : public RID_Data {
GLuint fbo;
GLuint color;
GLuint depth;
struct Buffers {
bool active;
bool effects_active;
GLuint fbo;
GLuint depth;
GLuint specular;
GLuint diffuse;
GLuint normal_rough;
GLuint sss;
GLuint effect_fbo;
GLuint effect;
} buffers;
struct Effects {
struct MipMaps {
struct Size {
GLuint fbo;
int width;
int height;
};
Vector<Size> sizes;
GLuint color;
int levels;
MipMaps() :
color(0),
levels(0) {
}
};
MipMaps mip_maps[2]; //first mipmap chain starts from full-screen
//GLuint depth2; //depth for the second mipmap chain, in case of desiring upsampling
struct SSAO {
GLuint blur_fbo[2]; // blur fbo
GLuint blur_red[2]; // 8 bits red buffer
GLuint linear_depth;
Vector<GLuint> depth_mipmap_fbos; //fbos for depth mipmapsla ver
SSAO() :
linear_depth(0) {
blur_fbo[0] = 0;
blur_fbo[1] = 0;
}
} ssao;
Effects() {}
} effects;
struct Exposure {
GLuint fbo;
GLuint color;
Exposure() :
fbo(0) {}
} exposure;
// External FBO to render our final result to (mostly used for ARVR)
struct External {
GLuint fbo;
RID texture;
External() :
fbo(0) {}
} external;
uint64_t last_exposure_tick;
int width, height;
bool flags[RENDER_TARGET_FLAG_MAX];
bool used_in_frame;
VS::ViewportMSAA msaa;
bool use_fxaa;
bool use_debanding;
RID texture;
RenderTarget() :
fbo(0),
depth(0),
last_exposure_tick(0),
width(0),
height(0),
used_in_frame(false),
msaa(VS::VIEWPORT_MSAA_DISABLED),
use_fxaa(false),
use_debanding(false) {
exposure.fbo = 0;
buffers.fbo = 0;
external.fbo = 0;
for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
flags[i] = false;
}
flags[RENDER_TARGET_HDR] = true;
buffers.active = false;
buffers.effects_active = false;
}
};
mutable RID_Owner<RenderTarget> render_target_owner;
void _render_target_clear(RenderTarget *rt);
void _render_target_allocate(RenderTarget *rt);
virtual RID render_target_create();
virtual void render_target_set_position(RID p_render_target, int p_x, int p_y);
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
virtual bool render_target_was_used(RID p_render_target);
virtual void render_target_clear_used(RID p_render_target);
virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa);
virtual void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
virtual void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
/* CANVAS SHADOW */
struct CanvasLightShadow : public RID_Data {
int size;
int height;
GLuint fbo;
GLuint depth;
GLuint distance; //for older devices
};
RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
virtual RID canvas_light_shadow_buffer_create(int p_width);
/* LIGHT SHADOW MAPPING */
struct CanvasOccluder : public RID_Data {
GLuint array_id; // 0 means, unconfigured
GLuint vertex_id; // 0 means, unconfigured
GLuint index_id; // 0 means, unconfigured
PoolVector<Vector2> lines;
int len;
};
RID_Owner<CanvasOccluder> canvas_occluder_owner;
virtual RID canvas_light_occluder_create();
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines);
virtual VS::InstanceType get_base_type(RID p_rid) const;
virtual bool free(RID p_rid);
struct Frame {
RenderTarget *current_rt;
bool clear_request;
Color clear_request_color;
float time[4];
float delta;
uint64_t count;
} frame;
void initialize();
void finalize();
virtual bool has_os_feature(const String &p_feature) const;
virtual void update_dirty_resources();
virtual void set_debug_generate_wireframes(bool p_generate);
virtual void render_info_begin_capture();
virtual void render_info_end_capture();
virtual int get_captured_render_info(VS::RenderInfo p_info);
virtual int get_render_info(VS::RenderInfo p_info);
virtual String get_video_adapter_name() const;
virtual String get_video_adapter_vendor() const;
void buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false);
RasterizerStorageGLES3();
};
// standardize the orphan / upload in one place so it can be changed per platform as necessary, and avoid future
// bugs causing pipeline stalls
inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target, GLenum p_usage, bool p_optional_orphan) {
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
// Was previously #ifndef GLES_OVER_GL however this causes stalls on desktop mac also (and possibly other)
if (!p_optional_orphan || (config.should_orphan)) {
glBufferData(p_target, p_buffer_size, NULL, p_usage);
}
glBufferSubData(p_target, p_offset, p_data_size, p_data);
}
#endif // RASTERIZERSTORAGEGLES3_H