4428115916
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
741 lines
18 KiB
C++
741 lines
18 KiB
C++
#ifndef RASTERIZERSTORAGEGLES3_H
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#define RASTERIZERSTORAGEGLES3_H
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#include "servers/visual/rasterizer.h"
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#include "servers/visual/shader_language.h"
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#include "shader_gles3.h"
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#include "shaders/copy.glsl.h"
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#include "shaders/canvas.glsl.h"
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#include "self_list.h"
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#include "shader_compiler_gles3.h"
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class RasterizerCanvasGLES3;
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class RasterizerSceneGLES3;
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class RasterizerStorageGLES3 : public RasterizerStorage {
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public:
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RasterizerCanvasGLES3 *canvas;
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RasterizerSceneGLES3 *scene;
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enum FBOFormat {
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FBO_FORMAT_16_BITS,
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FBO_FORMAT_32_BITS,
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FBO_FORMAT_FLOAT,
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};
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struct Config {
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FBOFormat fbo_format;
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bool fbo_deferred;
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GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo.
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bool shrink_textures_x2;
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bool use_fast_texture_filter;
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bool use_anisotropic_filter;
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bool s3tc_supported;
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bool latc_supported;
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bool bptc_supported;
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bool etc_supported;
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bool etc2_supported;
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bool pvrtc_supported;
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bool srgb_decode_supported;
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bool use_rgba_2d_shadows;
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float anisotropic_level;
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int max_texture_image_units;
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int max_texture_size;
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Set<String> extensions;
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} config;
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mutable struct Shaders {
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CopyShaderGLES3 copy;
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ShaderCompilerGLES3 compiler;
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ShaderCompilerGLES3::IdentifierActions actions_canvas;
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ShaderCompilerGLES3::IdentifierActions actions_scene;
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} shaders;
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struct Resources {
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GLuint white_tex;
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GLuint black_tex;
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GLuint normal_tex;
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} resources;
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struct Info {
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uint64_t texture_mem;
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} info;
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/////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////DATA///////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////API////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////
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/* TEXTURE API */
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struct RenderTarget;
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struct Texture : public RID_Data {
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String path;
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uint32_t flags;
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int width,height;
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int alloc_width, alloc_height;
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Image::Format format;
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GLenum target;
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GLenum gl_format_cache;
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GLenum gl_internal_format_cache;
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GLenum gl_type_cache;
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int data_size; //original data size, useful for retrieving back
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bool compressed;
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bool srgb;
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int total_data_size;
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bool ignore_mipmaps;
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int mipmaps;
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bool active;
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GLuint tex_id;
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RenderTarget *render_target;
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Texture() {
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ignore_mipmaps=false;
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render_target=NULL;
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flags=width=height=0;
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tex_id=0;
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data_size=0;
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format=Image::FORMAT_L8;
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active=false;
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compressed=false;
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total_data_size=0;
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target=GL_TEXTURE_2D;
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mipmaps=0;
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}
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~Texture() {
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if (tex_id!=0) {
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glDeleteTextures(1,&tex_id);
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}
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}
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};
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mutable RID_Owner<Texture> texture_owner;
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Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags, GLenum& r_gl_format, GLenum& r_gl_internal_format, GLenum &r_type, bool &r_compressed, bool &srgb);
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virtual RID texture_create();
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virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT);
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virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
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virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
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virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
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virtual uint32_t texture_get_flags(RID p_texture) const;
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virtual Image::Format texture_get_format(RID p_texture) const;
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virtual uint32_t texture_get_width(RID p_texture) const;
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virtual uint32_t texture_get_height(RID p_texture) const;
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virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
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virtual void texture_set_path(RID p_texture,const String& p_path);
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virtual String texture_get_path(RID p_texture) const;
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virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
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virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
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/* SHADER API */
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struct Material;
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struct Shader : public RID_Data {
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RID self;
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VS::ShaderMode mode;
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ShaderGLES3 *shader;
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String code;
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SelfList<Material>::List materials;
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Map<StringName,ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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uint32_t texture_count;
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uint32_t custom_code_id;
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uint32_t version;
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SelfList<Shader> dirty_list;
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Map<StringName,RID> default_textures;
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bool valid;
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String path;
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struct CanvasItem {
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enum BlendMode {
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_PMALPHA,
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};
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int blend_mode;
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enum LightMode {
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LIGHT_MODE_NORMAL,
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LIGHT_MODE_UNSHADED,
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LIGHT_MODE_LIGHT_ONLY
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};
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int light_mode;
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} canvas_item;
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struct Spatial {
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enum BlendMode {
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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};
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int blend_mode;
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enum DepthDrawMode {
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DEPTH_DRAW_OPAQUE,
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DEPTH_DRAW_ALWAYS,
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DEPTH_DRAW_NEVER,
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DEPTH_DRAW_ALPHA_PREPASS,
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};
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int depth_draw_mode;
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enum CullMode {
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CULL_MODE_FRONT,
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CULL_MODE_BACK,
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CULL_MODE_DISABLED,
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};
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int cull_mode;
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bool uses_alpha;
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bool unshaded;
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bool ontop;
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} spatial;
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Shader() : dirty_list(this) {
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shader=NULL;
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valid=false;
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custom_code_id=0;
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version=1;
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}
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};
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mutable SelfList<Shader>::List _shader_dirty_list;
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void _shader_make_dirty(Shader* p_shader);
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mutable RID_Owner<Shader> shader_owner;
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virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_SPATIAL);
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virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
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virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
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virtual void shader_set_code(RID p_shader, const String& p_code);
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virtual String shader_get_code(RID p_shader) const;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
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virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
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virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
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void _update_shader(Shader* p_shader) const;
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void update_dirty_shaders();
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/* COMMON MATERIAL API */
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struct Material : public RID_Data {
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Shader *shader;
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GLuint ubo_id;
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uint32_t ubo_size;
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Map<StringName,Variant> params;
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SelfList<Material> list;
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SelfList<Material> dirty_list;
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Vector<RID> textures;
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uint32_t index;
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uint64_t last_pass;
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Material() : list(this), dirty_list(this) {
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shader=NULL;
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ubo_id=0;
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ubo_size=0;
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last_pass=0;
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}
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};
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mutable SelfList<Material>::List _material_dirty_list;
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void _material_make_dirty(Material *p_material) const;
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mutable RID_Owner<Material> material_owner;
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virtual RID material_create();
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virtual void material_set_shader(RID p_material, RID p_shader);
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virtual RID material_get_shader(RID p_material) const;
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virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
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virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
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void _update_material(Material* material);
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void update_dirty_materials();
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/* MESH API */
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struct Instantiable : public RID_Data {
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enum Type {
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GEOMETRY_INVALID,
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GEOMETRY_SURFACE,
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GEOMETRY_IMMEDIATE,
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GEOMETRY_MULTISURFACE,
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};
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SelfList<RasterizerScene::InstanceBase>::List instance_list;
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_FORCE_INLINE_ void instance_change_notify() {
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SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
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while(instances) {
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instances->self()->base_changed();
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instances=instances->next();
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}
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}
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Instantiable() { }
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virtual ~Instantiable() {
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while(instance_list.first()) {
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instance_list.first()->self()->base_removed();
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}
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}
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};
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struct Geometry : Instantiable {
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enum Type {
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GEOMETRY_INVALID,
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GEOMETRY_SURFACE,
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GEOMETRY_IMMEDIATE,
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GEOMETRY_MULTISURFACE,
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};
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Type type;
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RID material;
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uint64_t last_pass;
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uint32_t index;
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Geometry() {
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last_pass=0;
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index=0;
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}
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};
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struct GeometryOwner : public Instantiable {
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virtual ~GeometryOwner() {}
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};
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struct Mesh;
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struct Surface : public Geometry {
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struct Attrib {
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bool enabled;
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GLuint index;
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GLint size;
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GLenum type;
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GLboolean normalized;
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GLsizei stride;
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uint32_t offset;
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};
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Attrib attribs[VS::ARRAY_MAX];
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Attrib morph_attribs[VS::ARRAY_MAX];
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Mesh *mesh;
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uint32_t format;
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GLuint array_id;
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GLuint vertex_id;
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GLuint index_id;
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Vector<AABB> skeleton_bone_aabb;
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Vector<bool> skeleton_bone_used;
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//bool packed;
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struct MorphTarget {
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GLuint vertex_id;
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GLuint array_id;
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};
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Vector<MorphTarget> morph_targets;
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AABB aabb;
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int array_len;
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int index_array_len;
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int max_bone;
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int array_bytes;
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VS::PrimitiveType primitive;
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bool active;
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Surface() {
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array_bytes=0;
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mesh=NULL;
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format=0;
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array_id=0;
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vertex_id=0;
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index_id=0;
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array_len=0;
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type=GEOMETRY_SURFACE;
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primitive=VS::PRIMITIVE_POINTS;
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index_array_len=0;
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active=false;
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}
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~Surface() {
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}
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};
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struct Mesh : public GeometryOwner {
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bool active;
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Vector<Surface*> surfaces;
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int morph_target_count;
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VS::MorphTargetMode morph_target_mode;
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AABB custom_aabb;
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mutable uint64_t last_pass;
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Mesh() {
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morph_target_mode=VS::MORPH_MODE_NORMALIZED;
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morph_target_count=0;
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last_pass=0;
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active=false;
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}
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};
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mutable RID_Owner<Mesh> mesh_owner;
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virtual RID mesh_create();
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virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >(),const Vector<AABB>& p_bone_aabbs=Vector<AABB>());
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virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
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virtual int mesh_get_morph_target_count(RID p_mesh) const;
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virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
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virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
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virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
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virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
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virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
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virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
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virtual DVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
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virtual DVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;
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virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
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virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
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virtual void mesh_remove_surface(RID p_mesh, int p_surface);
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virtual int mesh_get_surface_count(RID p_mesh) const;
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virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
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virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
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virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const;
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virtual void mesh_clear(RID p_mesh);
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/* MULTIMESH API */
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virtual RID multimesh_create();
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virtual void multimesh_allocate(RID p_multimesh,int p_instances,VS::MultimeshTransformFormat p_transform_format,VS::MultimeshColorFormat p_color_format,bool p_gen_aabb=true);
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virtual int multimesh_get_instance_count(RID p_multimesh) const;
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virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
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virtual void multimesh_set_custom_aabb(RID p_multimesh,const AABB& p_aabb);
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virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
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virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform);
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virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
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virtual RID multimesh_get_mesh(RID p_multimesh) const;
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virtual AABB multimesh_get_custom_aabb(RID p_multimesh) const;
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virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
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virtual Matrix32 multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const;
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virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
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virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
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virtual int multimesh_get_visible_instances(RID p_multimesh) const;
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virtual AABB multimesh_get_aabb(RID p_mesh) const;
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/* IMMEDIATE API */
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virtual RID immediate_create();
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virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID());
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virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
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virtual void immediate_vertex_2d(RID p_immediate,const Vector3& p_vertex);
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virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
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virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
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virtual void immediate_color(RID p_immediate,const Color& p_color);
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virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
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virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
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virtual void immediate_end(RID p_immediate);
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virtual void immediate_clear(RID p_immediate);
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virtual void immediate_set_material(RID p_immediate,RID p_material);
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virtual RID immediate_get_material(RID p_immediate) const;
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/* SKELETON API */
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virtual RID skeleton_create();
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virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false);
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virtual int skeleton_get_bone_count(RID p_skeleton) const;
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virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
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virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone) const;
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virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform);
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virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const;
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/* Light API */
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virtual RID light_create(VS::LightType p_type);
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virtual void light_set_color(RID p_light,const Color& p_color);
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virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value);
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virtual void light_set_shadow(RID p_light,bool p_enabled);
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virtual void light_set_projector(RID p_light,RID p_texture);
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virtual void light_set_attenuation_texure(RID p_light,RID p_texture);
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virtual void light_set_negative(RID p_light,bool p_enable);
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virtual void light_set_cull_mask(RID p_light,uint32_t p_mask);
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virtual void light_set_shader(RID p_light,RID p_shader);
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virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
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virtual VS::LightType light_get_type(RID p_light) const;
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virtual AABB light_get_aabb(RID p_light) const;
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/* PROBE API */
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virtual RID reflection_probe_create();
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virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
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virtual void reflection_probe_set_clip(RID p_probe, float p_near, float p_far);
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virtual void reflection_probe_set_min_blend_distance(RID p_probe, float p_distance);
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virtual void reflection_probe_set_extents(RID p_probe, const Vector3& p_extents);
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virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset);
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virtual void reflection_probe_set_enable_parallax_correction(RID p_probe, bool p_enable);
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virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
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virtual void reflection_probe_set_hide_skybox(RID p_probe, bool p_hide);
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virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
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/* ROOM API */
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virtual RID room_create();
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virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform);
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virtual void room_clear_bounds(RID p_room);
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/* PORTAL API */
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// portals are only (x/y) points, forming a convex shape, which its clockwise
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// order points outside. (z is 0);
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virtual RID portal_create();
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virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
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virtual void portal_set_enabled(RID p_portal, bool p_enabled);
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virtual void portal_set_disable_distance(RID p_portal, float p_distance);
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virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
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virtual void instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance);
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virtual void instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance);
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/* RENDER TARGET */
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struct RenderTarget : public RID_Data {
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struct Color {
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GLuint fbo;
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GLuint color;
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} front,back;
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GLuint depth;
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struct Deferred {
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GLuint fbo;
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GLuint fbo_color;
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GLuint albedo_ao;
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GLuint metal_rough_motion;
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GLuint normal_special;
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} deferred;
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int width,height;
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bool flags[RENDER_TARGET_FLAG_MAX];
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bool used_in_frame;
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RID texture;
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RenderTarget() {
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width=0;
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height=0;
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depth=0;
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front.fbo=0;
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back.fbo=0;
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deferred.fbo=0;
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deferred.fbo_color=0;
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used_in_frame=false;
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flags[RENDER_TARGET_VFLIP]=false;
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flags[RENDER_TARGET_TRANSPARENT]=false;
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flags[RENDER_TARGET_NO_3D]=false;
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flags[RENDER_TARGET_NO_SAMPLING]=false;
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}
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};
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mutable RID_Owner<RenderTarget> render_target_owner;
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void _render_target_clear(RenderTarget *rt);
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void _render_target_allocate(RenderTarget *rt);
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virtual RID render_target_create();
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virtual void render_target_set_size(RID p_render_target,int p_width, int p_height);
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virtual RID render_target_get_texture(RID p_render_target) const;
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virtual void render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value);
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virtual bool render_target_renedered_in_frame(RID p_render_target);
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/* CANVAS SHADOW */
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struct CanvasLightShadow : public RID_Data {
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int size;
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int height;
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GLuint fbo;
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GLuint depth;
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GLuint distance; //for older devices
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};
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RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
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virtual RID canvas_light_shadow_buffer_create(int p_width);
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/* LIGHT SHADOW MAPPING */
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struct CanvasOccluder : public RID_Data {
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GLuint vertex_id; // 0 means, unconfigured
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GLuint index_id; // 0 means, unconfigured
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DVector<Vector2> lines;
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int len;
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};
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RID_Owner<CanvasOccluder> canvas_occluder_owner;
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virtual RID canvas_light_occluder_create();
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virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines);
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virtual VS::InstanceType get_base_type(RID p_rid) const;
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virtual bool free(RID p_rid);
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struct Frame {
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RenderTarget *current_rt;
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bool clear_request;
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Color clear_request_color;
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int canvas_draw_commands;
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float time[4];
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} frame;
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void initialize();
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void finalize();
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RasterizerStorageGLES3();
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};
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#endif // RASTERIZERSTORAGEGLES3_H
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