virtualx-engine/drivers/gles3/rasterizer_storage_gles3.h
Juan Linietsky 4428115916 Everything returning to normal in 3D, still a long way to go
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-19 11:14:41 -03:00

741 lines
18 KiB
C++

#ifndef RASTERIZERSTORAGEGLES3_H
#define RASTERIZERSTORAGEGLES3_H
#include "servers/visual/rasterizer.h"
#include "servers/visual/shader_language.h"
#include "shader_gles3.h"
#include "shaders/copy.glsl.h"
#include "shaders/canvas.glsl.h"
#include "self_list.h"
#include "shader_compiler_gles3.h"
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3;
class RasterizerStorageGLES3 : public RasterizerStorage {
public:
RasterizerCanvasGLES3 *canvas;
RasterizerSceneGLES3 *scene;
enum FBOFormat {
FBO_FORMAT_16_BITS,
FBO_FORMAT_32_BITS,
FBO_FORMAT_FLOAT,
};
struct Config {
FBOFormat fbo_format;
bool fbo_deferred;
GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo.
bool shrink_textures_x2;
bool use_fast_texture_filter;
bool use_anisotropic_filter;
bool s3tc_supported;
bool latc_supported;
bool bptc_supported;
bool etc_supported;
bool etc2_supported;
bool pvrtc_supported;
bool srgb_decode_supported;
bool use_rgba_2d_shadows;
float anisotropic_level;
int max_texture_image_units;
int max_texture_size;
Set<String> extensions;
} config;
mutable struct Shaders {
CopyShaderGLES3 copy;
ShaderCompilerGLES3 compiler;
ShaderCompilerGLES3::IdentifierActions actions_canvas;
ShaderCompilerGLES3::IdentifierActions actions_scene;
} shaders;
struct Resources {
GLuint white_tex;
GLuint black_tex;
GLuint normal_tex;
} resources;
struct Info {
uint64_t texture_mem;
} info;
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////DATA///////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////API////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
/* TEXTURE API */
struct RenderTarget;
struct Texture : public RID_Data {
String path;
uint32_t flags;
int width,height;
int alloc_width, alloc_height;
Image::Format format;
GLenum target;
GLenum gl_format_cache;
GLenum gl_internal_format_cache;
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 active;
GLuint tex_id;
RenderTarget *render_target;
Texture() {
ignore_mipmaps=false;
render_target=NULL;
flags=width=height=0;
tex_id=0;
data_size=0;
format=Image::FORMAT_L8;
active=false;
compressed=false;
total_data_size=0;
target=GL_TEXTURE_2D;
mipmaps=0;
}
~Texture() {
if (tex_id!=0) {
glDeleteTextures(1,&tex_id);
}
}
};
mutable RID_Owner<Texture> texture_owner;
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);
virtual RID texture_create();
virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT);
virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
virtual uint32_t texture_get_flags(RID p_texture) const;
virtual Image::Format texture_get_format(RID p_texture) const;
virtual uint32_t texture_get_width(RID p_texture) const;
virtual uint32_t texture_get_height(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
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);
/* 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;
bool valid;
String path;
struct CanvasItem {
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_PMALPHA,
};
int blend_mode;
enum LightMode {
LIGHT_MODE_NORMAL,
LIGHT_MODE_UNSHADED,
LIGHT_MODE_LIGHT_ONLY
};
int light_mode;
} 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 unshaded;
bool ontop;
} spatial;
Shader() : dirty_list(this) {
shader=NULL;
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(VS::ShaderMode p_mode=VS::SHADER_SPATIAL);
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
virtual void shader_set_code(RID p_shader, const String& p_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;
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<RID> textures;
uint32_t index;
uint64_t last_pass;
Material() : list(this), dirty_list(this) {
shader=NULL;
ubo_id=0;
ubo_size=0;
last_pass=0;
}
};
mutable SelfList<Material>::List _material_dirty_list;
void _material_make_dirty(Material *p_material) const;
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;
void _update_material(Material* material);
void update_dirty_materials();
/* MESH API */
struct Instantiable : public RID_Data {
enum Type {
GEOMETRY_INVALID,
GEOMETRY_SURFACE,
GEOMETRY_IMMEDIATE,
GEOMETRY_MULTISURFACE,
};
SelfList<RasterizerScene::InstanceBase>::List instance_list;
_FORCE_INLINE_ void instance_change_notify() {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
while(instances) {
instances->self()->base_changed();
instances=instances->next();
}
}
Instantiable() { }
virtual ~Instantiable() {
while(instance_list.first()) {
instance_list.first()->self()->base_removed();
}
}
};
struct Geometry : Instantiable {
enum Type {
GEOMETRY_INVALID,
GEOMETRY_SURFACE,
GEOMETRY_IMMEDIATE,
GEOMETRY_MULTISURFACE,
};
Type type;
RID material;
uint64_t last_pass;
uint32_t index;
Geometry() {
last_pass=0;
index=0;
}
};
struct GeometryOwner : public Instantiable {
virtual ~GeometryOwner() {}
};
struct Mesh;
struct Surface : public Geometry {
struct Attrib {
bool enabled;
GLuint index;
GLint size;
GLenum type;
GLboolean normalized;
GLsizei stride;
uint32_t offset;
};
Attrib attribs[VS::ARRAY_MAX];
Attrib morph_attribs[VS::ARRAY_MAX];
Mesh *mesh;
uint32_t format;
GLuint array_id;
GLuint vertex_id;
GLuint index_id;
Vector<AABB> skeleton_bone_aabb;
Vector<bool> skeleton_bone_used;
//bool packed;
struct MorphTarget {
GLuint vertex_id;
GLuint array_id;
};
Vector<MorphTarget> morph_targets;
AABB aabb;
int array_len;
int index_array_len;
int max_bone;
int array_bytes;
VS::PrimitiveType primitive;
bool active;
Surface() {
array_bytes=0;
mesh=NULL;
format=0;
array_id=0;
vertex_id=0;
index_id=0;
array_len=0;
type=GEOMETRY_SURFACE;
primitive=VS::PRIMITIVE_POINTS;
index_array_len=0;
active=false;
}
~Surface() {
}
};
struct Mesh : public GeometryOwner {
bool active;
Vector<Surface*> surfaces;
int morph_target_count;
VS::MorphTargetMode morph_target_mode;
AABB custom_aabb;
mutable uint64_t last_pass;
Mesh() {
morph_target_mode=VS::MORPH_MODE_NORMALIZED;
morph_target_count=0;
last_pass=0;
active=false;
}
};
mutable RID_Owner<Mesh> mesh_owner;
virtual RID mesh_create();
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>());
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
virtual int mesh_get_morph_target_count(RID p_mesh) const;
virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
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 DVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
virtual DVector<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 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);
/* MULTIMESH API */
virtual RID multimesh_create();
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);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
virtual void multimesh_set_custom_aabb(RID p_multimesh,const AABB& p_aabb);
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual AABB multimesh_get_custom_aabb(RID p_multimesh) const;
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
virtual Matrix32 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 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_mesh) const;
/* IMMEDIATE API */
virtual RID immediate_create();
virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID());
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
virtual void immediate_vertex_2d(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;
/* SKELETON API */
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 Matrix32& p_transform);
virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const;
/* Light API */
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_projector(RID p_light,RID p_texture);
virtual void light_set_attenuation_texure(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_shader(RID p_light,RID p_shader);
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
virtual VS::LightType light_get_type(RID p_light) const;
virtual AABB light_get_aabb(RID p_light) const;
/* PROBE API */
virtual RID reflection_probe_create();
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
virtual void reflection_probe_set_clip(RID p_probe, float p_near, float p_far);
virtual void reflection_probe_set_min_blend_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_enable_parallax_correction(RID p_probe, bool p_enable);
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
virtual void reflection_probe_set_hide_skybox(RID p_probe, bool p_hide);
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
/* ROOM API */
virtual RID room_create();
virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform);
virtual void 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);
virtual RID portal_create();
virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
virtual void portal_set_enabled(RID p_portal, bool p_enabled);
virtual void portal_set_disable_distance(RID p_portal, float p_distance);
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
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 {
struct Color {
GLuint fbo;
GLuint color;
} front,back;
GLuint depth;
struct Deferred {
GLuint fbo;
GLuint fbo_color;
GLuint albedo_ao;
GLuint metal_rough_motion;
GLuint normal_special;
} deferred;
int width,height;
bool flags[RENDER_TARGET_FLAG_MAX];
bool used_in_frame;
RID texture;
RenderTarget() {
width=0;
height=0;
depth=0;
front.fbo=0;
back.fbo=0;
deferred.fbo=0;
deferred.fbo_color=0;
used_in_frame=false;
flags[RENDER_TARGET_VFLIP]=false;
flags[RENDER_TARGET_TRANSPARENT]=false;
flags[RENDER_TARGET_NO_3D]=false;
flags[RENDER_TARGET_NO_SAMPLING]=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_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_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value);
virtual bool render_target_renedered_in_frame(RID p_render_target);
/* 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 vertex_id; // 0 means, unconfigured
GLuint index_id; // 0 means, unconfigured
DVector<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 DVector<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;
int canvas_draw_commands;
float time[4];
} frame;
void initialize();
void finalize();
RasterizerStorageGLES3();
};
#endif // RASTERIZERSTORAGEGLES3_H