virtualx-engine/drivers/gles3/rasterizer_storage_gles3.cpp
Omar El Sheikh 7f8487a900 Split Vertex Position and Attribute Streams
Implemented splitting of vertex positions and attributes in the vertex
buffer

Positions are sequential at the start of the buffer, followed by the
additional attributes which are interleaved

Made a project setting which enables/disabled the buffer formatting
throughout the project

Implemented in both GLES2 and GLES3

This improves performance particularly on tile-based GPUs as well as
cache performance for something like shadow mapping which only needs
position data

Updated Docs and Project Setting
2021-07-19 13:23:46 -07:00

8257 lines
260 KiB
C++

/*************************************************************************/
/* rasterizer_storage_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_storage_gles3.h"
#include "core/engine.h"
#include "core/project_settings.h"
#include "rasterizer_canvas_gles3.h"
#include "rasterizer_scene_gles3.h"
/* TEXTURE API */
#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
#define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54
#define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55
#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56
#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57
#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
#define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71
#define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
#define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73
#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
#define _EXT_ETC1_RGB8_OES 0x8D64
#define _EXT_SLUMINANCE_NV 0x8C46
#define _EXT_SLUMINANCE_ALPHA_NV 0x8C44
#define _EXT_SRGB8_NV 0x8C41
#define _EXT_SLUMINANCE8_NV 0x8C47
#define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45
#define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C
#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D
#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E
#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F
#define _EXT_ATC_RGB_AMD 0x8C92
#define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
#define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#define _EXT_COMPRESSED_R11_EAC 0x9270
#define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271
#define _EXT_COMPRESSED_RG11_EAC 0x9272
#define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273
#define _EXT_COMPRESSED_RGB8_ETC2 0x9274
#define _EXT_COMPRESSED_SRGB8_ETC2 0x9275
#define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
#define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
#define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) {
/* clang-format off */
EM_ASM({
GLctx.getBufferSubData($0, $1, HEAPU8, $2, $3);
}, target, offset, data, size);
/* clang-format on */
}
#endif
void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type) {
#ifdef GLES_OVER_GL
for (int i = 0; i < levels; i++) {
glTexImage2D(target, i, internalformat, width, height, 0, format, type, nullptr);
width = MAX(1, (width / 2));
height = MAX(1, (height / 2));
}
#else
glTexStorage2D(target, levels, internalformat, width, height);
#endif
}
GLuint RasterizerStorageGLES3::system_fbo = 0;
Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, 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 {
r_compressed = false;
r_gl_format = 0;
r_real_format = p_format;
Ref<Image> image = p_image;
r_srgb = false;
bool need_decompress = false;
switch (p_format) {
case Image::FORMAT_L8: {
#ifdef GLES_OVER_GL
r_gl_internal_format = GL_R8;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
#else
r_gl_internal_format = GL_LUMINANCE;
r_gl_format = GL_LUMINANCE;
r_gl_type = GL_UNSIGNED_BYTE;
#endif
} break;
case Image::FORMAT_LA8: {
#ifdef GLES_OVER_GL
r_gl_internal_format = GL_RG8;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
#else
r_gl_internal_format = GL_LUMINANCE_ALPHA;
r_gl_format = GL_LUMINANCE_ALPHA;
r_gl_type = GL_UNSIGNED_BYTE;
#endif
} break;
case Image::FORMAT_R8: {
r_gl_internal_format = GL_R8;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RG8: {
r_gl_internal_format = GL_RG8;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
} break;
case Image::FORMAT_RGB8: {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? GL_SRGB8 : GL_RGB8;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
r_srgb = true;
} break;
case Image::FORMAT_RGBA8: {
r_gl_format = GL_RGBA;
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
r_gl_type = GL_UNSIGNED_BYTE;
r_srgb = true;
} break;
case Image::FORMAT_RGBA4444: {
r_gl_internal_format = GL_RGBA4;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
} break;
case Image::FORMAT_RGBA5551: {
r_gl_internal_format = GL_RGB5_A1;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
} break;
case Image::FORMAT_RF: {
r_gl_internal_format = GL_R32F;
r_gl_format = GL_RED;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGF: {
r_gl_internal_format = GL_RG32F;
r_gl_format = GL_RG;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGBF: {
r_gl_internal_format = GL_RGB32F;
r_gl_format = GL_RGB;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RGBAF: {
r_gl_internal_format = GL_RGBA32F;
r_gl_format = GL_RGBA;
r_gl_type = GL_FLOAT;
} break;
case Image::FORMAT_RH: {
r_gl_internal_format = GL_R16F;
r_gl_format = GL_RED;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGH: {
r_gl_internal_format = GL_RG16F;
r_gl_format = GL_RG;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGBH: {
r_gl_internal_format = GL_RGB16F;
r_gl_format = GL_RGB;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGBAH: {
r_gl_internal_format = GL_RGBA16F;
r_gl_format = GL_RGBA;
r_gl_type = GL_HALF_FLOAT;
} break;
case Image::FORMAT_RGBE9995: {
r_gl_internal_format = GL_RGB9_E5;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_INT_5_9_9_9_REV;
} break;
case Image::FORMAT_DXT1: {
if (config.s3tc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
r_srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_DXT3: {
if (config.s3tc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
r_srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_DXT5: {
if (config.s3tc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV : _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
r_srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_RGTC_R: {
if (config.rgtc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RED_RGTC1_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_RGTC_RG: {
if (config.rgtc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_BPTC_RGBA: {
if (config.bptc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : _EXT_COMPRESSED_RGBA_BPTC_UNORM;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
r_srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_BPTC_RGBF: {
if (config.bptc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
r_gl_format = GL_RGB;
r_gl_type = GL_FLOAT;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_BPTC_RGBFU: {
if (config.bptc_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
r_gl_format = GL_RGB;
r_gl_type = GL_FLOAT;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_PVRTC2: {
if (config.pvrtc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
r_srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_PVRTC2A: {
if (config.pvrtc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
r_srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_PVRTC4: {
if (config.pvrtc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
r_srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_PVRTC4A: {
if (config.pvrtc_supported) {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
r_srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC: {
if (config.etc_supported) {
r_gl_internal_format = _EXT_ETC1_RGB8_OES;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_R11: {
if (config.etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_R11_EAC;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_R11S: {
if (config.etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_SIGNED_R11_EAC;
r_gl_format = GL_RED;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RG11: {
if (config.etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_RG11_EAC;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RG11S: {
if (config.etc2_supported) {
r_gl_internal_format = _EXT_COMPRESSED_SIGNED_RG11_EAC;
r_gl_format = GL_RG;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RGB8: {
if (config.etc2_supported) {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB8_ETC2 : _EXT_COMPRESSED_RGB8_ETC2;
r_gl_format = GL_RGB;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
r_srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RGBA8: {
if (config.etc2_supported) {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : _EXT_COMPRESSED_RGBA8_ETC2_EAC;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
r_srgb = true;
} else {
need_decompress = true;
}
} break;
case Image::FORMAT_ETC2_RGB8A1: {
if (config.etc2_supported) {
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
r_srgb = true;
} else {
need_decompress = true;
}
} break;
default: {
ERR_FAIL_V(Ref<Image>());
}
}
if (need_decompress || p_force_decompress) {
if (!image.is_null()) {
image = image->duplicate();
image->decompress();
ERR_FAIL_COND_V(image->is_compressed(), image);
image->convert(Image::FORMAT_RGBA8);
}
r_gl_format = GL_RGBA;
r_gl_internal_format = (config.srgb_decode_supported || (p_flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = false;
r_real_format = Image::FORMAT_RGBA8;
r_srgb = true;
return image;
}
return image;
}
static const GLenum _cube_side_enum[6] = {
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
};
RID RasterizerStorageGLES3::texture_create() {
Texture *texture = memnew(Texture);
ERR_FAIL_COND_V(!texture, RID());
glGenTextures(1, &texture->tex_id);
texture->active = false;
texture->total_data_size = 0;
return texture_owner.make_rid(texture);
}
void RasterizerStorageGLES3::texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VisualServer::TextureType p_type, uint32_t p_flags) {
GLenum format;
GLenum internal_format;
GLenum type;
bool compressed;
bool srgb;
if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
}
#ifndef GLES_OVER_GL
switch (p_format) {
case Image::FORMAT_RF:
case Image::FORMAT_RGF:
case Image::FORMAT_RGBF:
case Image::FORMAT_RGBAF:
case Image::FORMAT_RH:
case Image::FORMAT_RGH:
case Image::FORMAT_RGBH:
case Image::FORMAT_RGBAH: {
if (!config.texture_float_linear_supported) {
// disable linear texture filtering when not supported for float format on some devices (issue #24295)
p_flags &= ~VS::TEXTURE_FLAG_FILTER;
}
} break;
default: {
}
}
#endif
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
texture->width = p_width;
texture->height = p_height;
texture->depth = p_depth_3d;
texture->format = p_format;
texture->flags = p_flags;
texture->stored_cube_sides = 0;
texture->type = p_type;
switch (p_type) {
case VS::TEXTURE_TYPE_2D: {
texture->target = GL_TEXTURE_2D;
texture->images.resize(1);
} break;
case VS::TEXTURE_TYPE_EXTERNAL: {
#ifdef ANDROID_ENABLED
texture->target = _GL_TEXTURE_EXTERNAL_OES;
#else
texture->target = GL_TEXTURE_2D;
#endif
texture->images.resize(0);
} break;
case VS::TEXTURE_TYPE_CUBEMAP: {
texture->target = GL_TEXTURE_CUBE_MAP;
texture->images.resize(6);
} break;
case VS::TEXTURE_TYPE_2D_ARRAY: {
texture->target = GL_TEXTURE_2D_ARRAY;
texture->images.resize(p_depth_3d);
} break;
case VS::TEXTURE_TYPE_3D: {
texture->target = GL_TEXTURE_3D;
texture->images.resize(p_depth_3d);
} break;
}
if (p_type != VS::TEXTURE_TYPE_EXTERNAL) {
texture->is_npot_repeat_mipmap = false;
#ifdef JAVASCRIPT_ENABLED
// WebGL 2.0 on browsers does not seem to properly support compressed non power-of-two (NPOT)
// textures with repeat/mipmaps, even though NPOT textures should be supported as per the spec.
// Force decompressing them to work it around on WebGL 2.0 at a performance cost (GH-33058).
int po2_width = next_power_of_2(p_width);
int po2_height = next_power_of_2(p_height);
bool is_po2 = p_width == po2_width && p_height == po2_height;
if (!is_po2 && (p_flags & VS::TEXTURE_FLAG_REPEAT || p_flags & VS::TEXTURE_FLAG_MIPMAPS)) {
texture->is_npot_repeat_mipmap = true;
}
#endif // JAVASCRIPT_ENABLED
Image::Format real_format;
_get_gl_image_and_format(Ref<Image>(),
texture->format,
texture->flags,
real_format,
format,
internal_format,
type,
compressed,
srgb,
texture->is_npot_repeat_mipmap);
texture->alloc_width = texture->width;
texture->alloc_height = texture->height;
texture->alloc_depth = texture->depth;
texture->gl_format_cache = format;
texture->gl_type_cache = type;
texture->gl_internal_format_cache = internal_format;
texture->compressed = compressed;
texture->srgb = srgb;
texture->data_size = 0;
texture->mipmaps = 1;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (p_type == VS::TEXTURE_TYPE_EXTERNAL) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} else if (p_type == VS::TEXTURE_TYPE_3D || p_type == VS::TEXTURE_TYPE_2D_ARRAY) {
int width = p_width;
int height = p_height;
int depth = p_depth_3d;
int mipmaps = 0;
while (width > 0 || height > 0 || (p_type == VS::TEXTURE_TYPE_3D && depth > 0)) {
width = MAX(1, width);
height = MAX(1, height);
depth = MAX(1, depth);
glTexImage3D(texture->target, mipmaps, internal_format, width, height, depth, 0, format, type, nullptr);
width /= 2;
height /= 2;
if (p_type == VS::TEXTURE_TYPE_3D) {
depth /= 2;
}
mipmaps++;
if (!(p_flags & VS::TEXTURE_FLAG_MIPMAPS)) {
break;
}
}
glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);
} else if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
//prealloc if video
glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type, nullptr);
}
texture->active = true;
}
void RasterizerStorageGLES3::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
ERR_FAIL_COND(!texture->active);
ERR_FAIL_COND(texture->render_target);
ERR_FAIL_COND(texture->format != p_image->get_format());
ERR_FAIL_COND(p_image.is_null());
ERR_FAIL_COND(texture->type == VS::TEXTURE_TYPE_EXTERNAL);
GLenum type;
GLenum format;
GLenum internal_format;
bool compressed;
bool srgb;
if (config.keep_original_textures && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
texture->images.write[p_layer] = p_image;
}
Image::Format real_format;
Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed, srgb, texture->is_npot_repeat_mipmap);
if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) {
texture->alloc_height = MAX(1, texture->alloc_height / 2);
texture->alloc_width = MAX(1, texture->alloc_width / 2);
if (texture->alloc_width == img->get_width() / 2 && texture->alloc_height == img->get_height() / 2) {
img->shrink_x2();
} else if (img->get_format() <= Image::FORMAT_RGBA8) {
img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
}
};
GLenum blit_target = GL_TEXTURE_2D;
switch (texture->type) {
case VS::TEXTURE_TYPE_2D:
case VS::TEXTURE_TYPE_EXTERNAL: {
blit_target = GL_TEXTURE_2D;
} break;
case VS::TEXTURE_TYPE_CUBEMAP: {
ERR_FAIL_INDEX(p_layer, 6);
blit_target = _cube_side_enum[p_layer];
} break;
case VS::TEXTURE_TYPE_2D_ARRAY: {
blit_target = GL_TEXTURE_2D_ARRAY;
} break;
case VS::TEXTURE_TYPE_3D: {
blit_target = GL_TEXTURE_3D;
} break;
}
texture->data_size = img->get_data().size();
PoolVector<uint8_t>::Read read = img->get_data().read();
ERR_FAIL_COND(!read.ptr());
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
texture->ignore_mipmaps = compressed && !img->has_mipmaps();
if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
}
} else {
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
if (config.srgb_decode_supported && srgb) {
if (texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
texture->using_srgb = true;
} else {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
texture->using_srgb = false;
}
}
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
} else {
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering
}
if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) {
if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
} else {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
} else {
//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
//set swizle for older format compatibility
#ifdef GLES_OVER_GL
switch (texture->format) {
case Image::FORMAT_L8: {
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
} break;
case Image::FORMAT_LA8: {
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
} break;
default: {
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
glTexParameteri(texture->target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
} break;
}
#endif
if (config.use_anisotropic_filter) {
if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level);
} else {
glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
}
}
int mipmaps = ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1;
int w = img->get_width();
int h = img->get_height();
int tsize = 0;
for (int i = 0; i < mipmaps; i++) {
int size, ofs;
img->get_mipmap_offset_and_size(i, ofs, size);
if (texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) {
if (texture->compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
int bw = w;
int bh = h;
glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) {
glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]);
} else {
glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
}
}
} else {
if (texture->compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
int bw = w;
int bh = h;
glCompressedTexSubImage3D(blit_target, i, 0, 0, p_layer, bw, bh, 1, internal_format, size, &read[ofs]);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage3D(blit_target, i, 0, 0, p_layer, w, h, 1, format, type, &read[ofs]);
}
}
tsize += size;
w = MAX(1, w >> 1);
h = MAX(1, h >> 1);
}
// Handle array and 3D textures, as those set their data per layer.
tsize *= MAX(texture->alloc_depth, 1);
info.texture_mem -= texture->total_data_size;
texture->total_data_size = tsize;
info.texture_mem += texture->total_data_size;
//printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem);
texture->stored_cube_sides |= (1 << p_layer);
if ((texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) && (texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != VS::TEXTURE_TYPE_CUBEMAP || texture->stored_cube_sides == (1 << 6) - 1)) {
//generate mipmaps if they were requested and the image does not contain them
glGenerateMipmap(texture->target);
} else if (mipmaps > 1) {
glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);
} else {
glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, 0);
}
texture->mipmaps = mipmaps;
//texture_set_flags(p_texture,texture->flags);
}
// Uploads pixel data to a sub-region of a texture, for the specified mipmap.
// The texture pixels must have been allocated before, because most features seen in texture_set_data() make no sense in a partial update.
// TODO If we want this to be usable without pre-filling pixels with a full image, we have to call glTexImage2D() with null data.
void RasterizerStorageGLES3::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) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
ERR_FAIL_COND(!texture->active);
ERR_FAIL_COND(texture->render_target);
ERR_FAIL_COND(texture->format != p_image->get_format());
ERR_FAIL_COND(p_image.is_null());
ERR_FAIL_COND(src_w <= 0 || src_h <= 0);
ERR_FAIL_COND(src_x < 0 || src_y < 0 || src_x + src_w > p_image->get_width() || src_y + src_h > p_image->get_height());
ERR_FAIL_COND(dst_x < 0 || dst_y < 0 || dst_x + src_w > texture->alloc_width || dst_y + src_h > texture->alloc_height);
ERR_FAIL_COND(p_dst_mip < 0 || p_dst_mip >= texture->mipmaps);
ERR_FAIL_COND(texture->type == VS::TEXTURE_TYPE_EXTERNAL);
GLenum type;
GLenum format;
GLenum internal_format;
bool compressed;
bool srgb;
// Because OpenGL wants data as a dense array, we have to extract the sub-image if the source rect isn't the full image
Ref<Image> p_sub_img = p_image;
if (src_x > 0 || src_y > 0 || src_w != p_image->get_width() || src_h != p_image->get_height()) {
p_sub_img = p_image->get_rect(Rect2(src_x, src_y, src_w, src_h));
}
Image::Format real_format;
Ref<Image> img = _get_gl_image_and_format(p_sub_img, p_sub_img->get_format(), texture->flags, real_format, format, internal_format, type, compressed, srgb, texture->is_npot_repeat_mipmap);
GLenum blit_target = GL_TEXTURE_2D;
switch (texture->type) {
case VS::TEXTURE_TYPE_2D:
case VS::TEXTURE_TYPE_EXTERNAL: {
blit_target = GL_TEXTURE_2D;
} break;
case VS::TEXTURE_TYPE_CUBEMAP: {
ERR_FAIL_INDEX(p_layer, 6);
blit_target = _cube_side_enum[p_layer];
} break;
case VS::TEXTURE_TYPE_2D_ARRAY: {
blit_target = GL_TEXTURE_2D_ARRAY;
} break;
case VS::TEXTURE_TYPE_3D: {
blit_target = GL_TEXTURE_3D;
} break;
}
PoolVector<uint8_t>::Read read = img->get_data().read();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
int src_data_size = img->get_data().size();
int src_ofs = 0;
if (texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) {
if (texture->compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glCompressedTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, internal_format, src_data_size, &read[src_ofs]);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// `format` has to match the internal_format used when the texture was created
glTexSubImage2D(blit_target, p_dst_mip, dst_x, dst_y, src_w, src_h, format, type, &read[src_ofs]);
}
} else {
if (texture->compressed) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glCompressedTexSubImage3D(blit_target, p_dst_mip, dst_x, dst_y, p_layer, src_w, src_h, 1, format, src_data_size, &read[src_ofs]);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// `format` has to match the internal_format used when the texture was created
glTexSubImage3D(blit_target, p_dst_mip, dst_x, dst_y, p_layer, src_w, src_h, 1, format, type, &read[src_ofs]);
}
}
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
} else {
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering
}
}
Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, Ref<Image>());
ERR_FAIL_COND_V(!texture->active, Ref<Image>());
ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>());
if (texture->type == VS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && !texture->images[p_layer].is_null()) {
return texture->images[p_layer];
}
// 3D textures and 2D texture arrays need special treatment, as the glGetTexImage reads **the whole**
// texture to host-memory. 3D textures and 2D texture arrays are potentially very big, so reading
// everything just to throw everything but one layer away is A Bad Idea.
//
// Unfortunately, to solve this, the copy shader has to read the data out via a shader and store it
// in a temporary framebuffer. The data from the framebuffer can then be read using glReadPixels.
if (texture->type == VS::TEXTURE_TYPE_2D_ARRAY || texture->type == VS::TEXTURE_TYPE_3D) {
// can't read a layer that doesn't exist
ERR_FAIL_INDEX_V(p_layer, texture->alloc_depth, Ref<Image>());
// get some information about the texture
Image::Format real_format;
GLenum gl_format;
GLenum gl_internal_format;
GLenum gl_type;
bool compressed;
bool srgb;
_get_gl_image_and_format(
Ref<Image>(),
texture->format,
texture->flags,
real_format,
gl_format,
gl_internal_format,
gl_type,
compressed,
srgb,
texture->is_npot_repeat_mipmap);
PoolVector<uint8_t> data;
// TODO need to decide between RgbaUnorm and RgbaFloat32 for output
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
data.resize(data_size * 2); // add some more memory at the end, just in case for buggy drivers
PoolVector<uint8_t>::Write wb = data.write();
// generate temporary resources
GLuint tmp_fbo;
glGenFramebuffers(1, &tmp_fbo);
GLuint tmp_color_attachment;
glGenTextures(1, &tmp_color_attachment);
// now bring the OpenGL context into the correct state
{
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fbo);
// back color attachment with memory, then set properties
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tmp_color_attachment);
// TODO support HDR properly
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// use the color texture as color attachment for this render pass
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_color_attachment, 0);
// more GL state, wheeeey
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
// use volume tex for reading
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
// set up copy shader for proper use
shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb);
shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE3D, texture->type == VS::TEXTURE_TYPE_3D);
shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE2DARRAY, texture->type == VS::TEXTURE_TYPE_2D_ARRAY);
shaders.copy.bind();
float layer;
if (texture->type == VS::TEXTURE_TYPE_2D_ARRAY) {
layer = (float)p_layer;
} else {
// calculate the normalized z coordinate for the layer
layer = (float)p_layer / (float)texture->alloc_depth;
}
shaders.copy.set_uniform(CopyShaderGLES3::LAYER, layer);
glBindVertexArray(resources.quadie_array);
}
// clear color attachment, then perform copy
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// read the image into the host buffer
glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
// remove temp resources and unset some GL state
{
shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE3D, false);
shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE2DARRAY, false);
shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteTextures(1, &tmp_color_attachment);
glDeleteFramebuffers(1, &tmp_fbo);
}
wb.release();
data.resize(data_size);
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
if (!texture->compressed) {
img->convert(real_format);
}
return Ref<Image>(img);
}
#ifdef GLES_OVER_GL
Image::Format real_format;
GLenum gl_format;
GLenum gl_internal_format;
GLenum gl_type;
bool compressed;
bool srgb;
_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, srgb, false);
PoolVector<uint8_t> data;
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, real_format, texture->mipmaps > 1);
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
PoolVector<uint8_t>::Write wb = data.write();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
for (int i = 0; i < texture->mipmaps; i++) {
int ofs = Image::get_image_mipmap_offset(texture->alloc_width, texture->alloc_height, real_format, i);
if (texture->compressed) {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetCompressedTexImage(texture->target, i, &wb[ofs]);
} else {
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glGetTexImage(texture->target, i, texture->gl_format_cache, texture->gl_type_cache, &wb[ofs]);
}
}
Image::Format img_format;
//convert special case RGB10_A2 to RGBA8 because it's not a supported image format
if (texture->gl_internal_format_cache == GL_RGB10_A2) {
img_format = Image::FORMAT_RGBA8;
uint32_t *ptr = (uint32_t *)wb.ptr();
uint32_t num_pixels = data_size / 4;
for (uint32_t ofs = 0; ofs < num_pixels; ofs++) {
uint32_t px = ptr[ofs];
uint32_t a = px >> 30 & 0xFF;
ptr[ofs] = (px >> 2 & 0xFF) |
(px >> 12 & 0xFF) << 8 |
(px >> 22 & 0xFF) << 16 |
(a | a << 2 | a << 4 | a << 6) << 24;
}
} else {
img_format = real_format;
}
wb.release();
data.resize(data_size);
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, texture->mipmaps > 1, img_format, data));
return Ref<Image>(img);
#else
Image::Format real_format;
GLenum gl_format;
GLenum gl_internal_format;
GLenum gl_type;
bool compressed;
bool srgb;
_get_gl_image_and_format(Ref<Image>(), texture->format, texture->flags, real_format, gl_format, gl_internal_format, gl_type, compressed, srgb, texture->is_npot_repeat_mipmap);
PoolVector<uint8_t> data;
int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false);
data.resize(data_size * 2); //add some memory at the end, just in case for buggy drivers
PoolVector<uint8_t>::Write wb = data.write();
GLuint temp_framebuffer;
glGenFramebuffers(1, &temp_framebuffer);
GLuint temp_color_texture;
glGenTextures(1, &temp_color_texture);
glBindFramebuffer(GL_FRAMEBUFFER, temp_framebuffer);
glBindTexture(GL_TEXTURE_2D, temp_color_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, temp_color_texture, 0);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1, 1, 1, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
glViewport(0, 0, texture->alloc_width, texture->alloc_height);
shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb);
shaders.copy.bind();
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(resources.quadie_array);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]);
shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false);
glDeleteTextures(1, &temp_color_texture);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &temp_framebuffer);
wb.release();
data.resize(data_size);
Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data));
if (!texture->compressed) {
img->convert(real_format);
}
return Ref<Image>(img);
#endif
}
void RasterizerStorageGLES3::texture_set_flags(RID p_texture, uint32_t p_flags) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
if (texture->render_target) {
// only allow filter and repeat flags for render target (ie. viewport) textures
p_flags &= (VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_REPEAT);
}
bool had_mipmaps = texture->flags & VS::TEXTURE_FLAG_MIPMAPS;
texture->flags = p_flags;
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) {
if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
} else {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
} else {
//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
if (config.use_anisotropic_filter) {
if (texture->flags & VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) {
glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level);
} else {
glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
}
}
if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
if (!had_mipmaps && texture->mipmaps == 1) {
glGenerateMipmap(texture->target);
}
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
}
} else {
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
if (config.srgb_decode_supported && texture->srgb) {
if (texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
texture->using_srgb = true;
} else {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
texture->using_srgb = false;
}
}
if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
} else {
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering
}
}
uint32_t RasterizerStorageGLES3::texture_get_flags(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->flags;
}
Image::Format RasterizerStorageGLES3::texture_get_format(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
return texture->format;
}
VisualServer::TextureType RasterizerStorageGLES3::texture_get_type(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, VS::TEXTURE_TYPE_2D);
return texture->type;
}
uint32_t RasterizerStorageGLES3::texture_get_texid(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->tex_id;
}
void RasterizerStorageGLES3::texture_bind(RID p_texture, uint32_t p_texture_no) {
Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!texture);
glActiveTexture(GL_TEXTURE0 + p_texture_no);
glBindTexture(texture->target, texture->tex_id);
}
uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->width;
}
uint32_t RasterizerStorageGLES3::texture_get_height(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->height;
}
uint32_t RasterizerStorageGLES3::texture_get_depth(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, 0);
return texture->depth;
}
void RasterizerStorageGLES3::texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
ERR_FAIL_COND(texture->render_target);
ERR_FAIL_COND(p_width <= 0 || p_width > 16384);
ERR_FAIL_COND(p_height <= 0 || p_height > 16384);
//real texture size is in alloc width and height
texture->width = p_width;
texture->height = p_height;
}
void RasterizerStorageGLES3::texture_set_path(RID p_texture, const String &p_path) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
texture->path = p_path;
}
String RasterizerStorageGLES3::texture_get_path(RID p_texture) const {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND_V(!texture, String());
return texture->path;
}
void RasterizerStorageGLES3::texture_debug_usage(List<VS::TextureInfo> *r_info) {
List<RID> textures;
texture_owner.get_owned_list(&textures);
for (List<RID>::Element *E = textures.front(); E; E = E->next()) {
Texture *t = texture_owner.get(E->get());
if (!t) {
continue;
}
VS::TextureInfo tinfo;
tinfo.texture = E->get();
tinfo.path = t->path;
tinfo.format = t->format;
tinfo.width = t->alloc_width;
tinfo.height = t->alloc_height;
tinfo.depth = t->alloc_depth;
tinfo.bytes = t->total_data_size;
r_info->push_back(tinfo);
}
}
void RasterizerStorageGLES3::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
config.shrink_textures_x2 = p_enable;
}
void RasterizerStorageGLES3::textures_keep_original(bool p_enable) {
config.keep_original_textures = p_enable;
}
void RasterizerStorageGLES3::texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
texture->detect_3d = p_callback;
texture->detect_3d_ud = p_userdata;
}
void RasterizerStorageGLES3::texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
texture->detect_srgb = p_callback;
texture->detect_srgb_ud = p_userdata;
}
void RasterizerStorageGLES3::texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
texture->detect_normal = p_callback;
texture->detect_normal_ud = p_userdata;
}
RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
Texture *texture = texture_owner.get(p_source);
ERR_FAIL_COND_V(!texture, RID());
ERR_FAIL_COND_V(texture->type != VS::TEXTURE_TYPE_CUBEMAP, RID());
bool use_float = config.framebuffer_half_float_supported;
if (p_resolution < 0) {
p_resolution = texture->width;
}
glBindVertexArray(0);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
texture->using_srgb = true;
#ifdef TOOLS_ENABLED
if (!(texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
texture->flags |= VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
//notify that texture must be set to linear beforehand, so it works in other platforms when exported
}
#endif
}
glActiveTexture(GL_TEXTURE1);
GLuint new_cubemap;
glGenTextures(1, &new_cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, new_cubemap);
GLuint tmp_fb;
glGenFramebuffers(1, &tmp_fb);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
int size = p_resolution;
int lod = 0;
shaders.cubemap_filter.bind();
int mipmaps = 6;
int mm_level = mipmaps;
GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
GLenum format = GL_RGBA;
GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
while (mm_level) {
for (int i = 0; i < 6; i++) {
glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, nullptr);
}
lod++;
mm_level--;
if (size > 1) {
size >>= 1;
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod - 1);
lod = 0;
mm_level = mipmaps;
size = p_resolution;
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
while (mm_level) {
for (int i = 0; i < 6; i++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], new_cubemap, lod);
glViewport(0, 0, size, size);
glBindVertexArray(resources.quadie_array);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::FACE_ID, i);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
#ifdef DEBUG_ENABLED
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
#endif
}
if (size > 1) {
size >>= 1;
}
lod++;
mm_level--;
}
//restore ranges
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod - 1);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glDeleteFramebuffers(1, &tmp_fb);
Texture *ctex = memnew(Texture);
ctex->type = VS::TEXTURE_TYPE_CUBEMAP;
ctex->flags = VS::TEXTURE_FLAG_MIPMAPS | VS::TEXTURE_FLAG_FILTER;
ctex->width = p_resolution;
ctex->height = p_resolution;
ctex->alloc_width = p_resolution;
ctex->alloc_height = p_resolution;
ctex->format = use_float ? Image::FORMAT_RGBAH : Image::FORMAT_RGBA8;
ctex->target = GL_TEXTURE_CUBE_MAP;
ctex->gl_format_cache = format;
ctex->gl_internal_format_cache = internal_format;
ctex->gl_type_cache = type;
ctex->data_size = 0;
ctex->compressed = false;
ctex->srgb = false;
ctex->total_data_size = 0;
ctex->ignore_mipmaps = false;
ctex->mipmaps = mipmaps;
ctex->active = true;
ctex->tex_id = new_cubemap;
ctex->stored_cube_sides = (1 << 6) - 1;
ctex->render_target = nullptr;
return texture_owner.make_rid(ctex);
}
Size2 RasterizerStorageGLES3::texture_size_with_proxy(RID p_texture) const {
const Texture *texture = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!texture, Size2());
if (texture->proxy) {
return Size2(texture->proxy->width, texture->proxy->height);
} else {
return Size2(texture->width, texture->height);
}
}
void RasterizerStorageGLES3::texture_set_proxy(RID p_texture, RID p_proxy) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
if (texture->proxy) {
texture->proxy->proxy_owners.erase(texture);
texture->proxy = nullptr;
}
if (p_proxy.is_valid()) {
Texture *proxy = texture_owner.get(p_proxy);
ERR_FAIL_COND(!proxy);
ERR_FAIL_COND(proxy == texture);
proxy->proxy_owners.insert(texture);
texture->proxy = proxy;
}
}
void RasterizerStorageGLES3::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
Texture *texture = texture_owner.get(p_texture);
ERR_FAIL_COND(!texture);
texture->redraw_if_visible = p_enable;
}
RID RasterizerStorageGLES3::sky_create() {
Sky *sky = memnew(Sky);
sky->radiance = 0;
sky->irradiance = 0;
return sky_owner.make_rid(sky);
}
void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size) {
Sky *sky = sky_owner.getornull(p_sky);
ERR_FAIL_COND(!sky);
if (sky->panorama.is_valid()) {
sky->panorama = RID();
glDeleteTextures(1, &sky->radiance);
glDeleteTextures(1, &sky->irradiance);
sky->radiance = 0;
sky->irradiance = 0;
}
sky->panorama = p_panorama;
if (!sky->panorama.is_valid()) {
return; //cleared
}
Texture *texture = texture_owner.getornull(sky->panorama);
if (!texture) {
sky->panorama = RID();
ERR_FAIL_COND(!texture);
}
texture = texture->get_ptr(); //resolve for proxies
glBindVertexArray(0);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, 0);
#ifdef GLES_OVER_GL
glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, int(Math::floor(Math::log(float(texture->width)) / Math::log(2.0f))));
glGenerateMipmap(texture->target);
#else
glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, 0);
#endif
// Need Mipmaps regardless of whether they are set in import by user
glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_REPEAT);
#ifdef GLES_OVER_GL
glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
#else
glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#endif
glTexParameterf(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) {
glTexParameteri(texture->target, _TEXTURE_SRGB_DECODE_EXT, _DECODE_EXT);
texture->using_srgb = true;
#ifdef TOOLS_ENABLED
if (!(texture->flags & VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) {
texture->flags |= VS::TEXTURE_FLAG_CONVERT_TO_LINEAR;
//notify that texture must be set to linear beforehand, so it works in other platforms when exported
}
#endif
}
{
//Irradiance map
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &sky->irradiance);
glBindTexture(GL_TEXTURE_2D, sky->irradiance);
GLuint tmp_fb;
glGenFramebuffers(1, &tmp_fb);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
int size = 32;
bool use_float = config.framebuffer_half_float_supported;
GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
GLenum format = GL_RGBA;
GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->irradiance, 0);
int irradiance_size = GLOBAL_GET("rendering/quality/reflections/irradiance_max_size");
int upscale_size = MIN(int(previous_power_of_2(irradiance_size)), p_radiance_size);
GLuint tmp_fb2;
GLuint tmp_tex;
{
//generate another one for rendering, as can't read and write from a single texarray it seems
glGenFramebuffers(1, &tmp_fb2);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
glGenTextures(1, &tmp_tex);
glBindTexture(GL_TEXTURE_2D, tmp_tex);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, upscale_size, 2.0 * upscale_size, 0, format, type, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef DEBUG_ENABLED
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
#endif
}
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::COMPUTE_IRRADIANCE, true);
shaders.cubemap_filter.bind();
// Very large Panoramas require way too much effort to compute irradiance so use a mipmap
// level that corresponds to a panorama of 1024x512
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, MAX(Math::floor(Math::log(float(texture->width)) / Math::log(2.0f)) - 10.0f, 0.0f));
// Compute Irradiance for a large texture, specified by radiance size and then pull out a low mipmap corresponding to 32x32
for (int i = 0; i < 2; i++) {
glViewport(0, i * upscale_size, upscale_size, upscale_size);
glBindVertexArray(resources.quadie_array);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
}
glGenerateMipmap(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tmp_tex);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::COMPUTE_IRRADIANCE, false);
shaders.copy.set_conditional(CopyShaderGLES3::USE_LOD, true);
shaders.copy.bind();
shaders.copy.set_uniform(CopyShaderGLES3::MIP_LEVEL, MAX(Math::floor(Math::log(float(upscale_size)) / Math::log(2.0f)) - 5.0f, 0.0f)); // Mip level that corresponds to a 32x32 texture
glViewport(0, 0, size, size * 2.0);
glBindVertexArray(resources.quadie_array);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
shaders.copy.set_conditional(CopyShaderGLES3::USE_LOD, false);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
glDeleteFramebuffers(1, &tmp_fb);
glDeleteFramebuffers(1, &tmp_fb2);
glDeleteTextures(1, &tmp_tex);
}
// Now compute radiance
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &sky->radiance);
if (config.use_texture_array_environment) {
//texture3D
glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
GLuint tmp_fb;
glGenFramebuffers(1, &tmp_fb);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
int size = p_radiance_size;
int array_level = 6;
bool use_float = config.framebuffer_half_float_supported;
GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
GLenum format = GL_RGBA;
GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internal_format, size, size * 2, array_level, 0, format, type, nullptr);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLuint tmp_fb2;
GLuint tmp_tex;
{
//generate another one for rendering, as can't read and write from a single texarray it seems
glGenFramebuffers(1, &tmp_fb2);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
glGenTextures(1, &tmp_tex);
glBindTexture(GL_TEXTURE_2D, tmp_tex);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#ifdef DEBUG_ENABLED
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
#endif
}
for (int j = 0; j < array_level; j++) {
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
#ifdef GLES_OVER_GL
if (j < 3) {
#else
if (j == 0) {
#endif
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
shaders.cubemap_filter.bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4));
} else {
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, true);
shaders.cubemap_filter.bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_ARRAY_INDEX, j - 1); //read from previous to ensure better blur
}
for (int i = 0; i < 2; i++) {
glViewport(0, i * size, size, size);
glBindVertexArray(resources.quadie_array);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, j / float(array_level - 1));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tmp_fb);
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sky->radiance, 0, j);
glBindFramebuffer(GL_READ_FRAMEBUFFER, tmp_fb2);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer(0, 0, size, size * 2, 0, 0, size, size * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false);
//restore ranges
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//reset flags on Sky Texture that may have changed
texture_set_flags(sky->panorama, texture->flags);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glDeleteFramebuffers(1, &tmp_fb);
glDeleteFramebuffers(1, &tmp_fb2);
glDeleteTextures(1, &tmp_tex);
} else {
//regular single texture with mipmaps
glBindTexture(GL_TEXTURE_2D, sky->radiance);
GLuint tmp_fb;
glGenFramebuffers(1, &tmp_fb);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
int size = p_radiance_size;
int lod = 0;
int mipmaps = 6;
int mm_level = mipmaps;
bool use_float = config.framebuffer_half_float_supported;
GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2;
GLenum format = GL_RGBA;
GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
glTexStorage2DCustom(GL_TEXTURE_2D, mipmaps, internal_format, size, size * 2.0, format, type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLuint tmp_fb2;
GLuint tmp_tex;
{
// Need a temporary framebuffer for rendering so we can read from previous iterations
glGenFramebuffers(1, &tmp_fb2);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
glGenTextures(1, &tmp_tex);
glBindTexture(GL_TEXTURE_2D, tmp_tex);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef DEBUG_ENABLED
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
#endif
}
lod = 0;
mm_level = mipmaps;
size = p_radiance_size;
while (mm_level) {
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
#ifdef DEBUG_ENABLED
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
#endif
glBindTexture(GL_TEXTURE_2D, tmp_tex);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0);
#ifdef GLES_OVER_GL
if (lod < 3) {
#else
if (lod == 0) {
#endif
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, false);
shaders.cubemap_filter.bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4));
} else {
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, true);
shaders.cubemap_filter.bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, sky->radiance);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, float(lod - 1)); //read from previous to ensure better blur
}
for (int i = 0; i < 2; i++) {
glViewport(0, i * size, size, size);
glBindVertexArray(resources.quadie_array);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0);
shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, lod / float(mipmaps - 1));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tmp_fb);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod);
glBindFramebuffer(GL_READ_FRAMEBUFFER, tmp_fb2);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer(0, 0, size, size * 2, 0, 0, size, size * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
if (size > 1) {
size >>= 1;
}
lod++;
mm_level--;
}
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false);
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false);
//restore ranges
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//reset flags on Sky Texture that may have changed
texture_set_flags(sky->panorama, texture->flags);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glDeleteFramebuffers(1, &tmp_fb);
glDeleteFramebuffers(1, &tmp_fb2);
glDeleteTextures(1, &tmp_tex);
}
}
/* SHADER API */
RID RasterizerStorageGLES3::shader_create() {
Shader *shader = memnew(Shader);
shader->mode = VS::SHADER_SPATIAL;
shader->shader = &scene->state.scene_shader;
RID rid = shader_owner.make_rid(shader);
_shader_make_dirty(shader);
shader->self = rid;
return rid;
}
void RasterizerStorageGLES3::_shader_make_dirty(Shader *p_shader) {
if (p_shader->dirty_list.in_list()) {
return;
}
_shader_dirty_list.add(&p_shader->dirty_list);
}
void RasterizerStorageGLES3::shader_set_code(RID p_shader, const String &p_code) {
Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
shader->code = p_code;
String mode_string = ShaderLanguage::get_shader_type(p_code);
VS::ShaderMode mode;
if (mode_string == "canvas_item") {
mode = VS::SHADER_CANVAS_ITEM;
} else if (mode_string == "particles") {
mode = VS::SHADER_PARTICLES;
} else {
mode = VS::SHADER_SPATIAL;
}
if (shader->custom_code_id && mode != shader->mode) {
shader->shader->free_custom_shader(shader->custom_code_id);
shader->custom_code_id = 0;
}
shader->mode = mode;
ShaderGLES3 *shaders[VS::SHADER_MAX] = {
&scene->state.scene_shader,
&canvas->state.canvas_shader,
&this->shaders.particles,
};
shader->shader = shaders[mode];
if (shader->custom_code_id == 0) {
shader->custom_code_id = shader->shader->create_custom_shader();
}
_shader_make_dirty(shader);
}
String RasterizerStorageGLES3::shader_get_code(RID p_shader) const {
const Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND_V(!shader, String());
return shader->code;
}
void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
_shader_dirty_list.remove(&p_shader->dirty_list);
p_shader->valid = false;
p_shader->ubo_size = 0;
p_shader->uniforms.clear();
if (p_shader->code == String()) {
return; //just invalid, but no error
}
ShaderCompilerGLES3::GeneratedCode gen_code;
ShaderCompilerGLES3::IdentifierActions *actions = nullptr;
switch (p_shader->mode) {
case VS::SHADER_CANVAS_ITEM: {
p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
p_shader->canvas_item.uses_screen_texture = false;
p_shader->canvas_item.uses_screen_uv = false;
p_shader->canvas_item.uses_time = false;
p_shader->canvas_item.uses_modulate = false;
p_shader->canvas_item.uses_color = false;
p_shader->canvas_item.uses_vertex = false;
p_shader->canvas_item.batch_flags = 0;
p_shader->canvas_item.uses_world_matrix = false;
p_shader->canvas_item.uses_extra_matrix = false;
p_shader->canvas_item.uses_projection_matrix = false;
p_shader->canvas_item.uses_instance_custom = false;
shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB);
shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL);
shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA);
shaders.actions_canvas.render_mode_values["blend_disabled"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_DISABLED);
shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color;
shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;
shaders.actions_canvas.usage_flag_pointers["WORLD_MATRIX"] = &p_shader->canvas_item.uses_world_matrix;
shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;
shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;
shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom;
actions = &shaders.actions_canvas;
actions->uniforms = &p_shader->uniforms;
} break;
case VS::SHADER_SPATIAL: {
p_shader->spatial.blend_mode = Shader::Spatial::BLEND_MODE_MIX;
p_shader->spatial.depth_draw_mode = Shader::Spatial::DEPTH_DRAW_OPAQUE;
p_shader->spatial.cull_mode = Shader::Spatial::CULL_MODE_BACK;
p_shader->spatial.uses_alpha = false;
p_shader->spatial.uses_alpha_scissor = false;
p_shader->spatial.uses_discard = false;
p_shader->spatial.unshaded = false;
p_shader->spatial.no_depth_test = false;
p_shader->spatial.uses_sss = false;
p_shader->spatial.uses_time = false;
p_shader->spatial.uses_vertex_lighting = false;
p_shader->spatial.uses_screen_texture = false;
p_shader->spatial.uses_depth_texture = false;
p_shader->spatial.uses_vertex = false;
p_shader->spatial.uses_tangent = false;
p_shader->spatial.uses_ensure_correct_normals = false;
p_shader->spatial.writes_modelview_or_projection = false;
p_shader->spatial.uses_world_coordinates = false;
shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_ADD);
shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MIX);
shaders.actions_scene.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_SUB);
shaders.actions_scene.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MUL);
shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_OPAQUE);
shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALWAYS);
shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_NEVER);
shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS);
shaders.actions_scene.render_mode_values["cull_front"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_FRONT);
shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_BACK);
shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_DISABLED);
shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded;
shaders.actions_scene.render_mode_flags["depth_test_disable"] = &p_shader->spatial.no_depth_test;
shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss;
shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard;
shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
// Use of any of these BUILTINS indicate the need for transformed tangents.
// This is needed to know when to transform tangents in software skinning.
shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
actions = &shaders.actions_scene;
actions->uniforms = &p_shader->uniforms;
} break;
case VS::SHADER_PARTICLES: {
actions = &shaders.actions_particles;
actions->uniforms = &p_shader->uniforms;
} break;
case VS::SHADER_MAX:
break; // Can't happen, but silences warning
}
Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
if (err != OK) {
return;
}
p_shader->shader->set_custom_shader_code(p_shader->custom_code_id, gen_code.vertex, gen_code.vertex_global, gen_code.fragment, gen_code.light, gen_code.fragment_global, gen_code.uniforms, gen_code.texture_uniforms, gen_code.defines);
p_shader->ubo_size = gen_code.uniform_total_size;
p_shader->ubo_offsets = gen_code.uniform_offsets;
p_shader->texture_count = gen_code.texture_uniforms.size();
p_shader->texture_hints = gen_code.texture_hints;
p_shader->texture_types = gen_code.texture_types;
p_shader->uses_vertex_time = gen_code.uses_vertex_time;
p_shader->uses_fragment_time = gen_code.uses_fragment_time;
// some logic for batching
if (p_shader->mode == VS::SHADER_CANVAS_ITEM) {
if (p_shader->canvas_item.uses_modulate | p_shader->canvas_item.uses_color) {
p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_COLOR_BAKING;
}
if (p_shader->canvas_item.uses_vertex) {
p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_VERTEX_BAKING;
}
if (p_shader->canvas_item.uses_world_matrix | p_shader->canvas_item.uses_extra_matrix | p_shader->canvas_item.uses_projection_matrix | p_shader->canvas_item.uses_instance_custom) {
p_shader->canvas_item.batch_flags |= RasterizerStorageCommon::PREVENT_ITEM_JOINING;
}
}
//all materials using this shader will have to be invalidated, unfortunately
for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) {
_material_make_dirty(E->self());
}
p_shader->valid = true;
p_shader->version++;
}
void RasterizerStorageGLES3::update_dirty_shaders() {
while (_shader_dirty_list.first()) {
_update_shader(_shader_dirty_list.first()->self());
}
}
void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
if (shader->dirty_list.in_list()) {
_update_shader(shader); // ok should be not anymore dirty
}
Map<int, StringName> order;
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
if (E->get().texture_order >= 0) {
order[E->get().texture_order + 100000] = E->key();
} else {
order[E->get().order] = E->key();
}
}
for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
PropertyInfo pi;
ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[E->get()];
pi.name = E->get();
switch (u.type) {
case ShaderLanguage::TYPE_STRUCT:
pi.type = Variant::ARRAY;
break;
case ShaderLanguage::TYPE_VOID:
pi.type = Variant::NIL;
break;
case ShaderLanguage::TYPE_BOOL:
pi.type = Variant::BOOL;
break;
case ShaderLanguage::TYPE_BVEC2:
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y";
break;
case ShaderLanguage::TYPE_BVEC3:
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y,z";
break;
case ShaderLanguage::TYPE_BVEC4:
pi.type = Variant::INT;
pi.hint = PROPERTY_HINT_FLAGS;
pi.hint_string = "x,y,z,w";
break;
case ShaderLanguage::TYPE_UINT:
case ShaderLanguage::TYPE_INT: {
pi.type = Variant::INT;
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
pi.hint = PROPERTY_HINT_RANGE;
pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
}
} break;
case ShaderLanguage::TYPE_IVEC2:
case ShaderLanguage::TYPE_IVEC3:
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC2:
case ShaderLanguage::TYPE_UVEC3:
case ShaderLanguage::TYPE_UVEC4: {
pi.type = Variant::POOL_INT_ARRAY;
} break;
case ShaderLanguage::TYPE_FLOAT: {
pi.type = Variant::REAL;
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
pi.hint = PROPERTY_HINT_RANGE;
pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
}
} break;
case ShaderLanguage::TYPE_VEC2:
pi.type = Variant::VECTOR2;
break;
case ShaderLanguage::TYPE_VEC3:
pi.type = Variant::VECTOR3;
break;
case ShaderLanguage::TYPE_VEC4: {
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
pi.type = Variant::COLOR;
} else {
pi.type = Variant::PLANE;
}
} break;
case ShaderLanguage::TYPE_MAT2:
pi.type = Variant::TRANSFORM2D;
break;
case ShaderLanguage::TYPE_MAT3:
pi.type = Variant::BASIS;
break;
case ShaderLanguage::TYPE_MAT4:
pi.type = Variant::TRANSFORM;
break;
case ShaderLanguage::TYPE_SAMPLER2D:
case ShaderLanguage::TYPE_SAMPLEREXT:
case ShaderLanguage::TYPE_ISAMPLER2D:
case ShaderLanguage::TYPE_USAMPLER2D: {
pi.type = Variant::OBJECT;
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "Texture";
} break;
case ShaderLanguage::TYPE_SAMPLER2DARRAY:
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY: {
pi.type = Variant::OBJECT;
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "TextureArray";
} break;
case ShaderLanguage::TYPE_SAMPLER3D:
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D: {
pi.type = Variant::OBJECT;
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "Texture3D";
} break;
case ShaderLanguage::TYPE_SAMPLERCUBE: {
pi.type = Variant::OBJECT;
pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string = "CubeMap";
} break;
};
p_param_list->push_back(pi);
}
}
void RasterizerStorageGLES3::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {
Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
if (p_texture.is_valid()) {
shader->default_textures[p_name] = p_texture;
} else {
shader->default_textures.erase(p_name);
}
_shader_make_dirty(shader);
}
RID RasterizerStorageGLES3::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const {
const Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND_V(!shader, RID());
const Map<StringName, RID>::Element *E = shader->default_textures.find(p_name);
if (!E) {
return RID();
}
return E->get();
}
void RasterizerStorageGLES3::shader_add_custom_define(RID p_shader, const String &p_define) {
Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
shader->shader->add_custom_define(p_define);
_shader_make_dirty(shader);
}
void RasterizerStorageGLES3::shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const {
Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
shader->shader->get_custom_defines(p_defines);
}
void RasterizerStorageGLES3::shader_remove_custom_define(RID p_shader, const String &p_define) {
Shader *shader = shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
shader->shader->remove_custom_define(p_define);
_shader_make_dirty(shader);
}
/* COMMON MATERIAL API */
void RasterizerStorageGLES3::_material_make_dirty(Material *p_material) const {
if (p_material->dirty_list.in_list()) {
return;
}
_material_dirty_list.add(&p_material->dirty_list);
}
RID RasterizerStorageGLES3::material_create() {
Material *material = memnew(Material);
return material_owner.make_rid(material);
}
void RasterizerStorageGLES3::material_set_shader(RID p_material, RID p_shader) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
Shader *shader = shader_owner.getornull(p_shader);
if (material->shader) {
//if shader, remove from previous shader material list
material->shader->materials.remove(&material->list);
}
material->shader = shader;
if (shader) {
shader->materials.add(&material->list);
}
_material_make_dirty(material);
}
RID RasterizerStorageGLES3::material_get_shader(RID p_material) const {
const Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, RID());
if (material->shader) {
return material->shader->self;
}
return RID();
}
void RasterizerStorageGLES3::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
if (p_value.get_type() == Variant::NIL) {
material->params.erase(p_param);
} else {
material->params[p_param] = p_value;
}
_material_make_dirty(material);
}
Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringName &p_param) const {
const Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, Variant());
if (material->params.has(p_param)) {
return material->params[p_param];
}
return material_get_param_default(p_material, p_param);
}
Variant RasterizerStorageGLES3::material_get_param_default(RID p_material, const StringName &p_param) const {
const Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, Variant());
if (material->shader) {
if (material->shader->uniforms.has(p_param)) {
ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
}
}
return Variant();
}
void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
material->line_width = p_width;
}
void RasterizerStorageGLES3::material_set_next_pass(RID p_material, RID p_next_material) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
material->next_pass = p_next_material;
}
bool RasterizerStorageGLES3::material_is_animated(RID p_material) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, false);
if (material->dirty_list.in_list()) {
_update_material(material);
}
bool animated = material->is_animated_cache;
if (!animated && material->next_pass.is_valid()) {
animated = material_is_animated(material->next_pass);
}
return animated;
}
bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, false);
if (material->dirty_list.in_list()) {
_update_material(material);
}
bool casts_shadows = material->can_cast_shadow_cache;
if (!casts_shadows && material->next_pass.is_valid()) {
casts_shadows = material_casts_shadows(material->next_pass);
}
return casts_shadows;
}
bool RasterizerStorageGLES3::material_uses_tangents(RID p_material) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, false);
if (!material->shader) {
return false;
}
if (material->shader->dirty_list.in_list()) {
_update_shader(material->shader);
}
return material->shader->spatial.uses_tangent;
}
bool RasterizerStorageGLES3::material_uses_ensure_correct_normals(RID p_material) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND_V(!material, false);
if (!material->shader) {
return false;
}
if (material->shader->dirty_list.in_list()) {
_update_shader(material->shader);
}
return material->shader->spatial.uses_ensure_correct_normals;
}
void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.find(p_instance);
if (E) {
E->get()++;
} else {
material->instance_owners[p_instance] = 1;
}
}
void RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.find(p_instance);
ERR_FAIL_COND(!E);
E->get()--;
if (E->get() == 0) {
material->instance_owners.erase(E);
}
}
void RasterizerStorageGLES3::material_set_render_priority(RID p_material, int priority) {
ERR_FAIL_COND(priority < VS::MATERIAL_RENDER_PRIORITY_MIN);
ERR_FAIL_COND(priority > VS::MATERIAL_RENDER_PRIORITY_MAX);
Material *material = material_owner.get(p_material);
ERR_FAIL_COND(!material);
material->render_priority = priority;
}
_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant &value, uint8_t *data, bool p_linear_color) {
switch (type) {
case ShaderLanguage::TYPE_BOOL: {
bool v = value;
GLuint *gui = (GLuint *)data;
*gui = v ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC2: {
int v = value;
GLuint *gui = (GLuint *)data;
gui[0] = (v & 1) ? GL_TRUE : GL_FALSE;
gui[1] = (v & 2) ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC3: {
int v = value;
GLuint *gui = (GLuint *)data;
gui[0] = (v & 1) ? GL_TRUE : GL_FALSE;
gui[1] = (v & 2) ? GL_TRUE : GL_FALSE;
gui[2] = (v & 4) ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC4: {
int v = value;
GLuint *gui = (GLuint *)data;
gui[0] = (v & 1) ? GL_TRUE : GL_FALSE;
gui[1] = (v & 2) ? GL_TRUE : GL_FALSE;
gui[2] = (v & 4) ? GL_TRUE : GL_FALSE;
gui[3] = (v & 8) ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_INT: {
int v = value;
GLint *gui = (GLint *)data;
gui[0] = v;
} break;
case ShaderLanguage::TYPE_IVEC2: {
PoolVector<int> iv = value;
int s = iv.size();
GLint *gui = (GLint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 2; i++) {
if (i < s) {
gui[i] = r[i];
} else {
gui[i] = 0;
}
}
} break;
case ShaderLanguage::TYPE_IVEC3: {
PoolVector<int> iv = value;
int s = iv.size();
GLint *gui = (GLint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 3; i++) {
if (i < s) {
gui[i] = r[i];
} else {
gui[i] = 0;
}
}
} break;
case ShaderLanguage::TYPE_IVEC4: {
PoolVector<int> iv = value;
int s = iv.size();
GLint *gui = (GLint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 4; i++) {
if (i < s) {
gui[i] = r[i];
} else {
gui[i] = 0;
}
}
} break;
case ShaderLanguage::TYPE_UINT: {
int v = value;
GLuint *gui = (GLuint *)data;
gui[0] = v;
} break;
case ShaderLanguage::TYPE_UVEC2: {
PoolVector<int> iv = value;
int s = iv.size();
GLuint *gui = (GLuint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 2; i++) {
if (i < s) {
gui[i] = r[i];
} else {
gui[i] = 0;
}
}
} break;
case ShaderLanguage::TYPE_UVEC3: {
PoolVector<int> iv = value;
int s = iv.size();
GLuint *gui = (GLuint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 3; i++) {
if (i < s) {
gui[i] = r[i];
} else {
gui[i] = 0;
}
}
} break;
case ShaderLanguage::TYPE_UVEC4: {
PoolVector<int> iv = value;
int s = iv.size();
GLuint *gui = (GLuint *)data;
PoolVector<int>::Read r = iv.read();
for (int i = 0; i < 4; i++) {
if (i < s) {
gui[i] = r[i];
} else {
gui[i] = 0;
}
}
} break;
case ShaderLanguage::TYPE_FLOAT: {
float v = value;
GLfloat *gui = (GLfloat *)data;
gui[0] = v;
} break;
case ShaderLanguage::TYPE_VEC2: {
Vector2 v = value;
GLfloat *gui = (GLfloat *)data;
gui[0] = v.x;
gui[1] = v.y;
} break;
case ShaderLanguage::TYPE_VEC3: {
Vector3 v = value;
GLfloat *gui = (GLfloat *)data;
gui[0] = v.x;
gui[1] = v.y;
gui[2] = v.z;
} break;
case ShaderLanguage::TYPE_VEC4: {
GLfloat *gui = (GLfloat *)data;
if (value.get_type() == Variant::COLOR) {
Color v = value;
if (p_linear_color) {
v = v.to_linear();
}
gui[0] = v.r;
gui[1] = v.g;
gui[2] = v.b;
gui[3] = v.a;
} else if (value.get_type() == Variant::RECT2) {
Rect2 v = value;
gui[0] = v.position.x;
gui[1] = v.position.y;
gui[2] = v.size.x;
gui[3] = v.size.y;
} else if (value.get_type() == Variant::QUAT) {
Quat v = value;
gui[0] = v.x;
gui[1] = v.y;
gui[2] = v.z;
gui[3] = v.w;
} else {
Plane v = value;
gui[0] = v.normal.x;
gui[1] = v.normal.y;
gui[2] = v.normal.z;
gui[3] = v.d;
}
} break;
case ShaderLanguage::TYPE_MAT2: {
Transform2D v = value;
GLfloat *gui = (GLfloat *)data;
//in std140 members of mat2 are treated as vec4s
gui[0] = v.elements[0][0];
gui[1] = v.elements[0][1];
gui[2] = 0;
gui[3] = 0;
gui[4] = v.elements[1][0];
gui[5] = v.elements[1][1];
gui[6] = 0;
gui[7] = 0;
} break;
case ShaderLanguage::TYPE_MAT3: {
Basis v = value;
GLfloat *gui = (GLfloat *)data;
gui[0] = v.elements[0][0];
gui[1] = v.elements[1][0];
gui[2] = v.elements[2][0];
gui[3] = 0;
gui[4] = v.elements[0][1];
gui[5] = v.elements[1][1];
gui[6] = v.elements[2][1];
gui[7] = 0;
gui[8] = v.elements[0][2];
gui[9] = v.elements[1][2];
gui[10] = v.elements[2][2];
gui[11] = 0;
} break;
case ShaderLanguage::TYPE_MAT4: {
Transform v = value;
GLfloat *gui = (GLfloat *)data;
gui[0] = v.basis.elements[0][0];
gui[1] = v.basis.elements[1][0];
gui[2] = v.basis.elements[2][0];
gui[3] = 0;
gui[4] = v.basis.elements[0][1];
gui[5] = v.basis.elements[1][1];
gui[6] = v.basis.elements[2][1];
gui[7] = 0;
gui[8] = v.basis.elements[0][2];
gui[9] = v.basis.elements[1][2];
gui[10] = v.basis.elements[2][2];
gui[11] = 0;
gui[12] = v.origin.x;
gui[13] = v.origin.y;
gui[14] = v.origin.z;
gui[15] = 1;
} break;
default: {
}
}
}
_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
switch (type) {
case ShaderLanguage::TYPE_BOOL: {
GLuint *gui = (GLuint *)data;
*gui = value[0].boolean ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC2: {
GLuint *gui = (GLuint *)data;
gui[0] = value[0].boolean ? GL_TRUE : GL_FALSE;
gui[1] = value[1].boolean ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC3: {
GLuint *gui = (GLuint *)data;
gui[0] = value[0].boolean ? GL_TRUE : GL_FALSE;
gui[1] = value[1].boolean ? GL_TRUE : GL_FALSE;
gui[2] = value[2].boolean ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_BVEC4: {
GLuint *gui = (GLuint *)data;
gui[0] = value[0].boolean ? GL_TRUE : GL_FALSE;
gui[1] = value[1].boolean ? GL_TRUE : GL_FALSE;
gui[2] = value[2].boolean ? GL_TRUE : GL_FALSE;
gui[3] = value[3].boolean ? GL_TRUE : GL_FALSE;
} break;
case ShaderLanguage::TYPE_INT: {
GLint *gui = (GLint *)data;
gui[0] = value[0].sint;
} break;
case ShaderLanguage::TYPE_IVEC2: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 2; i++) {
gui[i] = value[i].sint;
}
} break;
case ShaderLanguage::TYPE_IVEC3: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 3; i++) {
gui[i] = value[i].sint;
}
} break;
case ShaderLanguage::TYPE_IVEC4: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 4; i++) {
gui[i] = value[i].sint;
}
} break;
case ShaderLanguage::TYPE_UINT: {
GLuint *gui = (GLuint *)data;
gui[0] = value[0].uint;
} break;
case ShaderLanguage::TYPE_UVEC2: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 2; i++) {
gui[i] = value[i].uint;
}
} break;
case ShaderLanguage::TYPE_UVEC3: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 3; i++) {
gui[i] = value[i].uint;
}
} break;
case ShaderLanguage::TYPE_UVEC4: {
GLint *gui = (GLint *)data;
for (int i = 0; i < 4; i++) {
gui[i] = value[i].uint;
}
} break;
case ShaderLanguage::TYPE_FLOAT: {
GLfloat *gui = (GLfloat *)data;
gui[0] = value[0].real;
} break;
case ShaderLanguage::TYPE_VEC2: {
GLfloat *gui = (GLfloat *)data;
for (int i = 0; i < 2; i++) {
gui[i] = value[i].real;
}
} break;
case ShaderLanguage::TYPE_VEC3: {
GLfloat *gui = (GLfloat *)data;
for (int i = 0; i < 3; i++) {
gui[i] = value[i].real;
}
} break;
case ShaderLanguage::TYPE_VEC4: {
GLfloat *gui = (GLfloat *)data;
for (int i = 0; i < 4; i++) {
gui[i] = value[i].real;
}
} break;
case ShaderLanguage::TYPE_MAT2: {
GLfloat *gui = (GLfloat *)data;
//in std140 members of mat2 are treated as vec4s
gui[0] = value[0].real;
gui[1] = value[1].real;
gui[2] = 0;
gui[3] = 0;
gui[4] = value[2].real;
gui[5] = value[3].real;
gui[6] = 0;
gui[7] = 0;
} break;
case ShaderLanguage::TYPE_MAT3: {
GLfloat *gui = (GLfloat *)data;
gui[0] = value[0].real;
gui[1] = value[1].real;
gui[2] = value[2].real;
gui[3] = 0;
gui[4] = value[3].real;
gui[5] = value[4].real;
gui[6] = value[5].real;
gui[7] = 0;
gui[8] = value[6].real;
gui[9] = value[7].real;
gui[10] = value[8].real;
gui[11] = 0;
} break;
case ShaderLanguage::TYPE_MAT4: {
GLfloat *gui = (GLfloat *)data;
for (int i = 0; i < 16; i++) {
gui[i] = value[i].real;
}
} break;
default: {
}
}
}
_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, uint8_t *data) {
switch (type) {
case ShaderLanguage::TYPE_BOOL:
case ShaderLanguage::TYPE_INT:
case ShaderLanguage::TYPE_UINT:
case ShaderLanguage::TYPE_FLOAT: {
memset(data, 0, 4);
} break;
case ShaderLanguage::TYPE_BVEC2:
case ShaderLanguage::TYPE_IVEC2:
case ShaderLanguage::TYPE_UVEC2:
case ShaderLanguage::TYPE_VEC2: {
memset(data, 0, 8);
} break;
case ShaderLanguage::TYPE_BVEC3:
case ShaderLanguage::TYPE_IVEC3:
case ShaderLanguage::TYPE_UVEC3:
case ShaderLanguage::TYPE_VEC3: {
memset(data, 0, 12);
} break;
case ShaderLanguage::TYPE_BVEC4:
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC4:
case ShaderLanguage::TYPE_VEC4: {
memset(data, 0, 16);
} break;
case ShaderLanguage::TYPE_MAT2: {
memset(data, 0, 32);
} break;
case ShaderLanguage::TYPE_MAT3: {
memset(data, 0, 48);
} break;
case ShaderLanguage::TYPE_MAT4: {
memset(data, 0, 64);
} break;
default: {
}
}
}
void RasterizerStorageGLES3::_update_material(Material *material) {
if (material->dirty_list.in_list()) {
_material_dirty_list.remove(&material->dirty_list);
}
if (material->shader && material->shader->dirty_list.in_list()) {
_update_shader(material->shader);
}
if (material->shader && !material->shader->valid) {
return;
}
//update caches
{
bool can_cast_shadow = false;
bool is_animated = false;
if (material->shader && material->shader->mode == VS::SHADER_SPATIAL) {
if (material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX &&
(!material->shader->spatial.uses_alpha || material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
can_cast_shadow = true;
}
if (material->shader->spatial.uses_discard && material->shader->uses_fragment_time) {
is_animated = true;
}
if (material->shader->spatial.uses_vertex && material->shader->uses_vertex_time) {
is_animated = true;
}
if (can_cast_shadow != material->can_cast_shadow_cache || is_animated != material->is_animated_cache) {
material->can_cast_shadow_cache = can_cast_shadow;
material->is_animated_cache = is_animated;
for (Map<Geometry *, int>::Element *E = material->geometry_owners.front(); E; E = E->next()) {
E->key()->material_changed_notify();
}
for (Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.front(); E; E = E->next()) {
E->key()->base_changed(false, true);
}
}
}
}
//clear ubo if it needs to be cleared
if (material->ubo_size) {
if (!material->shader || material->shader->ubo_size != material->ubo_size) {
//by by ubo
glDeleteBuffers(1, &material->ubo_id);
material->ubo_id = 0;
material->ubo_size = 0;
}
}
//create ubo if it needs to be created
if (material->ubo_size == 0 && material->shader && material->shader->ubo_size) {
glGenBuffers(1, &material->ubo_id);
glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id);
glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, nullptr, GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
material->ubo_size = material->shader->ubo_size;
}
//fill up the UBO if it needs to be filled
if (material->shader && material->ubo_size) {
uint8_t *local_ubo = (uint8_t *)alloca(material->ubo_size);
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
if (E->get().order < 0) {
continue; // texture, does not go here
}
//regular uniform
uint8_t *data = &local_ubo[material->shader->ubo_offsets[E->get().order]];
Map<StringName, Variant>::Element *V = material->params.find(E->key());
if (V) {
//user provided
_fill_std140_variant_ubo_value(E->get().type, V->get(), data, material->shader->mode == VS::SHADER_SPATIAL);
} else if (E->get().default_value.size()) {
//default value
_fill_std140_ubo_value(E->get().type, E->get().default_value, data);
//value=E->get().default_value;
} else {
//zero because it was not provided
if (E->get().type == ShaderLanguage::TYPE_VEC4 && E->get().hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
//colors must be set as black, with alpha as 1.0
_fill_std140_variant_ubo_value(E->get().type, Color(0, 0, 0, 1), data, material->shader->mode == VS::SHADER_SPATIAL);
} else {
//else just zero it out
_fill_std140_ubo_empty(E->get().type, data);
}
}
}
glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id);
glBufferData(GL_UNIFORM_BUFFER, material->ubo_size, local_ubo, GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
//set up the texture array, for easy access when it needs to be drawn
if (material->shader && material->shader->texture_count) {
material->texture_is_3d.resize(material->shader->texture_count);
material->textures.resize(material->shader->texture_count);
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
if (E->get().texture_order < 0) {
continue; // not a texture, does not go here
}
RID texture;
switch (E->get().type) {
case ShaderLanguage::TYPE_SAMPLER3D:
case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
material->texture_is_3d.write[E->get().texture_order] = true;
} break;
default: {
material->texture_is_3d.write[E->get().texture_order] = false;
} break;
}
Map<StringName, Variant>::Element *V = material->params.find(E->key());
if (V) {
texture = V->get();
}
if (!texture.is_valid()) {
Map<StringName, RID>::Element *W = material->shader->default_textures.find(E->key());
if (W) {
texture = W->get();
}
}
material->textures.write[E->get().texture_order] = texture;
}
} else {
material->textures.clear();
material->texture_is_3d.clear();
}
}
void RasterizerStorageGLES3::_material_add_geometry(RID p_material, Geometry *p_geometry) {
Material *material = material_owner.getornull(p_material);
ERR_FAIL_COND(!material);
Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
if (I) {
I->get()++;
} else {
material->geometry_owners[p_geometry] = 1;
}
}
void RasterizerStorageGLES3::_material_remove_geometry(RID p_material, Geometry *p_geometry) {
Material *material = material_owner.getornull(p_material);
ERR_FAIL_COND(!material);
Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
ERR_FAIL_COND(!I);
I->get()--;
if (I->get() == 0) {
material->geometry_owners.erase(I);
}
}
void RasterizerStorageGLES3::update_dirty_materials() {
while (_material_dirty_list.first()) {
Material *material = _material_dirty_list.first()->self();
_update_material(material);
}
}
/* MESH API */
RID RasterizerStorageGLES3::mesh_create() {
Mesh *mesh = memnew(Mesh);
return mesh_owner.make_rid(mesh);
}
void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t>> &p_blend_shapes, const Vector<AABB> &p_bone_aabbs) {
PoolVector<uint8_t> array = p_array;
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_COND(!(p_format & VS::ARRAY_FORMAT_VERTEX));
//must have index and bones, both.
{
uint32_t bones_weight = VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS;
ERR_FAIL_COND_MSG((p_format & bones_weight) && (p_format & bones_weight) != bones_weight, "Array must have both bones and weights in format or none.");
}
//bool has_morph = p_blend_shapes.size();
bool use_split_stream = GLOBAL_GET("rendering/mesh_storage/split_stream");
Surface::Attrib attribs[VS::ARRAY_MAX];
int attributes_base_offset = 0;
int attributes_stride = 0;
int positions_stride = 0;
for (int i = 0; i < VS::ARRAY_MAX; i++) {
attribs[i].index = i;
if (!(p_format & (1 << i))) {
attribs[i].enabled = false;
attribs[i].integer = false;
continue;
}
attribs[i].enabled = true;
attribs[i].offset = attributes_base_offset + attributes_stride;
attribs[i].integer = false;
switch (i) {
case VS::ARRAY_VERTEX: {
if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
attribs[i].size = 2;
} else {
attribs[i].size = (p_format & VS::ARRAY_COMPRESS_VERTEX) ? 4 : 3;
}
if (p_format & VS::ARRAY_COMPRESS_VERTEX) {
attribs[i].type = GL_HALF_FLOAT;
positions_stride += attribs[i].size * 2;
} else {
attribs[i].type = GL_FLOAT;
positions_stride += attribs[i].size * 4;
}
attribs[i].normalized = GL_FALSE;
if (use_split_stream) {
attributes_base_offset = positions_stride * p_vertex_count;
} else {
attributes_base_offset = positions_stride;
}
} break;
case VS::ARRAY_NORMAL: {
attribs[i].size = 3;
if (p_format & VS::ARRAY_COMPRESS_NORMAL) {
attribs[i].type = GL_BYTE;
attributes_stride += 4; //pad extra byte
attribs[i].normalized = GL_TRUE;
} else {
attribs[i].type = GL_FLOAT;
attributes_stride += 12;
attribs[i].normalized = GL_FALSE;
}
} break;
case VS::ARRAY_TANGENT: {
attribs[i].size = 4;
if (p_format & VS::ARRAY_COMPRESS_TANGENT) {
attribs[i].type = GL_BYTE;
attributes_stride += 4;
attribs[i].normalized = GL_TRUE;
} else {
attribs[i].type = GL_FLOAT;
attributes_stride += 16;
attribs[i].normalized = GL_FALSE;
}
} break;
case VS::ARRAY_COLOR: {
attribs[i].size = 4;
if (p_format & VS::ARRAY_COMPRESS_COLOR) {
attribs[i].type = GL_UNSIGNED_BYTE;
attributes_stride += 4;
attribs[i].normalized = GL_TRUE;
} else {
attribs[i].type = GL_FLOAT;
attributes_stride += 16;
attribs[i].normalized = GL_FALSE;
}
} break;
case VS::ARRAY_TEX_UV: {
attribs[i].size = 2;
if (p_format & VS::ARRAY_COMPRESS_TEX_UV) {
attribs[i].type = GL_HALF_FLOAT;
attributes_stride += 4;
} else {
attribs[i].type = GL_FLOAT;
attributes_stride += 8;
}
attribs[i].normalized = GL_FALSE;
} break;
case VS::ARRAY_TEX_UV2: {
attribs[i].size = 2;
if (p_format & VS::ARRAY_COMPRESS_TEX_UV2) {
attribs[i].type = GL_HALF_FLOAT;
attributes_stride += 4;
} else {
attribs[i].type = GL_FLOAT;
attributes_stride += 8;
}
attribs[i].normalized = GL_FALSE;
} break;
case VS::ARRAY_BONES: {
attribs[i].size = 4;
if (p_format & VS::ARRAY_FLAG_USE_16_BIT_BONES) {
attribs[i].type = GL_UNSIGNED_SHORT;
attributes_stride += 8;
} else {
attribs[i].type = GL_UNSIGNED_BYTE;
attributes_stride += 4;
}
attribs[i].normalized = GL_FALSE;
attribs[i].integer = true;
} break;
case VS::ARRAY_WEIGHTS: {
attribs[i].size = 4;
if (p_format & VS::ARRAY_COMPRESS_WEIGHTS) {
attribs[i].type = GL_UNSIGNED_SHORT;
attributes_stride += 8;
attribs[i].normalized = GL_TRUE;
} else {
attribs[i].type = GL_FLOAT;
attributes_stride += 16;
attribs[i].normalized = GL_FALSE;
}
} break;
case VS::ARRAY_INDEX: {
attribs[i].size = 1;
if (p_vertex_count >= (1 << 16)) {
attribs[i].type = GL_UNSIGNED_INT;
attribs[i].stride = 4;
} else {
attribs[i].type = GL_UNSIGNED_SHORT;
attribs[i].stride = 2;
}
attribs[i].normalized = GL_FALSE;
} break;
}
}
if (use_split_stream) {
attribs[VS::ARRAY_VERTEX].stride = positions_stride;
for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
attribs[i].stride = attributes_stride;
}
} else {
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
attribs[i].stride = positions_stride + attributes_stride;
}
}
//validate sizes
int stride = positions_stride + attributes_stride;
int array_size = stride * p_vertex_count;
int index_array_size = 0;
if (array.size() != array_size && array.size() + p_vertex_count * 2 == array_size) {
//old format, convert
array = PoolVector<uint8_t>();
array.resize(p_array.size() + p_vertex_count * 2);
PoolVector<uint8_t>::Write w = array.write();
PoolVector<uint8_t>::Read r = p_array.read();
uint16_t *w16 = (uint16_t *)w.ptr();
const uint16_t *r16 = (uint16_t *)r.ptr();
uint16_t one = Math::make_half_float(1);
for (int i = 0; i < p_vertex_count; i++) {
*w16++ = *r16++;
*w16++ = *r16++;
*w16++ = *r16++;
*w16++ = one;
for (int j = 0; j < (stride / 2) - 4; j++) {
*w16++ = *r16++;
}
}
}
ERR_FAIL_COND(array.size() != array_size);
if (p_format & VS::ARRAY_FORMAT_INDEX) {
index_array_size = attribs[VS::ARRAY_INDEX].stride * p_index_count;
}
ERR_FAIL_COND(p_index_array.size() != index_array_size);
ERR_FAIL_COND(p_blend_shapes.size() != mesh->blend_shape_count);
for (int i = 0; i < p_blend_shapes.size(); i++) {
ERR_FAIL_COND(p_blend_shapes[i].size() != array_size);
}
//ok all valid, create stuff
Surface *surface = memnew(Surface);
surface->active = true;
surface->array_len = p_vertex_count;
surface->index_array_len = p_index_count;
surface->array_byte_size = array.size();
surface->index_array_byte_size = p_index_array.size();
surface->primitive = p_primitive;
surface->mesh = mesh;
surface->format = p_format;
surface->skeleton_bone_aabb = p_bone_aabbs;
surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size());
surface->aabb = p_aabb;
surface->max_bone = p_bone_aabbs.size();
surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;
for (int i = 0; i < surface->skeleton_bone_used.size(); i++) {
if (surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0) {
surface->skeleton_bone_used.write[i] = false;
} else {
surface->skeleton_bone_used.write[i] = true;
}
}
for (int i = 0; i < VS::ARRAY_MAX; i++) {
surface->attribs[i] = attribs[i];
}
{
PoolVector<uint8_t>::Read vr = array.read();
glGenBuffers(1, &surface->vertex_id);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), (p_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
if (p_format & VS::ARRAY_FORMAT_INDEX) {
PoolVector<uint8_t>::Read ir = p_index_array.read();
glGenBuffers(1, &surface->index_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_array_size, ir.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
}
//generate arrays for faster state switching
for (int ai = 0; ai < 2; ai++) {
if (ai == 0) {
//for normal draw
glGenVertexArrays(1, &surface->array_id);
glBindVertexArray(surface->array_id);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
} else if (ai == 1) {
//for instancing draw (can be changed and no one cares)
glGenVertexArrays(1, &surface->instancing_array_id);
glBindVertexArray(surface->instancing_array_id);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
}
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
if (!attribs[i].enabled) {
continue;
}
if (attribs[i].integer) {
glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
} else {
glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
}
glEnableVertexAttribArray(attribs[i].index);
}
if (surface->index_id) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
#ifdef DEBUG_ENABLED
if (config.generate_wireframes && p_primitive == VS::PRIMITIVE_TRIANGLES) {
//generate wireframes, this is used mostly by editor
PoolVector<uint32_t> wf_indices;
int index_count;
if (p_format & VS::ARRAY_FORMAT_INDEX) {
index_count = p_index_count * 2;
wf_indices.resize(index_count);
PoolVector<uint8_t>::Read ir = p_index_array.read();
PoolVector<uint32_t>::Write wr = wf_indices.write();
if (p_vertex_count < (1 << 16)) {
//read 16 bit indices
const uint16_t *src_idx = (const uint16_t *)ir.ptr();
for (int i = 0; i + 5 < index_count; i += 6) {
wr[i + 0] = src_idx[i / 2];
wr[i + 1] = src_idx[i / 2 + 1];
wr[i + 2] = src_idx[i / 2 + 1];
wr[i + 3] = src_idx[i / 2 + 2];
wr[i + 4] = src_idx[i / 2 + 2];
wr[i + 5] = src_idx[i / 2];
}
} else {
//read 16 bit indices
const uint32_t *src_idx = (const uint32_t *)ir.ptr();
for (int i = 0; i + 5 < index_count; i += 6) {
wr[i + 0] = src_idx[i / 2];
wr[i + 1] = src_idx[i / 2 + 1];
wr[i + 2] = src_idx[i / 2 + 1];
wr[i + 3] = src_idx[i / 2 + 2];
wr[i + 4] = src_idx[i / 2 + 2];
wr[i + 5] = src_idx[i / 2];
}
}
} else {
index_count = p_vertex_count * 2;
wf_indices.resize(index_count);
PoolVector<uint32_t>::Write wr = wf_indices.write();
for (int i = 0; i + 5 < index_count; i += 6) {
wr[i + 0] = i / 2;
wr[i + 1] = i / 2 + 1;
wr[i + 2] = i / 2 + 1;
wr[i + 3] = i / 2 + 2;
wr[i + 4] = i / 2 + 2;
wr[i + 5] = i / 2;
}
}
{
PoolVector<uint32_t>::Read ir = wf_indices.read();
glGenBuffers(1, &surface->index_wireframe_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_count * sizeof(uint32_t), ir.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
surface->index_wireframe_len = index_count;
}
for (int ai = 0; ai < 2; ai++) {
if (ai == 0) {
//for normal draw
glGenVertexArrays(1, &surface->array_wireframe_id);
glBindVertexArray(surface->array_wireframe_id);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
} else if (ai == 1) {
//for instancing draw (can be changed and no one cares)
glGenVertexArrays(1, &surface->instancing_array_wireframe_id);
glBindVertexArray(surface->instancing_array_wireframe_id);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
}
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
if (!attribs[i].enabled) {
continue;
}
if (attribs[i].integer) {
glVertexAttribIPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
} else {
glVertexAttribPointer(attribs[i].index, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
}
glEnableVertexAttribArray(attribs[i].index);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_wireframe_id);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
#endif
}
{
//blend shapes
for (int i = 0; i < p_blend_shapes.size(); i++) {
Surface::BlendShape mt;
PoolVector<uint8_t>::Read vr = p_blend_shapes[i].read();
surface->total_data_size += array_size;
glGenBuffers(1, &mt.vertex_id);
glBindBuffer(GL_ARRAY_BUFFER, mt.vertex_id);
glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glGenVertexArrays(1, &mt.array_id);
glBindVertexArray(mt.array_id);
glBindBuffer(GL_ARRAY_BUFFER, mt.vertex_id);
for (int j = 0; j < VS::ARRAY_MAX - 1; j++) {
if (!attribs[j].enabled) {
continue;
}
if (attribs[j].integer) {
glVertexAttribIPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].stride, CAST_INT_TO_UCHAR_PTR(attribs[j].offset));
} else {
glVertexAttribPointer(attribs[j].index, attribs[j].size, attribs[j].type, attribs[j].normalized, attribs[j].stride, CAST_INT_TO_UCHAR_PTR(attribs[j].offset));
}
glEnableVertexAttribArray(attribs[j].index);
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
surface->blend_shapes.push_back(mt);
}
}
mesh->surfaces.push_back(surface);
mesh->instance_change_notify(true, true);
info.vertex_mem += surface->total_data_size;
}
void RasterizerStorageGLES3::mesh_set_blend_shape_count(RID p_mesh, int p_amount) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_COND(mesh->surfaces.size() != 0);
ERR_FAIL_COND(p_amount < 0);
mesh->blend_shape_count = p_amount;
mesh->instance_change_notify(true, false);
}
int RasterizerStorageGLES3::mesh_get_blend_shape_count(RID p_mesh) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
return mesh->blend_shape_count;
}
void RasterizerStorageGLES3::mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
mesh->blend_shape_mode = p_mode;
}
VS::BlendShapeMode RasterizerStorageGLES3::mesh_get_blend_shape_mode(RID p_mesh) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, VS::BLEND_SHAPE_MODE_NORMALIZED);
return mesh->blend_shape_mode;
}
void RasterizerStorageGLES3::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
int total_size = p_data.size();
ERR_FAIL_COND(p_offset + total_size > mesh->surfaces[p_surface]->array_byte_size);
PoolVector<uint8_t>::Read r = p_data.read();
glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->vertex_id);
glBufferSubData(GL_ARRAY_BUFFER, p_offset, total_size, r.ptr());
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
if (mesh->surfaces[p_surface]->material == p_material) {
return;
}
if (mesh->surfaces[p_surface]->material.is_valid()) {
_material_remove_geometry(mesh->surfaces[p_surface]->material, mesh->surfaces[p_surface]);
}
mesh->surfaces[p_surface]->material = p_material;
if (mesh->surfaces[p_surface]->material.is_valid()) {
_material_add_geometry(mesh->surfaces[p_surface]->material, mesh->surfaces[p_surface]);
}
mesh->instance_change_notify(false, true);
}
RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, RID());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID());
return mesh->surfaces[p_surface]->material;
}
int RasterizerStorageGLES3::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
return mesh->surfaces[p_surface]->array_len;
}
int RasterizerStorageGLES3::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
return mesh->surfaces[p_surface]->index_array_len;
}
PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_array(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, PoolVector<uint8_t>());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>());
Surface *surface = mesh->surfaces[p_surface];
PoolVector<uint8_t> ret;
ret.resize(surface->array_byte_size);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
{
PoolVector<uint8_t>::Write w = ret.write();
glGetBufferSubData(GL_ARRAY_BUFFER, 0, surface->array_byte_size, w.ptr());
}
#else
void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, surface->array_byte_size, GL_MAP_READ_BIT);
ERR_FAIL_NULL_V(data, PoolVector<uint8_t>());
{
PoolVector<uint8_t>::Write w = ret.write();
memcpy(w.ptr(), data, surface->array_byte_size);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
glBindBuffer(GL_ARRAY_BUFFER, 0);
return ret;
}
PoolVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, PoolVector<uint8_t>());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), PoolVector<uint8_t>());
Surface *surface = mesh->surfaces[p_surface];
PoolVector<uint8_t> ret;
ret.resize(surface->index_array_byte_size);
if (surface->index_array_byte_size > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
{
PoolVector<uint8_t>::Write w = ret.write();
glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, w.ptr());
}
#else
void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, surface->index_array_byte_size, GL_MAP_READ_BIT);
ERR_FAIL_NULL_V(data, PoolVector<uint8_t>());
{
PoolVector<uint8_t>::Write w = ret.write();
memcpy(w.ptr(), data, surface->index_array_byte_size);
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
#endif
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
return ret;
}
uint32_t RasterizerStorageGLES3::mesh_surface_get_format(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
return mesh->surfaces[p_surface]->format;
}
VS::PrimitiveType RasterizerStorageGLES3::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_MAX);
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_MAX);
return mesh->surfaces[p_surface]->primitive;
}
AABB RasterizerStorageGLES3::mesh_surface_get_aabb(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, AABB());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), AABB());
return mesh->surfaces[p_surface]->aabb;
}
Vector<PoolVector<uint8_t>> RasterizerStorageGLES3::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, Vector<PoolVector<uint8_t>>());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<PoolVector<uint8_t>>());
Vector<PoolVector<uint8_t>> bsarr;
for (int i = 0; i < mesh->surfaces[p_surface]->blend_shapes.size(); i++) {
PoolVector<uint8_t> ret;
ret.resize(mesh->surfaces[p_surface]->array_byte_size);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->surfaces[p_surface]->blend_shapes[i].vertex_id);
#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
{
PoolVector<uint8_t>::Write w = ret.write();
glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, mesh->surfaces[p_surface]->array_byte_size, w.ptr());
}
#else
void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, mesh->surfaces[p_surface]->array_byte_size, GL_MAP_READ_BIT);
ERR_FAIL_COND_V(!data, Vector<PoolVector<uint8_t>>());
{
PoolVector<uint8_t>::Write w = ret.write();
memcpy(w.ptr(), data, mesh->surfaces[p_surface]->array_byte_size);
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
#endif
bsarr.push_back(ret);
}
return bsarr;
}
Vector<AABB> RasterizerStorageGLES3::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, Vector<AABB>());
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Vector<AABB>());
return mesh->surfaces[p_surface]->skeleton_bone_aabb;
}
void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
Surface *surface = mesh->surfaces[p_surface];
if (surface->material.is_valid()) {
_material_remove_geometry(surface->material, mesh->surfaces[p_surface]);
}
glDeleteBuffers(1, &surface->vertex_id);
if (surface->index_id) {
glDeleteBuffers(1, &surface->index_id);
}
glDeleteVertexArrays(1, &surface->array_id);
glDeleteVertexArrays(1, &surface->instancing_array_id);
for (int i = 0; i < surface->blend_shapes.size(); i++) {
glDeleteBuffers(1, &surface->blend_shapes[i].vertex_id);
glDeleteVertexArrays(1, &surface->blend_shapes[i].array_id);
}
if (surface->index_wireframe_id) {
glDeleteBuffers(1, &surface->index_wireframe_id);
glDeleteVertexArrays(1, &surface->array_wireframe_id);
glDeleteVertexArrays(1, &surface->instancing_array_wireframe_id);
}
info.vertex_mem -= surface->total_data_size;
memdelete(surface);
mesh->surfaces.remove(p_surface);
mesh->instance_change_notify(true, true);
}
int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
return mesh->surfaces.size();
}
void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
mesh->custom_aabb = p_aabb;
mesh->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const {
const Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, AABB());
return mesh->custom_aabb;
}
AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
Mesh *mesh = mesh_owner.get(p_mesh);
ERR_FAIL_COND_V(!mesh, AABB());
if (mesh->custom_aabb != AABB()) {
return mesh->custom_aabb;
}
Skeleton *sk = nullptr;
if (p_skeleton.is_valid()) {
sk = skeleton_owner.get(p_skeleton);
}
AABB aabb;
if (sk && sk->size != 0) {
for (int i = 0; i < mesh->surfaces.size(); i++) {
AABB laabb;
if ((mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
int sbs = sk->size;
ERR_CONTINUE(bs > sbs);
const float *texture = sk->skel_texture.ptr();
bool first = true;
if (sk->use_2d) {
for (int j = 0; j < bs; j++) {
if (!skused[j]) {
continue;
}
int base_ofs = ((j / 256) * 256) * 2 * 4 + (j % 256) * 4;
Transform mtx;
mtx.basis[0].x = texture[base_ofs + 0];
mtx.basis[0].y = texture[base_ofs + 1];
mtx.origin.x = texture[base_ofs + 3];
base_ofs += 256 * 4;
mtx.basis[1].x = texture[base_ofs + 0];
mtx.basis[1].y = texture[base_ofs + 1];
mtx.origin.y = texture[base_ofs + 3];
AABB baabb = mtx.xform(skbones[j]);
if (first) {
laabb = baabb;
first = false;
} else {
laabb.merge_with(baabb);
}
}
} else {
for (int j = 0; j < bs; j++) {
if (!skused[j]) {
continue;
}
int base_ofs = ((j / 256) * 256) * 3 * 4 + (j % 256) * 4;
Transform mtx;
mtx.basis[0].x = texture[base_ofs + 0];
mtx.basis[0].y = texture[base_ofs + 1];
mtx.basis[0].z = texture[base_ofs + 2];
mtx.origin.x = texture[base_ofs + 3];
base_ofs += 256 * 4;
mtx.basis[1].x = texture[base_ofs + 0];
mtx.basis[1].y = texture[base_ofs + 1];
mtx.basis[1].z = texture[base_ofs + 2];
mtx.origin.y = texture[base_ofs + 3];
base_ofs += 256 * 4;
mtx.basis[2].x = texture[base_ofs + 0];
mtx.basis[2].y = texture[base_ofs + 1];
mtx.basis[2].z = texture[base_ofs + 2];
mtx.origin.z = texture[base_ofs + 3];
AABB baabb = mtx.xform(skbones[j]);
if (first) {
laabb = baabb;
first = false;
} else {
laabb.merge_with(baabb);
}
}
}
} else {
laabb = mesh->surfaces[i]->aabb;
}
if (i == 0) {
aabb = laabb;
} else {
aabb.merge_with(laabb);
}
}
} else {
for (int i = 0; i < mesh->surfaces.size(); i++) {
if (i == 0) {
aabb = mesh->surfaces[i]->aabb;
} else {
aabb.merge_with(mesh->surfaces[i]->aabb);
}
}
}
return aabb;
}
void RasterizerStorageGLES3::mesh_clear(RID p_mesh) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
while (mesh->surfaces.size()) {
mesh_remove_surface(p_mesh, 0);
}
}
void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, const float *p_weights) {
glBindVertexArray(s->array_id);
BlendShapeShaderGLES3::Conditionals cond[VS::ARRAY_MAX - 1] = {
BlendShapeShaderGLES3::ENABLE_NORMAL, //will be ignored
BlendShapeShaderGLES3::ENABLE_NORMAL,
BlendShapeShaderGLES3::ENABLE_TANGENT,
BlendShapeShaderGLES3::ENABLE_COLOR,
BlendShapeShaderGLES3::ENABLE_UV,
BlendShapeShaderGLES3::ENABLE_UV2,
BlendShapeShaderGLES3::ENABLE_SKELETON,
BlendShapeShaderGLES3::ENABLE_SKELETON,
};
int stride = 0;
if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
stride = 2 * 4;
} else {
stride = 3 * 4;
}
static const int sizes[VS::ARRAY_MAX - 1] = {
3 * 4,
3 * 4,
4 * 4,
4 * 4,
2 * 4,
2 * 4,
4 * 4,
4 * 4
};
for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
shaders.blend_shapes.set_conditional(cond[i], s->format & (1 << i)); //enable conditional for format
if (s->format & (1 << i)) {
stride += sizes[i];
}
}
//copy all first
float base_weight = 1.0;
int mtc = s->blend_shapes.size();
if (s->mesh->blend_shape_mode == VS::BLEND_SHAPE_MODE_NORMALIZED) {
for (int i = 0; i < mtc; i++) {
base_weight -= p_weights[i];
}
}
shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND, false); //first pass does not blend
shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::USE_2D_VERTEX, s->format & VS::ARRAY_FLAG_USE_2D_VERTICES); //use 2D vertices if needed
shaders.blend_shapes.bind();
shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT, base_weight);
glEnable(GL_RASTERIZER_DISCARD);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[0]);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, s->array_len);
glEndTransformFeedback();
shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND, true); //first pass does not blend
shaders.blend_shapes.bind();
for (int ti = 0; ti < mtc; ti++) {
float weight = p_weights[ti];
if (Math::is_zero_approx(weight)) {
//not bother with this one
continue;
}
glBindVertexArray(s->blend_shapes[ti].array_id);
glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[1]);
shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT, weight);
int ofs = 0;
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
if (s->format & (1 << i)) {
glEnableVertexAttribArray(i + 8);
switch (i) {
case VS::ARRAY_VERTEX: {
if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} else {
glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 3 * 4;
}
} break;
case VS::ARRAY_NORMAL: {
glVertexAttribPointer(i + 8, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 3 * 4;
} break;
case VS::ARRAY_TANGENT: {
glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_COLOR: {
glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_TEX_UV: {
glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} break;
case VS::ARRAY_TEX_UV2: {
glVertexAttribPointer(i + 8, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} break;
case VS::ARRAY_BONES: {
glVertexAttribIPointer(i + 8, 4, GL_UNSIGNED_INT, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_WEIGHTS: {
glVertexAttribPointer(i + 8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
}
} else {
glDisableVertexAttribArray(i + 8);
}
}
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, s->array_len);
glEndTransformFeedback();
SWAP(resources.transform_feedback_buffers[0], resources.transform_feedback_buffers[1]);
}
glDisable(GL_RASTERIZER_DISCARD);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
glBindVertexArray(resources.transform_feedback_array);
glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]);
int ofs = 0;
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
if (s->format & (1 << i)) {
glEnableVertexAttribArray(i);
switch (i) {
case VS::ARRAY_VERTEX: {
if (s->format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} else {
glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 3 * 4;
}
} break;
case VS::ARRAY_NORMAL: {
glVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 3 * 4;
} break;
case VS::ARRAY_TANGENT: {
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_COLOR: {
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_TEX_UV: {
glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} break;
case VS::ARRAY_TEX_UV2: {
glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 2 * 4;
} break;
case VS::ARRAY_BONES: {
glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
case VS::ARRAY_WEIGHTS: {
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(ofs));
ofs += 4 * 4;
} break;
}
} else {
glDisableVertexAttribArray(i);
}
}
if (s->index_array_len) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
}
}
/* MULTIMESH API */
RID RasterizerStorageGLES3::multimesh_create() {
MultiMesh *multimesh = memnew(MultiMesh);
return multimesh_owner.make_rid(multimesh);
}
void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data_format) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
if (multimesh->size == p_instances && multimesh->transform_format == p_transform_format && multimesh->color_format == p_color_format && multimesh->custom_data_format == p_data_format) {
return;
}
if (multimesh->buffer) {
glDeleteBuffers(1, &multimesh->buffer);
multimesh->data.resize(0);
multimesh->buffer = 0;
}
multimesh->size = p_instances;
multimesh->transform_format = p_transform_format;
multimesh->color_format = p_color_format;
multimesh->custom_data_format = p_data_format;
if (multimesh->size) {
if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
multimesh->xform_floats = 8;
} else {
multimesh->xform_floats = 12;
}
if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
multimesh->color_floats = 1;
} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
multimesh->color_floats = 4;
} else {
multimesh->color_floats = 0;
}
if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
multimesh->custom_data_floats = 1;
} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
multimesh->custom_data_floats = 4;
} else {
multimesh->custom_data_floats = 0;
}
int format_floats = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
multimesh->data.resize(format_floats * p_instances);
float *dataptr = multimesh->data.ptrw();
for (int i = 0; i < p_instances * format_floats; i += format_floats) {
int color_from = 0;
int custom_data_from = 0;
if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
dataptr[i + 0] = 1.0;
dataptr[i + 1] = 0.0;
dataptr[i + 2] = 0.0;
dataptr[i + 3] = 0.0;
dataptr[i + 4] = 0.0;
dataptr[i + 5] = 1.0;
dataptr[i + 6] = 0.0;
dataptr[i + 7] = 0.0;
color_from = 8;
custom_data_from = 8;
} else {
dataptr[i + 0] = 1.0;
dataptr[i + 1] = 0.0;
dataptr[i + 2] = 0.0;
dataptr[i + 3] = 0.0;
dataptr[i + 4] = 0.0;
dataptr[i + 5] = 1.0;
dataptr[i + 6] = 0.0;
dataptr[i + 7] = 0.0;
dataptr[i + 8] = 0.0;
dataptr[i + 9] = 0.0;
dataptr[i + 10] = 1.0;
dataptr[i + 11] = 0.0;
color_from = 12;
custom_data_from = 12;
}
if (multimesh->color_format == VS::MULTIMESH_COLOR_NONE) {
//none
} else if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
union {
uint32_t colu;
float colf;
} cu;
cu.colu = 0xFFFFFFFF;
dataptr[i + color_from + 0] = cu.colf;
custom_data_from = color_from + 1;
} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
dataptr[i + color_from + 0] = 1.0;
dataptr[i + color_from + 1] = 1.0;
dataptr[i + color_from + 2] = 1.0;
dataptr[i + color_from + 3] = 1.0;
custom_data_from = color_from + 4;
}
if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE) {
//none
} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
union {
uint32_t colu;
float colf;
} cu;
cu.colu = 0;
dataptr[i + custom_data_from + 0] = cu.colf;
} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
dataptr[i + custom_data_from + 0] = 0.0;
dataptr[i + custom_data_from + 1] = 0.0;
dataptr[i + custom_data_from + 2] = 0.0;
dataptr[i + custom_data_from + 3] = 0.0;
}
}
glGenBuffers(1, &multimesh->buffer);
glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
glBufferData(GL_ARRAY_BUFFER, multimesh->data.size() * sizeof(float), nullptr, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
int RasterizerStorageGLES3::multimesh_get_instance_count(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, 0);
return multimesh->size;
}
void RasterizerStorageGLES3::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
if (multimesh->mesh.is_valid()) {
Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
if (mesh) {
mesh->multimeshes.remove(&multimesh->mesh_list);
}
}
multimesh->mesh = p_mesh;
if (multimesh->mesh.is_valid()) {
Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
if (mesh) {
mesh->multimeshes.add(&multimesh->mesh_list);
}
}
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES3::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->size);
ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D);
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index];
dataptr[0] = p_transform.basis.elements[0][0];
dataptr[1] = p_transform.basis.elements[0][1];
dataptr[2] = p_transform.basis.elements[0][2];
dataptr[3] = p_transform.origin.x;
dataptr[4] = p_transform.basis.elements[1][0];
dataptr[5] = p_transform.basis.elements[1][1];
dataptr[6] = p_transform.basis.elements[1][2];
dataptr[7] = p_transform.origin.y;
dataptr[8] = p_transform.basis.elements[2][0];
dataptr[9] = p_transform.basis.elements[2][1];
dataptr[10] = p_transform.basis.elements[2][2];
dataptr[11] = p_transform.origin.z;
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES3::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->size);
ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D);
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index];
dataptr[0] = p_transform.elements[0][0];
dataptr[1] = p_transform.elements[1][0];
dataptr[2] = 0;
dataptr[3] = p_transform.elements[2][0];
dataptr[4] = p_transform.elements[0][1];
dataptr[5] = p_transform.elements[1][1];
dataptr[6] = 0;
dataptr[7] = p_transform.elements[2][1];
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->size);
ERR_FAIL_COND(multimesh->color_format == VS::MULTIMESH_COLOR_NONE);
ERR_FAIL_INDEX(multimesh->color_format, VS::MULTIMESH_COLOR_MAX);
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats];
if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
uint8_t *data8 = (uint8_t *)dataptr;
data8[0] = CLAMP(p_color.r * 255.0, 0, 255);
data8[1] = CLAMP(p_color.g * 255.0, 0, 255);
data8[2] = CLAMP(p_color.b * 255.0, 0, 255);
data8[3] = CLAMP(p_color.a * 255.0, 0, 255);
} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
dataptr[0] = p_color.r;
dataptr[1] = p_color.g;
dataptr[2] = p_color.b;
dataptr[3] = p_color.a;
}
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES3::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_custom_data) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->size);
ERR_FAIL_COND(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE);
ERR_FAIL_INDEX(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX);
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats];
if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
uint8_t *data8 = (uint8_t *)dataptr;
data8[0] = CLAMP(p_custom_data.r * 255.0, 0, 255);
data8[1] = CLAMP(p_custom_data.g * 255.0, 0, 255);
data8[2] = CLAMP(p_custom_data.b * 255.0, 0, 255);
data8[3] = CLAMP(p_custom_data.a * 255.0, 0, 255);
} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
dataptr[0] = p_custom_data.r;
dataptr[1] = p_custom_data.g;
dataptr[2] = p_custom_data.b;
dataptr[3] = p_custom_data.a;
}
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
RID RasterizerStorageGLES3::multimesh_get_mesh(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, RID());
return multimesh->mesh;
}
Transform RasterizerStorageGLES3::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Transform());
ERR_FAIL_INDEX_V(p_index, multimesh->size, Transform());
ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D, Transform());
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index];
Transform xform;
xform.basis.elements[0][0] = dataptr[0];
xform.basis.elements[0][1] = dataptr[1];
xform.basis.elements[0][2] = dataptr[2];
xform.origin.x = dataptr[3];
xform.basis.elements[1][0] = dataptr[4];
xform.basis.elements[1][1] = dataptr[5];
xform.basis.elements[1][2] = dataptr[6];
xform.origin.y = dataptr[7];
xform.basis.elements[2][0] = dataptr[8];
xform.basis.elements[2][1] = dataptr[9];
xform.basis.elements[2][2] = dataptr[10];
xform.origin.z = dataptr[11];
return xform;
}
Transform2D RasterizerStorageGLES3::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Transform2D());
ERR_FAIL_INDEX_V(p_index, multimesh->size, Transform2D());
ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D, Transform2D());
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index];
Transform2D xform;
xform.elements[0][0] = dataptr[0];
xform.elements[1][0] = dataptr[1];
xform.elements[2][0] = dataptr[3];
xform.elements[0][1] = dataptr[4];
xform.elements[1][1] = dataptr[5];
xform.elements[2][1] = dataptr[7];
return xform;
}
Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Color());
ERR_FAIL_INDEX_V(p_index, multimesh->size, Color());
ERR_FAIL_COND_V(multimesh->color_format == VS::MULTIMESH_COLOR_NONE, Color());
ERR_FAIL_INDEX_V(multimesh->color_format, VS::MULTIMESH_COLOR_MAX, Color());
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats];
if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
union {
uint32_t colu;
float colf;
} cu;
cu.colf = dataptr[0];
return Color::hex(BSWAP32(cu.colu));
} else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) {
Color c;
c.r = dataptr[0];
c.g = dataptr[1];
c.b = dataptr[2];
c.a = dataptr[3];
return c;
}
return Color();
}
Color RasterizerStorageGLES3::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Color());
ERR_FAIL_INDEX_V(p_index, multimesh->size, Color());
ERR_FAIL_COND_V(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE, Color());
ERR_FAIL_INDEX_V(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX, Color());
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats];
if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
union {
uint32_t colu;
float colf;
} cu;
cu.colf = dataptr[0];
return Color::hex(BSWAP32(cu.colu));
} else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) {
Color c;
c.r = dataptr[0];
c.g = dataptr[1];
c.b = dataptr[2];
c.a = dataptr[3];
return c;
}
return Color();
}
void RasterizerStorageGLES3::multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_COND(!multimesh->data.ptr());
int dsize = multimesh->data.size();
ERR_FAIL_COND(dsize != p_array.size());
PoolVector<float>::Read r = p_array.read();
memcpy(multimesh->data.ptrw(), r.ptr(), dsize * sizeof(float));
multimesh->dirty_data = true;
multimesh->dirty_aabb = true;
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
void RasterizerStorageGLES3::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND(!multimesh);
multimesh->visible_instances = p_visible;
}
int RasterizerStorageGLES3::multimesh_get_visible_instances(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, -1);
return multimesh->visible_instances;
}
AABB RasterizerStorageGLES3::multimesh_get_aabb(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
ERR_FAIL_COND_V(!multimesh, AABB());
const_cast<RasterizerStorageGLES3 *>(this)->update_dirty_multimeshes(); //update pending AABBs
return multimesh->aabb;
}
void RasterizerStorageGLES3::update_dirty_multimeshes() {
while (multimesh_update_list.first()) {
MultiMesh *multimesh = multimesh_update_list.first()->self();
if (multimesh->size && multimesh->dirty_data) {
glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
uint32_t buffer_size = multimesh->data.size() * sizeof(float);
// this could potentially have a project setting for API options as with 2d
// if (config.should_orphan) {
glBufferData(GL_ARRAY_BUFFER, buffer_size, multimesh->data.ptr(), GL_DYNAMIC_DRAW);
// } else {
// glBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, multimesh->data.ptr());
// }
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
if (multimesh->size && multimesh->dirty_aabb) {
AABB mesh_aabb;
if (multimesh->mesh.is_valid()) {
mesh_aabb = mesh_get_aabb(multimesh->mesh, RID());
} else {
mesh_aabb.size += Vector3(0.001, 0.001, 0.001);
}
int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats;
int count = multimesh->data.size();
float *data = multimesh->data.ptrw();
AABB aabb;
if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) {
for (int i = 0; i < count; i += stride) {
float *dataptr = &data[i];
Transform xform;
xform.basis[0][0] = dataptr[0];
xform.basis[0][1] = dataptr[1];
xform.origin[0] = dataptr[3];
xform.basis[1][0] = dataptr[4];
xform.basis[1][1] = dataptr[5];
xform.origin[1] = dataptr[7];
AABB laabb = xform.xform(mesh_aabb);
if (i == 0) {
aabb = laabb;
} else {
aabb.merge_with(laabb);
}
}
} else {
for (int i = 0; i < count; i += stride) {
float *dataptr = &data[i];
Transform xform;
xform.basis.elements[0][0] = dataptr[0];
xform.basis.elements[0][1] = dataptr[1];
xform.basis.elements[0][2] = dataptr[2];
xform.origin.x = dataptr[3];
xform.basis.elements[1][0] = dataptr[4];
xform.basis.elements[1][1] = dataptr[5];
xform.basis.elements[1][2] = dataptr[6];
xform.origin.y = dataptr[7];
xform.basis.elements[2][0] = dataptr[8];
xform.basis.elements[2][1] = dataptr[9];
xform.basis.elements[2][2] = dataptr[10];
xform.origin.z = dataptr[11];
AABB laabb = xform.xform(mesh_aabb);
if (i == 0) {
aabb = laabb;
} else {
aabb.merge_with(laabb);
}
}
}
multimesh->aabb = aabb;
}
multimesh->dirty_aabb = false;
multimesh->dirty_data = false;
multimesh->instance_change_notify(true, false);
multimesh_update_list.remove(multimesh_update_list.first());
}
}
/* IMMEDIATE API */
RID RasterizerStorageGLES3::immediate_create() {
Immediate *im = memnew(Immediate);
return immediate_owner.make_rid(im);
}
void RasterizerStorageGLES3::immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture) {
ERR_FAIL_INDEX(p_primitive, (int)VS::PRIMITIVE_MAX);
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(im->building);
Immediate::Chunk ic;
ic.texture = p_texture;
ic.primitive = p_primitive;
im->chunks.push_back(ic);
im->mask = 0;
im->building = true;
}
void RasterizerStorageGLES3::immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
Immediate::Chunk *c = &im->chunks.back()->get();
if (c->vertices.empty() && im->chunks.size() == 1) {
im->aabb.position = p_vertex;
im->aabb.size = Vector3();
} else {
im->aabb.expand_to(p_vertex);
}
if (im->mask & VS::ARRAY_FORMAT_NORMAL) {
c->normals.push_back(chunk_normal);
}
if (im->mask & VS::ARRAY_FORMAT_TANGENT) {
c->tangents.push_back(chunk_tangent);
}
if (im->mask & VS::ARRAY_FORMAT_COLOR) {
c->colors.push_back(chunk_color);
}
if (im->mask & VS::ARRAY_FORMAT_TEX_UV) {
c->uvs.push_back(chunk_uv);
}
if (im->mask & VS::ARRAY_FORMAT_TEX_UV2) {
c->uvs2.push_back(chunk_uv2);
}
im->mask |= VS::ARRAY_FORMAT_VERTEX;
c->vertices.push_back(p_vertex);
}
void RasterizerStorageGLES3::immediate_normal(RID p_immediate, const Vector3 &p_normal) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->mask |= VS::ARRAY_FORMAT_NORMAL;
chunk_normal = p_normal;
}
void RasterizerStorageGLES3::immediate_tangent(RID p_immediate, const Plane &p_tangent) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->mask |= VS::ARRAY_FORMAT_TANGENT;
chunk_tangent = p_tangent;
}
void RasterizerStorageGLES3::immediate_color(RID p_immediate, const Color &p_color) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->mask |= VS::ARRAY_FORMAT_COLOR;
chunk_color = p_color;
}
void RasterizerStorageGLES3::immediate_uv(RID p_immediate, const Vector2 &tex_uv) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->mask |= VS::ARRAY_FORMAT_TEX_UV;
chunk_uv = tex_uv;
}
void RasterizerStorageGLES3::immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->mask |= VS::ARRAY_FORMAT_TEX_UV2;
chunk_uv2 = tex_uv;
}
void RasterizerStorageGLES3::immediate_end(RID p_immediate) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(!im->building);
im->building = false;
im->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::immediate_clear(RID p_immediate) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
ERR_FAIL_COND(im->building);
im->chunks.clear();
im->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES3::immediate_get_aabb(RID p_immediate) const {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND_V(!im, AABB());
return im->aabb;
}
void RasterizerStorageGLES3::immediate_set_material(RID p_immediate, RID p_material) {
Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND(!im);
im->material = p_material;
im->instance_change_notify(false, true);
}
RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const {
const Immediate *im = immediate_owner.get(p_immediate);
ERR_FAIL_COND_V(!im, RID());
return im->material;
}
/* SKELETON API */
RID RasterizerStorageGLES3::skeleton_create() {
Skeleton *skeleton = memnew(Skeleton);
glGenTextures(1, &skeleton->texture);
return skeleton_owner.make_rid(skeleton);
}
void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_COND(p_bones < 0);
if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) {
return;
}
skeleton->size = p_bones;
skeleton->use_2d = p_2d_skeleton;
int height = p_bones / 256;
if (p_bones % 256) {
height++;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
if (skeleton->use_2d) {
skeleton->skel_texture.resize(256 * height * 2 * 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height * 2, 0, GL_RGBA, GL_FLOAT, nullptr);
} else {
skeleton->skel_texture.resize(256 * height * 3 * 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height * 3, 0, GL_RGBA, GL_FLOAT, nullptr);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (!skeleton->update_list.in_list()) {
skeleton_update_list.add(&skeleton->update_list);
}
}
int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, 0);
return skeleton->size;
}
void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_INDEX(p_bone, skeleton->size);
ERR_FAIL_COND(skeleton->use_2d);
float *texture = skeleton->skel_texture.ptrw();
int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4;
texture[base_ofs + 0] = p_transform.basis[0].x;
texture[base_ofs + 1] = p_transform.basis[0].y;
texture[base_ofs + 2] = p_transform.basis[0].z;
texture[base_ofs + 3] = p_transform.origin.x;
base_ofs += 256 * 4;
texture[base_ofs + 0] = p_transform.basis[1].x;
texture[base_ofs + 1] = p_transform.basis[1].y;
texture[base_ofs + 2] = p_transform.basis[1].z;
texture[base_ofs + 3] = p_transform.origin.y;
base_ofs += 256 * 4;
texture[base_ofs + 0] = p_transform.basis[2].x;
texture[base_ofs + 1] = p_transform.basis[2].y;
texture[base_ofs + 2] = p_transform.basis[2].z;
texture[base_ofs + 3] = p_transform.origin.z;
if (!skeleton->update_list.in_list()) {
skeleton_update_list.add(&skeleton->update_list);
}
}
Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, Transform());
ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform());
ERR_FAIL_COND_V(skeleton->use_2d, Transform());
const float *texture = skeleton->skel_texture.ptr();
Transform ret;
int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4;
ret.basis[0].x = texture[base_ofs + 0];
ret.basis[0].y = texture[base_ofs + 1];
ret.basis[0].z = texture[base_ofs + 2];
ret.origin.x = texture[base_ofs + 3];
base_ofs += 256 * 4;
ret.basis[1].x = texture[base_ofs + 0];
ret.basis[1].y = texture[base_ofs + 1];
ret.basis[1].z = texture[base_ofs + 2];
ret.origin.y = texture[base_ofs + 3];
base_ofs += 256 * 4;
ret.basis[2].x = texture[base_ofs + 0];
ret.basis[2].y = texture[base_ofs + 1];
ret.basis[2].z = texture[base_ofs + 2];
ret.origin.z = texture[base_ofs + 3];
return ret;
}
void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_INDEX(p_bone, skeleton->size);
ERR_FAIL_COND(!skeleton->use_2d);
float *texture = skeleton->skel_texture.ptrw();
int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4;
texture[base_ofs + 0] = p_transform[0][0];
texture[base_ofs + 1] = p_transform[1][0];
texture[base_ofs + 2] = 0;
texture[base_ofs + 3] = p_transform[2][0];
base_ofs += 256 * 4;
texture[base_ofs + 0] = p_transform[0][1];
texture[base_ofs + 1] = p_transform[1][1];
texture[base_ofs + 2] = 0;
texture[base_ofs + 3] = p_transform[2][1];
if (!skeleton->update_list.in_list()) {
skeleton_update_list.add(&skeleton->update_list);
}
}
Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, Transform2D());
ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D());
ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D());
const float *texture = skeleton->skel_texture.ptr();
Transform2D ret;
int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4;
ret[0][0] = texture[base_ofs + 0];
ret[1][0] = texture[base_ofs + 1];
ret[2][0] = texture[base_ofs + 3];
base_ofs += 256 * 4;
ret[0][1] = texture[base_ofs + 0];
ret[1][1] = texture[base_ofs + 1];
ret[2][1] = texture[base_ofs + 3];
return ret;
}
void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton->use_2d);
skeleton->base_transform_2d = p_base_transform;
}
void RasterizerStorageGLES3::update_dirty_skeletons() {
glActiveTexture(GL_TEXTURE0);
while (skeleton_update_list.first()) {
Skeleton *skeleton = skeleton_update_list.first()->self();
if (skeleton->size) {
int height = skeleton->size / 256;
if (skeleton->size % 256) {
height++;
}
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, height * (skeleton->use_2d ? 2 : 3), GL_RGBA, GL_FLOAT, skeleton->skel_texture.ptr());
}
for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
E->get()->base_changed(true, false);
}
skeleton_update_list.remove(skeleton_update_list.first());
}
}
/* Light API */
RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
Light *light = memnew(Light);
light->type = p_type;
light->param[VS::LIGHT_PARAM_ENERGY] = 1.0;
light->param[VS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
light->param[VS::LIGHT_PARAM_SIZE] = 0.0;
light->param[VS::LIGHT_PARAM_SPECULAR] = 0.5;
light->param[VS::LIGHT_PARAM_RANGE] = 1.0;
light->param[VS::LIGHT_PARAM_SPOT_ANGLE] = 45;
light->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] = 45;
light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
light->color = Color(1, 1, 1, 1);
light->shadow = false;
light->negative = false;
light->cull_mask = 0xFFFFFFFF;
light->directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
light->omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
light->omni_shadow_detail = VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL;
light->directional_blend_splits = false;
light->directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
light->reverse_cull = false;
light->bake_mode = VS::LIGHT_BAKE_INDIRECT;
light->version = 0;
return light_owner.make_rid(light);
}
void RasterizerStorageGLES3::light_set_color(RID p_light, const Color &p_color) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->color = p_color;
}
void RasterizerStorageGLES3::light_set_param(RID p_light, VS::LightParam p_param, float p_value) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
ERR_FAIL_INDEX(p_param, VS::LIGHT_PARAM_MAX);
switch (p_param) {
case VS::LIGHT_PARAM_RANGE:
case VS::LIGHT_PARAM_SPOT_ANGLE:
case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
case VS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
light->instance_change_notify(true, false);
} break;
default: {
}
}
light->param[p_param] = p_value;
}
void RasterizerStorageGLES3::light_set_shadow(RID p_light, bool p_enabled) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->shadow = p_enabled;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::light_set_shadow_color(RID p_light, const Color &p_color) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->shadow_color = p_color;
}
void RasterizerStorageGLES3::light_set_projector(RID p_light, RID p_texture) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->projector = p_texture;
}
void RasterizerStorageGLES3::light_set_negative(RID p_light, bool p_enable) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->negative = p_enable;
}
void RasterizerStorageGLES3::light_set_cull_mask(RID p_light, uint32_t p_mask) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->cull_mask = p_mask;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->reverse_cull = p_enabled;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::light_set_use_gi(RID p_light, bool p_enabled) {
WARN_DEPRECATED_MSG("'VisualServer.light_set_use_gi' is deprecated and will be removed in a future version. Use 'VisualServer.light_set_bake_mode' instead.");
light_set_bake_mode(p_light, p_enabled ? VS::LightBakeMode::LIGHT_BAKE_INDIRECT : VS::LightBakeMode::LIGHT_BAKE_DISABLED);
}
void RasterizerStorageGLES3::light_set_bake_mode(RID p_light, VS::LightBakeMode p_bake_mode) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->bake_mode = p_bake_mode;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->omni_shadow_mode = p_mode;
light->version++;
light->instance_change_notify(true, false);
}
VS::LightOmniShadowMode RasterizerStorageGLES3::light_omni_get_shadow_mode(RID p_light) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI_SHADOW_CUBE);
return light->omni_shadow_mode;
}
void RasterizerStorageGLES3::light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->omni_shadow_detail = p_detail;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->directional_shadow_mode = p_mode;
light->version++;
light->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light, bool p_enable) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->directional_blend_splits = p_enable;
light->version++;
light->instance_change_notify(true, false);
}
bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, false);
return light->directional_blend_splits;
}
VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
return light->directional_shadow_mode;
}
void RasterizerStorageGLES3::light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND(!light);
light->directional_range_mode = p_range_mode;
}
VS::LightDirectionalShadowDepthRangeMode RasterizerStorageGLES3::light_directional_get_shadow_depth_range_mode(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
return light->directional_range_mode;
}
VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
return light->type;
}
float RasterizerStorageGLES3::light_get_param(RID p_light, VS::LightParam p_param) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
return light->param[p_param];
}
Color RasterizerStorageGLES3::light_get_color(RID p_light) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, Color());
return light->color;
}
bool RasterizerStorageGLES3::light_get_use_gi(RID p_light) {
return light_get_bake_mode(p_light) != VS::LightBakeMode::LIGHT_BAKE_DISABLED;
}
VS::LightBakeMode RasterizerStorageGLES3::light_get_bake_mode(RID p_light) {
Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LightBakeMode::LIGHT_BAKE_DISABLED);
return light->bake_mode;
}
bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL);
return light->shadow;
}
uint64_t RasterizerStorageGLES3::light_get_version(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->version;
}
AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, AABB());
switch (light->type) {
case VS::LIGHT_SPOT: {
float len = light->param[VS::LIGHT_PARAM_RANGE];
float size = Math::tan(Math::deg2rad(light->param[VS::LIGHT_PARAM_SPOT_ANGLE])) * len;
return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
};
case VS::LIGHT_OMNI: {
float r = light->param[VS::LIGHT_PARAM_RANGE];
return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
};
case VS::LIGHT_DIRECTIONAL: {
return AABB();
};
}
ERR_FAIL_V(AABB());
}
/* PROBE API */
RID RasterizerStorageGLES3::reflection_probe_create() {
ReflectionProbe *reflection_probe = memnew(ReflectionProbe);
reflection_probe->intensity = 1.0;
reflection_probe->interior_ambient = Color();
reflection_probe->interior_ambient_energy = 1.0;
reflection_probe->interior_ambient_probe_contrib = 0.0;
reflection_probe->max_distance = 0;
reflection_probe->extents = Vector3(1, 1, 1);
reflection_probe->origin_offset = Vector3(0, 0, 0);
reflection_probe->interior = false;
reflection_probe->box_projection = false;
reflection_probe->enable_shadows = false;
reflection_probe->cull_mask = (1 << 20) - 1;
reflection_probe->update_mode = VS::REFLECTION_PROBE_UPDATE_ONCE;
return reflection_probe_owner.make_rid(reflection_probe);
}
void RasterizerStorageGLES3::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->update_mode = p_mode;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->intensity = p_intensity;
}
void RasterizerStorageGLES3::reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior_ambient = p_ambient;
}
void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior_ambient_energy = p_energy;
}
void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior_ambient_probe_contrib = p_contrib;
}
void RasterizerStorageGLES3::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->max_distance = p_distance;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->extents = p_extents;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->origin_offset = p_offset;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior = p_enable;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->box_projection = p_enable;
}
void RasterizerStorageGLES3::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->enable_shadows = p_enable;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->cull_mask = p_layers;
reflection_probe->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
}
AABB RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, AABB());
AABB aabb;
aabb.position = -reflection_probe->extents;
aabb.size = reflection_probe->extents * 2.0;
return aabb;
}
VS::ReflectionProbeUpdateMode RasterizerStorageGLES3::reflection_probe_get_update_mode(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, VS::REFLECTION_PROBE_UPDATE_ALWAYS);
return reflection_probe->update_mode;
}
uint32_t RasterizerStorageGLES3::reflection_probe_get_cull_mask(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->cull_mask;
}
Vector3 RasterizerStorageGLES3::reflection_probe_get_extents(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Vector3());
return reflection_probe->extents;
}
Vector3 RasterizerStorageGLES3::reflection_probe_get_origin_offset(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Vector3());
return reflection_probe->origin_offset;
}
bool RasterizerStorageGLES3::reflection_probe_renders_shadows(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, false);
return reflection_probe->enable_shadows;
}
float RasterizerStorageGLES3::reflection_probe_get_origin_max_distance(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->max_distance;
}
RID RasterizerStorageGLES3::gi_probe_create() {
GIProbe *gip = memnew(GIProbe);
gip->bounds = AABB(Vector3(), Vector3(1, 1, 1));
gip->dynamic_range = 1.0;
gip->energy = 1.0;
gip->propagation = 1.0;
gip->bias = 0.4;
gip->normal_bias = 0.4;
gip->interior = false;
gip->compress = false;
gip->version = 1;
gip->cell_size = 1.0;
return gi_probe_owner.make_rid(gip);
}
void RasterizerStorageGLES3::gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->bounds = p_bounds;
gip->version++;
gip->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES3::gi_probe_get_bounds(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, AABB());
return gip->bounds;
}
void RasterizerStorageGLES3::gi_probe_set_cell_size(RID p_probe, float p_size) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->cell_size = p_size;
gip->version++;
gip->instance_change_notify(true, false);
}
float RasterizerStorageGLES3::gi_probe_get_cell_size(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
return gip->cell_size;
}
void RasterizerStorageGLES3::gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->to_cell = p_xform;
}
Transform RasterizerStorageGLES3::gi_probe_get_to_cell_xform(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, Transform());
return gip->to_cell;
}
void RasterizerStorageGLES3::gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->dynamic_data = p_data;
gip->version++;
gip->instance_change_notify(true, false);
}
PoolVector<int> RasterizerStorageGLES3::gi_probe_get_dynamic_data(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, PoolVector<int>());
return gip->dynamic_data;
}
void RasterizerStorageGLES3::gi_probe_set_dynamic_range(RID p_probe, int p_range) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->dynamic_range = p_range;
}
int RasterizerStorageGLES3::gi_probe_get_dynamic_range(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
return gip->dynamic_range;
}
void RasterizerStorageGLES3::gi_probe_set_energy(RID p_probe, float p_range) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->energy = p_range;
}
void RasterizerStorageGLES3::gi_probe_set_bias(RID p_probe, float p_range) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->bias = p_range;
}
void RasterizerStorageGLES3::gi_probe_set_normal_bias(RID p_probe, float p_range) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->normal_bias = p_range;
}
void RasterizerStorageGLES3::gi_probe_set_propagation(RID p_probe, float p_range) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->propagation = p_range;
}
void RasterizerStorageGLES3::gi_probe_set_interior(RID p_probe, bool p_enable) {
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->interior = p_enable;
}
bool RasterizerStorageGLES3::gi_probe_is_interior(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, false);
return gip->interior;
}
void RasterizerStorageGLES3::gi_probe_set_compress(RID p_probe, bool p_enable) {
if (p_enable) {
WARN_DEPRECATED_MSG("GIProbe's Compress property has been deprecated due to known bugs and will be removed in Godot 4.0.");
}
GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!gip);
gip->compress = p_enable;
}
bool RasterizerStorageGLES3::gi_probe_is_compressed(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, false);
return gip->compress;
}
float RasterizerStorageGLES3::gi_probe_get_energy(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
return gip->energy;
}
float RasterizerStorageGLES3::gi_probe_get_bias(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
return gip->bias;
}
float RasterizerStorageGLES3::gi_probe_get_normal_bias(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
return gip->normal_bias;
}
float RasterizerStorageGLES3::gi_probe_get_propagation(RID p_probe) const {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
return gip->propagation;
}
uint32_t RasterizerStorageGLES3::gi_probe_get_version(RID p_probe) {
const GIProbe *gip = gi_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!gip, 0);
return gip->version;
}
RID RasterizerStorageGLES3::gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) {
GIProbeData *gipd = memnew(GIProbeData);
gipd->width = p_width;
gipd->height = p_height;
gipd->depth = p_depth;
gipd->compression = GI_PROBE_UNCOMPRESSED;
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &gipd->tex_id);
glBindTexture(GL_TEXTURE_3D, gipd->tex_id);
int level = 0;
int min_size = 1;
if (gipd->compression == GI_PROBE_S3TC) {
min_size = 4;
}
while (true) {
glTexImage3D(GL_TEXTURE_3D, level, GL_RGBA8, p_width, p_height, p_depth, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
if (p_width <= min_size || p_height <= min_size || p_depth <= min_size) {
break;
}
p_width >>= 1;
p_height >>= 1;
p_depth >>= 1;
level++;
}
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, level);
gipd->levels = level + 1;
return gi_probe_data_owner.make_rid(gipd);
}
void RasterizerStorageGLES3::gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) {
GIProbeData *gipd = gi_probe_data_owner.getornull(p_gi_probe_data);
ERR_FAIL_COND(!gipd);
/*
Vector<uint8_t> data;
data.resize((gipd->width>>p_mipmap)*(gipd->height>>p_mipmap)*(gipd->depth>>p_mipmap)*4);
for(int i=0;i<(gipd->width>>p_mipmap);i++) {
for(int j=0;j<(gipd->height>>p_mipmap);j++) {
for(int k=0;k<(gipd->depth>>p_mipmap);k++) {
int ofs = (k*(gipd->height>>p_mipmap)*(gipd->width>>p_mipmap)) + j *(gipd->width>>p_mipmap) + i;
ofs*=4;
data[ofs+0]=i*0xFF/(gipd->width>>p_mipmap);
data[ofs+1]=j*0xFF/(gipd->height>>p_mipmap);
data[ofs+2]=k*0xFF/(gipd->depth>>p_mipmap);
data[ofs+3]=0xFF;
}
}
}
*/
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, gipd->tex_id);
glTexSubImage3D(GL_TEXTURE_3D, p_mipmap, 0, 0, p_depth_slice, gipd->width >> p_mipmap, gipd->height >> p_mipmap, p_slice_count, GL_RGBA, GL_UNSIGNED_BYTE, p_data);
//glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,p_data);
//glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,data.ptr());
}
/////////////////////////////
RID RasterizerStorageGLES3::lightmap_capture_create() {
LightmapCapture *capture = memnew(LightmapCapture);
return lightmap_capture_data_owner.make_rid(capture);
}
void RasterizerStorageGLES3::lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
capture->bounds = p_bounds;
capture->instance_change_notify(true, false);
}
AABB RasterizerStorageGLES3::lightmap_capture_get_bounds(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, AABB());
return capture->bounds;
}
void RasterizerStorageGLES3::lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) {
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
ERR_FAIL_COND(p_octree.size() == 0 || (p_octree.size() % sizeof(LightmapCaptureOctree)) != 0);
capture->octree.resize(p_octree.size() / sizeof(LightmapCaptureOctree));
if (p_octree.size()) {
PoolVector<LightmapCaptureOctree>::Write w = capture->octree.write();
PoolVector<uint8_t>::Read r = p_octree.read();
memcpy(w.ptr(), r.ptr(), p_octree.size());
}
capture->instance_change_notify(true, false);
}
PoolVector<uint8_t> RasterizerStorageGLES3::lightmap_capture_get_octree(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, PoolVector<uint8_t>());
if (capture->octree.size() == 0) {
return PoolVector<uint8_t>();
}
PoolVector<uint8_t> ret;
ret.resize(capture->octree.size() * sizeof(LightmapCaptureOctree));
{
PoolVector<LightmapCaptureOctree>::Read r = capture->octree.read();
PoolVector<uint8_t>::Write w = ret.write();
memcpy(w.ptr(), r.ptr(), ret.size());
}
return ret;
}
void RasterizerStorageGLES3::lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
capture->cell_xform = p_xform;
}
Transform RasterizerStorageGLES3::lightmap_capture_get_octree_cell_transform(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, Transform());
return capture->cell_xform;
}
void RasterizerStorageGLES3::lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
capture->cell_subdiv = p_subdiv;
}
int RasterizerStorageGLES3::lightmap_capture_get_octree_cell_subdiv(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, 0);
return capture->cell_subdiv;
}
void RasterizerStorageGLES3::lightmap_capture_set_energy(RID p_capture, float p_energy) {
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
capture->energy = p_energy;
if (!capture->update_list.in_list()) {
capture_update_list.add(&capture->update_list);
}
}
float RasterizerStorageGLES3::lightmap_capture_get_energy(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, 0);
return capture->energy;
}
void RasterizerStorageGLES3::lightmap_capture_set_interior(RID p_capture, bool p_interior) {
LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND(!capture);
capture->interior = p_interior;
if (!capture->update_list.in_list()) {
capture_update_list.add(&capture->update_list);
}
}
bool RasterizerStorageGLES3::lightmap_capture_is_interior(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, false);
return capture->interior;
}
const PoolVector<RasterizerStorage::LightmapCaptureOctree> *RasterizerStorageGLES3::lightmap_capture_get_octree_ptr(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, nullptr);
return &capture->octree;
}
void RasterizerStorageGLES3::update_dirty_captures() {
while (capture_update_list.first()) {
LightmapCapture *capture = capture_update_list.first()->self();
capture->instance_change_notify(false, true);
capture_update_list.remove(capture_update_list.first());
}
}
///////
RID RasterizerStorageGLES3::particles_create() {
Particles *particles = memnew(Particles);
return particles_owner.make_rid(particles);
}
void RasterizerStorageGLES3::particles_set_emitting(RID p_particles, bool p_emitting) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->emitting = p_emitting;
}
bool RasterizerStorageGLES3::particles_get_emitting(RID p_particles) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, false);
return particles->emitting;
}
void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->amount = p_amount;
int floats = p_amount * 24;
float *data = memnew_arr(float, floats);
for (int i = 0; i < floats; i++) {
data[i] = 0;
}
for (int i = 0; i < 2; i++) {
glBindVertexArray(particles->particle_vaos[i]);
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[i]);
glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_STATIC_DRAW);
for (int j = 0; j < 6; j++) {
glEnableVertexAttribArray(j);
glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16));
}
}
if (particles->histories_enabled) {
for (int i = 0; i < 2; i++) {
glBindVertexArray(particles->particle_vao_histories[i]);
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[i]);
glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_DYNAMIC_COPY);
for (int j = 0; j < 6; j++) {
glEnableVertexAttribArray(j);
glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16));
}
particles->particle_valid_histories[i] = false;
}
}
glBindVertexArray(0);
particles->prev_ticks = 0;
particles->phase = 0;
particles->prev_phase = 0;
particles->clear = true;
memdelete_arr(data);
}
void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles, float p_lifetime) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->lifetime = p_lifetime;
}
void RasterizerStorageGLES3::particles_set_one_shot(RID p_particles, bool p_one_shot) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->one_shot = p_one_shot;
}
void RasterizerStorageGLES3::particles_set_pre_process_time(RID p_particles, float p_time) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->pre_process_time = p_time;
}
void RasterizerStorageGLES3::particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->explosiveness = p_ratio;
}
void RasterizerStorageGLES3::particles_set_randomness_ratio(RID p_particles, float p_ratio) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->randomness = p_ratio;
}
void RasterizerStorageGLES3::_particles_update_histories(Particles *particles) {
bool needs_histories = particles->draw_order == VS::PARTICLES_DRAW_ORDER_VIEW_DEPTH;
if (needs_histories == particles->histories_enabled) {
return;
}
particles->histories_enabled = needs_histories;
int floats = particles->amount * 24;
if (!needs_histories) {
glDeleteBuffers(2, particles->particle_buffer_histories);
glDeleteVertexArrays(2, particles->particle_vao_histories);
} else {
glGenBuffers(2, particles->particle_buffer_histories);
glGenVertexArrays(2, particles->particle_vao_histories);
for (int i = 0; i < 2; i++) {
glBindVertexArray(particles->particle_vao_histories[i]);
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffer_histories[i]);
glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), nullptr, GL_DYNAMIC_COPY);
for (int j = 0; j < 6; j++) {
glEnableVertexAttribArray(j);
glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, CAST_INT_TO_UCHAR_PTR(j * 16));
}
particles->particle_valid_histories[i] = false;
}
}
particles->clear = true;
}
void RasterizerStorageGLES3::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->custom_aabb = p_aabb;
_particles_update_histories(particles);
particles->instance_change_notify(true, false);
}
void RasterizerStorageGLES3::particles_set_speed_scale(RID p_particles, float p_scale) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->speed_scale = p_scale;
}
void RasterizerStorageGLES3::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->use_local_coords = p_enable;
}
void RasterizerStorageGLES3::particles_set_fixed_fps(RID p_particles, int p_fps) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->fixed_fps = p_fps;
}
void RasterizerStorageGLES3::particles_set_fractional_delta(RID p_particles, bool p_enable) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->fractional_delta = p_enable;
}
void RasterizerStorageGLES3::particles_set_process_material(RID p_particles, RID p_material) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->process_material = p_material;
}
void RasterizerStorageGLES3::particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->draw_order = p_order;
_particles_update_histories(particles);
}
void RasterizerStorageGLES3::particles_set_draw_passes(RID p_particles, int p_passes) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->draw_passes.resize(p_passes);
}
void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
particles->draw_passes.write[p_pass] = p_mesh;
}
void RasterizerStorageGLES3::particles_restart(RID p_particles) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->restart_request = true;
}
void RasterizerStorageGLES3::particles_request_process(RID p_particles) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
if (!particles->particle_element.in_list()) {
particle_update_list.add(&particles->particle_element);
}
}
AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) {
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, AABB());
const float *data;
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]);
#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
PoolVector<uint8_t> vector;
vector.resize(particles->amount * 16 * 6);
{
PoolVector<uint8_t>::Write w = vector.write();
glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, w.ptr());
}
PoolVector<uint8_t>::Read r = vector.read();
data = reinterpret_cast<const float *>(r.ptr());
#else
data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * 16 * 6, GL_MAP_READ_BIT);
#endif
AABB aabb;
Transform inv = particles->emission_transform.affine_inverse();
for (int i = 0; i < particles->amount; i++) {
int ofs = i * 24;
Vector3 pos = Vector3(data[ofs + 15], data[ofs + 19], data[ofs + 23]);
if (!particles->use_local_coords) {
pos = inv.xform(pos);
}
if (i == 0) {
aabb.position = pos;
} else {
aabb.expand_to(pos);
}
}
#if defined(GLES_OVER_GL) || defined(__EMSCRIPTEN__)
r.release();
vector = PoolVector<uint8_t>();
#else
glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
glBindBuffer(GL_ARRAY_BUFFER, 0);
float longest_axis = 0;
for (int i = 0; i < particles->draw_passes.size(); i++) {
if (particles->draw_passes[i].is_valid()) {
AABB maabb = mesh_get_aabb(particles->draw_passes[i], RID());
longest_axis = MAX(maabb.get_longest_axis_size(), longest_axis);
}
}
aabb.grow_by(longest_axis);
return aabb;
}
AABB RasterizerStorageGLES3::particles_get_aabb(RID p_particles) const {
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, AABB());
return particles->custom_aabb;
}
void RasterizerStorageGLES3::particles_set_emission_transform(RID p_particles, const Transform &p_transform) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->emission_transform = p_transform;
}
int RasterizerStorageGLES3::particles_get_draw_passes(RID p_particles) const {
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, 0);
return particles->draw_passes.size();
}
RID RasterizerStorageGLES3::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, RID());
ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
return particles->draw_passes[p_pass];
}
void RasterizerStorageGLES3::_particles_process(Particles *p_particles, float p_delta) {
float new_phase = Math::fmod((float)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, (float)1.0);
if (p_particles->clear) {
p_particles->cycle_number = 0;
p_particles->random_seed = Math::rand();
} else if (new_phase < p_particles->phase) {
if (p_particles->one_shot) {
p_particles->emitting = false;
shaders.particles.set_uniform(ParticlesShaderGLES3::EMITTING, false);
}
p_particles->cycle_number++;
}
shaders.particles.set_uniform(ParticlesShaderGLES3::SYSTEM_PHASE, new_phase);
shaders.particles.set_uniform(ParticlesShaderGLES3::PREV_SYSTEM_PHASE, p_particles->phase);
p_particles->phase = new_phase;
shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA, p_delta * p_particles->speed_scale);
shaders.particles.set_uniform(ParticlesShaderGLES3::CLEAR, p_particles->clear);
glUniform1ui(shaders.particles.get_uniform_location(ParticlesShaderGLES3::RANDOM_SEED), p_particles->random_seed);
if (p_particles->use_local_coords) {
shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, Transform());
} else {
shaders.particles.set_uniform(ParticlesShaderGLES3::EMISSION_TRANSFORM, p_particles->emission_transform);
}
glUniform1ui(shaders.particles.get_uniform(ParticlesShaderGLES3::CYCLE), p_particles->cycle_number);
p_particles->clear = false;
glBindVertexArray(p_particles->particle_vaos[0]);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, p_particles->particle_buffers[1]);
// GLint size = 0;
// glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, p_particles->amount);
glEndTransformFeedback();
SWAP(p_particles->particle_buffers[0], p_particles->particle_buffers[1]);
SWAP(p_particles->particle_vaos[0], p_particles->particle_vaos[1]);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
glBindVertexArray(0);
/* //debug particles :D
glBindBuffer(GL_ARRAY_BUFFER, p_particles->particle_buffers[0]);
float *data = (float *)glMapBufferRange(GL_ARRAY_BUFFER, 0, p_particles->amount * 16 * 6, GL_MAP_READ_BIT);
for (int i = 0; i < p_particles->amount; i++) {
int ofs = i * 24;
print_line(itos(i) + ":");
print_line("\tColor: " + Color(data[ofs + 0], data[ofs + 1], data[ofs + 2], data[ofs + 3]));
print_line("\tVelocity: " + Vector3(data[ofs + 4], data[ofs + 5], data[ofs + 6]));
print_line("\tActive: " + itos(data[ofs + 7]));
print_line("\tCustom: " + Color(data[ofs + 8], data[ofs + 9], data[ofs + 10], data[ofs + 11]));
print_line("\tXF X: " + Color(data[ofs + 12], data[ofs + 13], data[ofs + 14], data[ofs + 15]));
print_line("\tXF Y: " + Color(data[ofs + 16], data[ofs + 17], data[ofs + 18], data[ofs + 19]));
print_line("\tXF Z: " + Color(data[ofs + 20], data[ofs + 21], data[ofs + 22], data[ofs + 23]));
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//*/
}
void RasterizerStorageGLES3::update_particles() {
glEnable(GL_RASTERIZER_DISCARD);
while (particle_update_list.first()) {
//use transform feedback to process particles
Particles *particles = particle_update_list.first()->self();
if (particles->restart_request) {
particles->prev_ticks = 0;
particles->phase = 0;
particles->prev_phase = 0;
particles->clear = true;
particles->particle_valid_histories[0] = false;
particles->particle_valid_histories[1] = false;
particles->restart_request = false;
}
if (particles->inactive && !particles->emitting) {
particle_update_list.remove(particle_update_list.first());
continue;
}
if (particles->emitting) {
if (particles->inactive) {
//restart system from scratch
particles->prev_ticks = 0;
particles->phase = 0;
particles->prev_phase = 0;
particles->clear = true;
particles->particle_valid_histories[0] = false;
particles->particle_valid_histories[1] = false;
}
particles->inactive = false;
particles->inactive_time = 0;
} else {
particles->inactive_time += particles->speed_scale * frame.delta;
if (particles->inactive_time > particles->lifetime * 1.2) {
particles->inactive = true;
particle_update_list.remove(particle_update_list.first());
continue;
}
}
Material *material = material_owner.getornull(particles->process_material);
if (!material || !material->shader || material->shader->mode != VS::SHADER_PARTICLES) {
shaders.particles.set_custom_shader(0);
} else {
shaders.particles.set_custom_shader(material->shader->custom_code_id);
if (material->ubo_id) {
glBindBufferBase(GL_UNIFORM_BUFFER, 0, material->ubo_id);
}
int tc = material->textures.size();
RID *textures = material->textures.ptrw();
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = material->shader->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
GLenum target;
GLuint tex;
RasterizerStorageGLES3::Texture *t = texture_owner.getornull(textures[i]);
if (!t) {
//check hints
target = GL_TEXTURE_2D;
switch (texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
tex = resources.black_tex;
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
tex = resources.aniso_tex;
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
tex = resources.normal_tex;
} break;
default: {
tex = resources.white_tex;
} break;
}
} else {
t = t->get_ptr(); //resolve for proxies
target = t->target;
tex = t->tex_id;
}
glBindTexture(target, tex);
}
}
shaders.particles.set_conditional(ParticlesShaderGLES3::USE_FRACTIONAL_DELTA, particles->fractional_delta);
shaders.particles.bind();
shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, particles->amount);
shaders.particles.set_uniform(ParticlesShaderGLES3::TIME, frame.time[0]);
shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS, particles->explosiveness);
shaders.particles.set_uniform(ParticlesShaderGLES3::LIFETIME, particles->lifetime);
shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT, 0);
shaders.particles.set_uniform(ParticlesShaderGLES3::EMITTING, particles->emitting);
shaders.particles.set_uniform(ParticlesShaderGLES3::RANDOMNESS, particles->randomness);
bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
if (particles->clear && particles->pre_process_time > 0.0) {
float frame_time;
if (particles->fixed_fps > 0) {
frame_time = 1.0 / particles->fixed_fps;
} else {
frame_time = 1.0 / 30.0;
}
float todo = particles->pre_process_time;
while (todo >= 0) {
_particles_process(particles, frame_time);
todo -= frame_time;
}
}
if (particles->fixed_fps > 0) {
float frame_time;
float decr;
if (zero_time_scale) {
frame_time = 0.0;
decr = 1.0 / particles->fixed_fps;
} else {
frame_time = 1.0 / particles->fixed_fps;
decr = frame_time;
}
float delta = frame.delta;
if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
delta = 0.1;
} else if (delta <= 0.0) { //unlikely but..
delta = 0.001;
}
float todo = particles->frame_remainder + delta;
while (todo >= frame_time) {
_particles_process(particles, frame_time);
todo -= decr;
}
particles->frame_remainder = todo;
} else {
if (zero_time_scale) {
_particles_process(particles, 0.0);
} else {
_particles_process(particles, frame.delta);
}
}
particle_update_list.remove(particle_update_list.first());
if (particles->histories_enabled) {
SWAP(particles->particle_buffer_histories[0], particles->particle_buffer_histories[1]);
SWAP(particles->particle_vao_histories[0], particles->particle_vao_histories[1]);
SWAP(particles->particle_valid_histories[0], particles->particle_valid_histories[1]);
//copy
glBindBuffer(GL_COPY_READ_BUFFER, particles->particle_buffers[0]);
glBindBuffer(GL_COPY_WRITE_BUFFER, particles->particle_buffer_histories[0]);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, particles->amount * 24 * sizeof(float));
particles->particle_valid_histories[0] = true;
}
particles->instance_change_notify(true, false); //make sure shadows are updated
}
glDisable(GL_RASTERIZER_DISCARD);
}
bool RasterizerStorageGLES3::particles_is_inactive(RID p_particles) const {
const Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND_V(!particles, false);
return !particles->emitting && particles->inactive;
}
////////
void RasterizerStorageGLES3::instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
skeleton->instances.insert(p_instance);
}
void RasterizerStorageGLES3::instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
skeleton->instances.erase(p_instance);
}
void RasterizerStorageGLES3::instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {
Instantiable *inst = nullptr;
switch (p_instance->base_type) {
case VS::INSTANCE_MESH: {
inst = mesh_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_MULTIMESH: {
inst = multimesh_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_IMMEDIATE: {
inst = immediate_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_PARTICLES: {
inst = particles_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_REFLECTION_PROBE: {
inst = reflection_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_LIGHT: {
inst = light_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_GI_PROBE: {
inst = gi_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_LIGHTMAP_CAPTURE: {
inst = lightmap_capture_data_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
default: {
ERR_FAIL();
}
}
inst->instance_list.add(&p_instance->dependency_item);
}
void RasterizerStorageGLES3::instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {
Instantiable *inst = nullptr;
switch (p_instance->base_type) {
case VS::INSTANCE_MESH: {
inst = mesh_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_MULTIMESH: {
inst = multimesh_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_IMMEDIATE: {
inst = immediate_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_PARTICLES: {
inst = particles_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_REFLECTION_PROBE: {
inst = reflection_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_LIGHT: {
inst = light_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_GI_PROBE: {
inst = gi_probe_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
case VS::INSTANCE_LIGHTMAP_CAPTURE: {
inst = lightmap_capture_data_owner.getornull(p_base);
ERR_FAIL_COND(!inst);
} break;
default: {
ERR_FAIL();
}
}
inst->instance_list.remove(&p_instance->dependency_item);
}
/* RENDER TARGET */
void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
if (rt->fbo) {
glDeleteFramebuffers(1, &rt->fbo);
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
}
if (rt->buffers.active) {
glDeleteFramebuffers(1, &rt->buffers.fbo);
glDeleteRenderbuffers(1, &rt->buffers.depth);
glDeleteRenderbuffers(1, &rt->buffers.diffuse);
if (rt->buffers.effects_active) {
glDeleteRenderbuffers(1, &rt->buffers.specular);
glDeleteRenderbuffers(1, &rt->buffers.normal_rough);
glDeleteRenderbuffers(1, &rt->buffers.sss);
glDeleteFramebuffers(1, &rt->buffers.effect_fbo);
glDeleteTextures(1, &rt->buffers.effect);
}
rt->buffers.effects_active = false;
rt->buffers.active = false;
}
if (rt->depth) {
glDeleteTextures(1, &rt->depth);
rt->depth = 0;
}
if (rt->effects.ssao.blur_fbo[0]) {
glDeleteFramebuffers(1, &rt->effects.ssao.blur_fbo[0]);
glDeleteTextures(1, &rt->effects.ssao.blur_red[0]);
glDeleteFramebuffers(1, &rt->effects.ssao.blur_fbo[1]);
glDeleteTextures(1, &rt->effects.ssao.blur_red[1]);
for (int i = 0; i < rt->effects.ssao.depth_mipmap_fbos.size(); i++) {
glDeleteFramebuffers(1, &rt->effects.ssao.depth_mipmap_fbos[i]);
}
rt->effects.ssao.depth_mipmap_fbos.clear();
glDeleteTextures(1, &rt->effects.ssao.linear_depth);
rt->effects.ssao.blur_fbo[0] = 0;
rt->effects.ssao.blur_fbo[1] = 0;
}
if (rt->exposure.fbo) {
glDeleteFramebuffers(1, &rt->exposure.fbo);
glDeleteTextures(1, &rt->exposure.color);
rt->exposure.fbo = 0;
}
if (rt->external.fbo != 0) {
// free this
glDeleteFramebuffers(1, &rt->external.fbo);
// clean up our texture
Texture *t = texture_owner.get(rt->external.texture);
t->alloc_height = 0;
t->alloc_width = 0;
t->width = 0;
t->height = 0;
t->active = false;
texture_owner.free(rt->external.texture);
memdelete(t);
rt->external.fbo = 0;
rt->external.color = 0;
rt->external.depth = 0;
}
Texture *tex = texture_owner.get(rt->texture);
tex->alloc_height = 0;
tex->alloc_width = 0;
tex->width = 0;
tex->height = 0;
tex->active = false;
for (int i = 0; i < 2; i++) {
if (rt->effects.mip_maps[i].color) {
for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
glDeleteFramebuffers(1, &rt->effects.mip_maps[i].sizes[j].fbo);
}
glDeleteTextures(1, &rt->effects.mip_maps[i].color);
rt->effects.mip_maps[i].sizes.clear();
rt->effects.mip_maps[i].levels = 0;
rt->effects.mip_maps[i].color = 0;
}
}
/*
if (rt->effects.screen_space_depth) {
glDeleteTextures(1,&rt->effects.screen_space_depth);
rt->effects.screen_space_depth=0;
}
*/
}
void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
if (rt->width <= 0 || rt->height <= 0) {
return;
}
GLuint color_internal_format;
GLuint color_format;
GLuint color_type;
Image::Format image_format;
bool hdr = rt->flags[RENDER_TARGET_HDR] && config.framebuffer_half_float_supported;
//hdr = false;
if (!hdr || rt->flags[RENDER_TARGET_NO_3D]) {
if (rt->flags[RENDER_TARGET_NO_3D_EFFECTS] && !rt->flags[RENDER_TARGET_TRANSPARENT]) {
//if this is not used, linear colorspace looks pretty bad
//this is the default mode used for mobile
color_internal_format = GL_RGB10_A2;
color_format = GL_RGBA;
color_type = GL_UNSIGNED_INT_2_10_10_10_REV;
image_format = Image::FORMAT_RGBA8;
} else {
color_internal_format = GL_RGBA8;
color_format = GL_RGBA;
color_type = GL_UNSIGNED_BYTE;
image_format = Image::FORMAT_RGBA8;
}
} else {
color_internal_format = GL_RGBA16F;
color_format = GL_RGBA;
color_type = GL_HALF_FLOAT;
image_format = Image::FORMAT_RGBAH;
}
{
/* FRONT FBO */
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &rt->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
glGenTextures(1, &rt->depth);
glBindTexture(GL_TEXTURE_2D, rt->depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->width, rt->height, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (rt->external.depth == 0) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, rt->depth, 0);
} else {
// Use our external depth texture instead.
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, rt->external.depth, 0);
}
glGenTextures(1, &rt->color);
glBindTexture(GL_TEXTURE_2D, rt->color);
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("framebuffer fail, status: %x\n", status);
}
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
Texture *tex = texture_owner.get(rt->texture);
tex->format = image_format;
tex->gl_format_cache = color_format;
tex->gl_type_cache = color_type;
tex->gl_internal_format_cache = color_internal_format;
tex->tex_id = rt->color;
tex->width = rt->width;
tex->alloc_width = rt->width;
tex->height = rt->height;
tex->alloc_height = rt->height;
tex->active = true;
texture_set_flags(rt->texture, tex->flags);
}
/* BACK FBO */
if (!rt->flags[RENDER_TARGET_NO_3D] && (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS] || rt->msaa != VS::VIEWPORT_MSAA_DISABLED)) {
rt->buffers.active = true;
static const int msaa_value[] = { 0, 2, 4, 8, 16, 4, 16 }; // MSAA_EXT_nX is a GLES2 temporary hack ignored in GLES3 for now...
int msaa = msaa_value[rt->msaa];
int max_samples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
if (msaa > max_samples) {
WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
msaa = max_samples;
}
//regular fbo
glGenFramebuffers(1, &rt->buffers.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.fbo);
glGenRenderbuffers(1, &rt->buffers.depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth);
if (msaa == 0) {
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, rt->width, rt->height);
} else {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_DEPTH_COMPONENT24, rt->width, rt->height);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->buffers.depth);
glGenRenderbuffers(1, &rt->buffers.diffuse);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.diffuse);
if (msaa == 0) {
glRenderbufferStorage(GL_RENDERBUFFER, color_internal_format, rt->width, rt->height);
} else {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->buffers.diffuse);
if (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS]) {
rt->buffers.effects_active = true;
glGenRenderbuffers(1, &rt->buffers.specular);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular);
if (msaa == 0) {
glRenderbufferStorage(GL_RENDERBUFFER, color_internal_format, rt->width, rt->height);
} else {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_RENDERBUFFER, rt->buffers.specular);
glGenRenderbuffers(1, &rt->buffers.normal_rough);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough);
if (msaa == 0) {
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height);
} else {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rt->buffers.normal_rough);
glGenRenderbuffers(1, &rt->buffers.sss);
glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.sss);
if (msaa == 0) {
glRenderbufferStorage(GL_RENDERBUFFER, GL_R8, rt->width, rt->height);
} else {
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_R8, rt->width, rt->height);
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.sss);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("err status: %x\n", status);
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// effect resolver
glGenFramebuffers(1, &rt->buffers.effect_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo);
glGenTextures(1, &rt->buffers.effect);
glBindTexture(GL_TEXTURE_2D, rt->buffers.effect);
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0,
color_format, color_type, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, rt->buffers.effect, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("err status: %x\n", status);
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
///////////////// ssao
//AO strength textures
for (int i = 0; i < 2; i++) {
glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]);
glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, rt->depth, 0);
glGenTextures(1, &rt->effects.ssao.blur_red[i]);
glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.blur_red[i], 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
}
//5 mip levels for depth texture, but base is read separately
glGenTextures(1, &rt->effects.ssao.linear_depth);
glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth);
int ssao_w = rt->width / 2;
int ssao_h = rt->height / 2;
for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw
glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, nullptr);
ssao_w >>= 1;
ssao_h >>= 1;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
for (int i = 0; i < 4; i++) { //5, but 4 mips, base is read directly to save bw
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i);
rt->effects.ssao.depth_mipmap_fbos.push_back(fbo);
}
//////Exposure
glGenFramebuffers(1, &rt->exposure.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo);
glGenTextures(1, &rt->exposure.color);
glBindTexture(GL_TEXTURE_2D, rt->exposure.color);
if (config.framebuffer_float_supported) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, nullptr);
} else if (config.framebuffer_half_float_supported) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 1, 1, 0, GL_RED, GL_HALF_FLOAT, nullptr);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, nullptr);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
} else {
rt->buffers.effects_active = false;
}
} else {
rt->buffers.active = false;
rt->buffers.effects_active = true;
}
if (!rt->flags[RENDER_TARGET_NO_SAMPLING] && rt->width >= 2 && rt->height >= 2) {
for (int i = 0; i < 2; i++) {
ERR_FAIL_COND(rt->effects.mip_maps[i].sizes.size());
int w = rt->width;
int h = rt->height;
if (i > 0) {
w >>= 1;
h >>= 1;
}
glGenTextures(1, &rt->effects.mip_maps[i].color);
glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[i].color);
int level = 0;
int fb_w = w;
int fb_h = h;
while (true) {
RenderTarget::Effects::MipMaps::Size mm;
mm.width = w;
mm.height = h;
rt->effects.mip_maps[i].sizes.push_back(mm);
w >>= 1;
h >>= 1;
if (w < 2 || h < 2) {
break;
}
level++;
}
glTexStorage2DCustom(GL_TEXTURE_2D, level + 1, color_internal_format, fb_w, fb_h, color_format, color_type);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
glDisable(GL_SCISSOR_TEST);
glColorMask(1, 1, 1, 1);
if (!rt->buffers.active) {
glDepthMask(GL_TRUE);
}
for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
RenderTarget::Effects::MipMaps::Size &mm = rt->effects.mip_maps[i].sizes.write[j];
glGenFramebuffers(1, &mm.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.mip_maps[i].color, j);
bool used_depth = false;
if (j == 0 && i == 0) { //use always
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
used_depth = true;
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
float zero[4] = { 1, 0, 1, 0 };
glViewport(0, 0, rt->effects.mip_maps[i].sizes[j].width, rt->effects.mip_maps[i].sizes[j].height);
glClearBufferfv(GL_COLOR, 0, zero);
if (used_depth) {
glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
}
}
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
rt->effects.mip_maps[i].levels = level;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
}
RID RasterizerStorageGLES3::render_target_create() {
RenderTarget *rt = memnew(RenderTarget);
Texture *t = memnew(Texture);
t->type = VS::TEXTURE_TYPE_2D;
t->flags = 0;
t->width = 0;
t->height = 0;
t->alloc_height = 0;
t->alloc_width = 0;
t->format = Image::FORMAT_R8;
t->target = GL_TEXTURE_2D;
t->gl_format_cache = 0;
t->gl_internal_format_cache = 0;
t->gl_type_cache = 0;
t->data_size = 0;
t->compressed = false;
t->srgb = false;
t->total_data_size = 0;
t->ignore_mipmaps = false;
t->mipmaps = 1;
t->active = true;
t->tex_id = 0;
t->render_target = rt;
rt->texture = texture_owner.make_rid(t);
return render_target_owner.make_rid(rt);
}
void RasterizerStorageGLES3::render_target_set_position(RID p_render_target, int p_x, int p_y) {
//only used in GLES2
}
void RasterizerStorageGLES3::render_target_set_size(RID p_render_target, int p_width, int p_height) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
if (rt->width == p_width && rt->height == p_height) {
return;
}
_render_target_clear(rt);
rt->width = p_width;
rt->height = p_height;
_render_target_allocate(rt);
}
RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
if (rt->external.fbo == 0) {
return rt->texture;
} else {
return rt->external.texture;
}
}
uint32_t RasterizerStorageGLES3::render_target_get_depth_texture_id(RID p_render_target) const {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, 0);
if (rt->external.depth == 0) {
return rt->depth;
} else {
return rt->external.depth;
}
}
void RasterizerStorageGLES3::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id, unsigned int p_depth_id) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
if (p_texture_id == 0) {
if (rt->external.fbo != 0) {
// return to our original depth buffer
if (rt->external.depth != 0 && rt->fbo != 0) {
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
}
// free this
glDeleteFramebuffers(1, &rt->external.fbo);
// clean up our texture
Texture *t = texture_owner.get(rt->external.texture);
t->alloc_height = 0;
t->alloc_width = 0;
t->width = 0;
t->height = 0;
t->active = false;
texture_owner.free(rt->external.texture);
memdelete(t);
rt->external.fbo = 0;
rt->external.color = 0;
rt->external.depth = 0;
}
} else {
Texture *t;
if (rt->external.fbo == 0) {
// create our fbo
glGenFramebuffers(1, &rt->external.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
// allocate a texture
t = memnew(Texture);
t->type = VS::TEXTURE_TYPE_2D;
t->flags = 0;
t->width = 0;
t->height = 0;
t->alloc_height = 0;
t->alloc_width = 0;
t->format = Image::FORMAT_RGBA8;
t->target = GL_TEXTURE_2D;
t->gl_format_cache = 0;
t->gl_internal_format_cache = 0;
t->gl_type_cache = 0;
t->data_size = 0;
t->compressed = false;
t->srgb = false;
t->total_data_size = 0;
t->ignore_mipmaps = false;
t->mipmaps = 1;
t->active = true;
t->tex_id = 0;
t->render_target = rt;
rt->external.texture = texture_owner.make_rid(t);
} else {
// bind our frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
// find our texture
t = texture_owner.get(rt->external.texture);
}
// set our texture
t->tex_id = p_texture_id;
rt->external.color = p_texture_id;
// size shouldn't be different
t->width = rt->width;
t->height = rt->height;
t->alloc_height = rt->width;
t->alloc_width = rt->height;
// is there a point to setting the internal formats? we don't know them..
// set our texture as the destination for our framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
// check status
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("framebuffer fail, status: %x\n", status);
}
// Copy our depth texture id,
// if it's 0 then we don't use it,
// else we use it instead of our normal depth buffer
rt->external.depth = p_depth_id;
if (rt->external.depth != 0 && rt->fbo != 0) {
// Use our external depth texture instead.
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->external.depth, 0);
// check status
GLenum status2 = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status2 != GL_FRAMEBUFFER_COMPLETE) {
printf("framebuffer fail, status: %x\n", status2);
}
}
// and unbind
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
}
void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
rt->flags[p_flag] = p_value;
switch (p_flag) {
case RENDER_TARGET_HDR:
case RENDER_TARGET_NO_3D:
case RENDER_TARGET_NO_SAMPLING:
case RENDER_TARGET_NO_3D_EFFECTS: {
//must reset for these formats
_render_target_clear(rt);
_render_target_allocate(rt);
} break;
default: {
}
}
}
bool RasterizerStorageGLES3::render_target_was_used(RID p_render_target) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return rt->used_in_frame;
}
void RasterizerStorageGLES3::render_target_clear_used(RID p_render_target) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
rt->used_in_frame = false;
}
void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
if (rt->msaa == p_msaa) {
return;
}
_render_target_clear(rt);
rt->msaa = p_msaa;
_render_target_allocate(rt);
}
void RasterizerStorageGLES3::render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
rt->use_fxaa = p_fxaa;
}
void RasterizerStorageGLES3::render_target_set_use_debanding(RID p_render_target, bool p_debanding) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
rt->use_debanding = p_debanding;
}
/* CANVAS SHADOW */
RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) {
CanvasLightShadow *cls = memnew(CanvasLightShadow);
if (p_width > config.max_texture_size) {
p_width = config.max_texture_size;
}
cls->size = p_width;
cls->height = 16;
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &cls->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
glGenRenderbuffers(1, &cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, cls->size, cls->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenTextures(1, &cls->distance);
glBindTexture(GL_TEXTURE_2D, cls->distance);
if (config.use_rgba_2d_shadows) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, nullptr);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
//printf("errnum: %x\n",status);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
memdelete(cls);
ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
}
return canvas_light_shadow_owner.make_rid(cls);
}
/* LIGHT SHADOW MAPPING */
RID RasterizerStorageGLES3::canvas_light_occluder_create() {
CanvasOccluder *co = memnew(CanvasOccluder);
co->index_id = 0;
co->vertex_id = 0;
co->len = 0;
glGenVertexArrays(1, &co->array_id);
return canvas_occluder_owner.make_rid(co);
}
void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) {
CanvasOccluder *co = canvas_occluder_owner.get(p_occluder);
ERR_FAIL_COND(!co);
co->lines = p_lines;
if (p_lines.size() != co->len) {
if (co->index_id) {
glDeleteBuffers(1, &co->index_id);
}
if (co->vertex_id) {
glDeleteBuffers(1, &co->vertex_id);
}
co->index_id = 0;
co->vertex_id = 0;
co->len = 0;
}
if (p_lines.size()) {
PoolVector<float> geometry;
PoolVector<uint16_t> indices;
int lc = p_lines.size();
geometry.resize(lc * 6);
indices.resize(lc * 3);
PoolVector<float>::Write vw = geometry.write();
PoolVector<uint16_t>::Write iw = indices.write();
PoolVector<Vector2>::Read lr = p_lines.read();
const int POLY_HEIGHT = 16384;
for (int i = 0; i < lc / 2; i++) {
vw[i * 12 + 0] = lr[i * 2 + 0].x;
vw[i * 12 + 1] = lr[i * 2 + 0].y;
vw[i * 12 + 2] = POLY_HEIGHT;
vw[i * 12 + 3] = lr[i * 2 + 1].x;
vw[i * 12 + 4] = lr[i * 2 + 1].y;
vw[i * 12 + 5] = POLY_HEIGHT;
vw[i * 12 + 6] = lr[i * 2 + 1].x;
vw[i * 12 + 7] = lr[i * 2 + 1].y;
vw[i * 12 + 8] = -POLY_HEIGHT;
vw[i * 12 + 9] = lr[i * 2 + 0].x;
vw[i * 12 + 10] = lr[i * 2 + 0].y;
vw[i * 12 + 11] = -POLY_HEIGHT;
iw[i * 6 + 0] = i * 4 + 0;
iw[i * 6 + 1] = i * 4 + 1;
iw[i * 6 + 2] = i * 4 + 2;
iw[i * 6 + 3] = i * 4 + 2;
iw[i * 6 + 4] = i * 4 + 3;
iw[i * 6 + 5] = i * 4 + 0;
}
//if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
if (!co->vertex_id) {
glGenBuffers(1, &co->vertex_id);
glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
} else {
glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
glBufferSubData(GL_ARRAY_BUFFER, 0, lc * 6 * sizeof(real_t), vw.ptr());
}
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
if (!co->index_id) {
glGenBuffers(1, &co->index_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_DYNAMIC_DRAW);
} else {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, lc * 3 * sizeof(uint16_t), iw.ptr());
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
co->len = lc;
glBindVertexArray(co->array_id);
glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
glBindVertexArray(0);
}
}
VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
if (mesh_owner.owns(p_rid)) {
return VS::INSTANCE_MESH;
}
if (multimesh_owner.owns(p_rid)) {
return VS::INSTANCE_MULTIMESH;
}
if (immediate_owner.owns(p_rid)) {
return VS::INSTANCE_IMMEDIATE;
}
if (particles_owner.owns(p_rid)) {
return VS::INSTANCE_PARTICLES;
}
if (light_owner.owns(p_rid)) {
return VS::INSTANCE_LIGHT;
}
if (reflection_probe_owner.owns(p_rid)) {
return VS::INSTANCE_REFLECTION_PROBE;
}
if (gi_probe_owner.owns(p_rid)) {
return VS::INSTANCE_GI_PROBE;
}
if (lightmap_capture_data_owner.owns(p_rid)) {
return VS::INSTANCE_LIGHTMAP_CAPTURE;
}
return VS::INSTANCE_NONE;
}
bool RasterizerStorageGLES3::free(RID p_rid) {
if (render_target_owner.owns(p_rid)) {
RenderTarget *rt = render_target_owner.getornull(p_rid);
_render_target_clear(rt);
Texture *t = texture_owner.get(rt->texture);
texture_owner.free(rt->texture);
memdelete(t);
render_target_owner.free(p_rid);
memdelete(rt);
} else if (texture_owner.owns(p_rid)) {
// delete the texture
Texture *texture = texture_owner.get(p_rid);
ERR_FAIL_COND_V(texture->render_target, true); //can't free the render target texture, dude
info.texture_mem -= texture->total_data_size;
texture_owner.free(p_rid);
memdelete(texture);
} else if (sky_owner.owns(p_rid)) {
// delete the sky
Sky *sky = sky_owner.get(p_rid);
sky_set_texture(p_rid, RID(), 256);
sky_owner.free(p_rid);
memdelete(sky);
} else if (shader_owner.owns(p_rid)) {
// delete the texture
Shader *shader = shader_owner.get(p_rid);
if (shader->shader && shader->custom_code_id) {
shader->shader->free_custom_shader(shader->custom_code_id);
}
if (shader->dirty_list.in_list()) {
_shader_dirty_list.remove(&shader->dirty_list);
}
while (shader->materials.first()) {
Material *mat = shader->materials.first()->self();
mat->shader = nullptr;
_material_make_dirty(mat);
shader->materials.remove(shader->materials.first());
}
//material_shader.free_custom_shader(shader->custom_code_id);
shader_owner.free(p_rid);
memdelete(shader);
} else if (material_owner.owns(p_rid)) {
// delete the texture
Material *material = material_owner.get(p_rid);
if (material->shader) {
material->shader->materials.remove(&material->list);
}
if (material->ubo_id) {
glDeleteBuffers(1, &material->ubo_id);
}
//remove from owners
for (Map<Geometry *, int>::Element *E = material->geometry_owners.front(); E; E = E->next()) {
Geometry *g = E->key();
g->material = RID();
}
for (Map<RasterizerScene::InstanceBase *, int>::Element *E = material->instance_owners.front(); E; E = E->next()) {
RasterizerScene::InstanceBase *ins = E->key();
if (ins->material_override == p_rid) {
ins->material_override = RID();
}
for (int i = 0; i < ins->materials.size(); i++) {
if (ins->materials[i] == p_rid) {
ins->materials.write[i] = RID();
}
}
}
material_owner.free(p_rid);
memdelete(material);
} else if (skeleton_owner.owns(p_rid)) {
// delete the texture
Skeleton *skeleton = skeleton_owner.get(p_rid);
if (skeleton->update_list.in_list()) {
skeleton_update_list.remove(&skeleton->update_list);
}
for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
E->get()->skeleton = RID();
}
skeleton_allocate(p_rid, 0, false);
glDeleteTextures(1, &skeleton->texture);
skeleton_owner.free(p_rid);
memdelete(skeleton);
} else if (mesh_owner.owns(p_rid)) {
// delete the texture
Mesh *mesh = mesh_owner.get(p_rid);
mesh->instance_remove_deps();
mesh_clear(p_rid);
while (mesh->multimeshes.first()) {
MultiMesh *multimesh = mesh->multimeshes.first()->self();
multimesh->mesh = RID();
multimesh->dirty_aabb = true;
mesh->multimeshes.remove(mesh->multimeshes.first());
if (!multimesh->update_list.in_list()) {
multimesh_update_list.add(&multimesh->update_list);
}
}
mesh_owner.free(p_rid);
memdelete(mesh);
} else if (multimesh_owner.owns(p_rid)) {
// delete the texture
MultiMesh *multimesh = multimesh_owner.get(p_rid);
multimesh->instance_remove_deps();
if (multimesh->mesh.is_valid()) {
Mesh *mesh = mesh_owner.getornull(multimesh->mesh);
if (mesh) {
mesh->multimeshes.remove(&multimesh->mesh_list);
}
}
multimesh_allocate(p_rid, 0, VS::MULTIMESH_TRANSFORM_2D, VS::MULTIMESH_COLOR_NONE); //frees multimesh
update_dirty_multimeshes();
multimesh_owner.free(p_rid);
memdelete(multimesh);
} else if (immediate_owner.owns(p_rid)) {
Immediate *immediate = immediate_owner.get(p_rid);
immediate->instance_remove_deps();
immediate_owner.free(p_rid);
memdelete(immediate);
} else if (light_owner.owns(p_rid)) {
// delete the texture
Light *light = light_owner.get(p_rid);
light->instance_remove_deps();
light_owner.free(p_rid);
memdelete(light);
} else if (reflection_probe_owner.owns(p_rid)) {
// delete the texture
ReflectionProbe *reflection_probe = reflection_probe_owner.get(p_rid);
reflection_probe->instance_remove_deps();
reflection_probe_owner.free(p_rid);
memdelete(reflection_probe);
} else if (gi_probe_owner.owns(p_rid)) {
// delete the texture
GIProbe *gi_probe = gi_probe_owner.get(p_rid);
gi_probe->instance_remove_deps();
gi_probe_owner.free(p_rid);
memdelete(gi_probe);
} else if (gi_probe_data_owner.owns(p_rid)) {
// delete the texture
GIProbeData *gi_probe_data = gi_probe_data_owner.get(p_rid);
glDeleteTextures(1, &gi_probe_data->tex_id);
gi_probe_data_owner.free(p_rid);
memdelete(gi_probe_data);
} else if (lightmap_capture_data_owner.owns(p_rid)) {
// delete the texture
LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get(p_rid);
lightmap_capture->instance_remove_deps();
lightmap_capture_data_owner.free(p_rid);
memdelete(lightmap_capture);
} else if (canvas_occluder_owner.owns(p_rid)) {
CanvasOccluder *co = canvas_occluder_owner.get(p_rid);
if (co->index_id) {
glDeleteBuffers(1, &co->index_id);
}
if (co->vertex_id) {
glDeleteBuffers(1, &co->vertex_id);
}
glDeleteVertexArrays(1, &co->array_id);
canvas_occluder_owner.free(p_rid);
memdelete(co);
} else if (canvas_light_shadow_owner.owns(p_rid)) {
CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid);
glDeleteFramebuffers(1, &cls->fbo);
glDeleteRenderbuffers(1, &cls->depth);
glDeleteTextures(1, &cls->distance);
canvas_light_shadow_owner.free(p_rid);
memdelete(cls);
} else if (particles_owner.owns(p_rid)) {
Particles *particles = particles_owner.get(p_rid);
particles->instance_remove_deps();
particles_owner.free(p_rid);
memdelete(particles);
} else {
return false;
}
return true;
}
bool RasterizerStorageGLES3::has_os_feature(const String &p_feature) const {
if (p_feature == "bptc") {
return config.bptc_supported;
}
if (p_feature == "s3tc") {
return config.s3tc_supported;
}
if (p_feature == "etc") {
return config.etc_supported;
}
if (p_feature == "etc2") {
return config.etc2_supported;
}
if (p_feature == "pvrtc") {
return config.pvrtc_supported;
}
return false;
}
////////////////////////////////////////////
void RasterizerStorageGLES3::set_debug_generate_wireframes(bool p_generate) {
config.generate_wireframes = p_generate;
}
void RasterizerStorageGLES3::render_info_begin_capture() {
info.snap = info.render;
}
void RasterizerStorageGLES3::render_info_end_capture() {
info.snap.object_count = info.render.object_count - info.snap.object_count;
info.snap.draw_call_count = info.render.draw_call_count - info.snap.draw_call_count;
info.snap.material_switch_count = info.render.material_switch_count - info.snap.material_switch_count;
info.snap.surface_switch_count = info.render.surface_switch_count - info.snap.surface_switch_count;
info.snap.shader_rebind_count = info.render.shader_rebind_count - info.snap.shader_rebind_count;
info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count;
info.snap._2d_item_count = info.render._2d_item_count - info.snap._2d_item_count;
info.snap._2d_draw_call_count = info.render._2d_draw_call_count - info.snap._2d_draw_call_count;
}
int RasterizerStorageGLES3::get_captured_render_info(VS::RenderInfo p_info) {
switch (p_info) {
case VS::INFO_OBJECTS_IN_FRAME: {
return info.snap.object_count;
} break;
case VS::INFO_VERTICES_IN_FRAME: {
return info.snap.vertices_count;
} break;
case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
return info.snap.material_switch_count;
} break;
case VS::INFO_SHADER_CHANGES_IN_FRAME: {
return info.snap.shader_rebind_count;
} break;
case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
return info.snap.surface_switch_count;
} break;
case VS::INFO_DRAW_CALLS_IN_FRAME: {
return info.snap.draw_call_count;
} break;
case VS::INFO_2D_ITEMS_IN_FRAME: {
return info.snap._2d_item_count;
} break;
case VS::INFO_2D_DRAW_CALLS_IN_FRAME: {
return info.snap._2d_draw_call_count;
} break;
default: {
return get_render_info(p_info);
}
}
}
uint64_t RasterizerStorageGLES3::get_render_info(VS::RenderInfo p_info) {
switch (p_info) {
case VS::INFO_OBJECTS_IN_FRAME:
return info.render_final.object_count;
case VS::INFO_VERTICES_IN_FRAME:
return info.render_final.vertices_count;
case VS::INFO_MATERIAL_CHANGES_IN_FRAME:
return info.render_final.material_switch_count;
case VS::INFO_SHADER_CHANGES_IN_FRAME:
return info.render_final.shader_rebind_count;
case VS::INFO_SURFACE_CHANGES_IN_FRAME:
return info.render_final.surface_switch_count;
case VS::INFO_DRAW_CALLS_IN_FRAME:
return info.render_final.draw_call_count;
case VS::INFO_2D_ITEMS_IN_FRAME:
return info.render_final._2d_item_count;
case VS::INFO_2D_DRAW_CALLS_IN_FRAME:
return info.render_final._2d_draw_call_count;
case VS::INFO_USAGE_VIDEO_MEM_TOTAL:
return 0; //no idea
case VS::INFO_VIDEO_MEM_USED:
return info.vertex_mem + info.texture_mem;
case VS::INFO_TEXTURE_MEM_USED:
return info.texture_mem;
case VS::INFO_VERTEX_MEM_USED:
return info.vertex_mem;
default:
return 0; //no idea either
}
}
String RasterizerStorageGLES3::get_video_adapter_name() const {
return (const char *)glGetString(GL_RENDERER);
}
String RasterizerStorageGLES3::get_video_adapter_vendor() const {
return (const char *)glGetString(GL_VENDOR);
}
void RasterizerStorageGLES3::initialize() {
RasterizerStorageGLES3::system_fbo = 0;
//// extensions config
///
{
int max_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions);
for (int i = 0; i < max_extensions; i++) {
const GLubyte *s = glGetStringi(GL_EXTENSIONS, i);
if (!s) {
break;
}
config.extensions.insert((const char *)s);
}
}
config.shrink_textures_x2 = false;
config.use_fast_texture_filter = int(ProjectSettings::get_singleton()->get("rendering/quality/filters/use_nearest_mipmap_filter"));
config.etc_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
config.latc_supported = config.extensions.has("GL_EXT_texture_compression_latc");
config.bptc_supported = config.extensions.has("GL_ARB_texture_compression_bptc");
#ifdef GLES_OVER_GL
config.etc2_supported = false;
config.s3tc_supported = true;
config.rgtc_supported = true; //RGTC - core since OpenGL version 3.0
config.texture_float_linear_supported = true;
config.framebuffer_float_supported = true;
config.framebuffer_half_float_supported = true;
#else
config.etc2_supported = true;
config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc");
config.rgtc_supported = config.extensions.has("GL_EXT_texture_compression_rgtc") || config.extensions.has("GL_ARB_texture_compression_rgtc") || config.extensions.has("EXT_texture_compression_rgtc");
config.texture_float_linear_supported = config.extensions.has("GL_OES_texture_float_linear");
config.framebuffer_float_supported = config.extensions.has("GL_EXT_color_buffer_float");
config.framebuffer_half_float_supported = config.extensions.has("GL_EXT_color_buffer_half_float") || config.framebuffer_float_supported;
#endif
// not yet detected on GLES3 (is this mandated?)
config.support_npot_repeat_mipmap = true;
config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc");
config.srgb_decode_supported = config.extensions.has("GL_EXT_texture_sRGB_decode");
config.anisotropic_level = 1.0;
config.use_anisotropic_filter = config.extensions.has("GL_EXT_texture_filter_anisotropic");
if (config.use_anisotropic_filter) {
glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &config.anisotropic_level);
config.anisotropic_level = MIN(int(ProjectSettings::get_singleton()->get("rendering/quality/filters/anisotropic_filter_level")), config.anisotropic_level);
}
frame.clear_request = false;
shaders.copy.init();
{
//default textures
glGenTextures(1, &resources.white_tex);
unsigned char whitetexdata[8 * 8 * 3];
for (int i = 0; i < 8 * 8 * 3; i++) {
whitetexdata[i] = 255;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.white_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &resources.black_tex);
unsigned char blacktexdata[8 * 8 * 3];
for (int i = 0; i < 8 * 8 * 3; i++) {
blacktexdata[i] = 0;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.black_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, blacktexdata);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &resources.normal_tex);
unsigned char normaltexdata[8 * 8 * 3];
for (int i = 0; i < 8 * 8 * 3; i += 3) {
normaltexdata[i + 0] = 128;
normaltexdata[i + 1] = 128;
normaltexdata[i + 2] = 255;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.normal_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, normaltexdata);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &resources.aniso_tex);
unsigned char anisotexdata[8 * 8 * 3];
for (int i = 0; i < 8 * 8 * 3; i += 3) {
anisotexdata[i + 0] = 255;
anisotexdata[i + 1] = 128;
anisotexdata[i + 2] = 0;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, resources.aniso_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, anisotexdata);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &resources.white_tex_3d);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_3D, resources.white_tex_3d);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB, 2, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
glGenTextures(1, &resources.white_tex_array);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, resources.white_tex_array);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGB, 8, 8, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 8, 8, 1, GL_RGB, GL_UNSIGNED_BYTE, whitetexdata);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
}
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &config.max_cubemap_texture_size);
config.use_rgba_2d_shadows = !config.framebuffer_float_supported;
//generic quadie for copying
{
//quad buffers
glGenBuffers(1, &resources.quadie);
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
{
const float qv[16] = {
-1,
-1,
0,
0,
-1,
1,
0,
1,
1,
1,
1,
1,
1,
-1,
1,
0,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glGenVertexArrays(1, &resources.quadie_array);
glBindVertexArray(resources.quadie_array);
glBindBuffer(GL_ARRAY_BUFFER, resources.quadie);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
glEnableVertexAttribArray(0);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
glEnableVertexAttribArray(4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
//generic quadie for copying without touching sky
{
//transform feedback buffers
uint32_t xf_feedback_size = GLOBAL_DEF_RST("rendering/limits/buffers/blend_shape_max_buffer_size_kb", 4096);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/blend_shape_max_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/blend_shape_max_buffer_size_kb", PROPERTY_HINT_RANGE, "0,8192,1,or_greater"));
for (int i = 0; i < 2; i++) {
glGenBuffers(1, &resources.transform_feedback_buffers[i]);
glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[i]);
glBufferData(GL_ARRAY_BUFFER, xf_feedback_size * 1024, nullptr, GL_STREAM_DRAW);
}
shaders.blend_shapes.init();
glGenVertexArrays(1, &resources.transform_feedback_array);
}
shaders.cubemap_filter.init();
bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
shaders.particles.init();
#ifdef GLES_OVER_GL
glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
#endif
frame.count = 0;
frame.delta = 0;
frame.current_rt = nullptr;
config.keep_original_textures = false;
config.generate_wireframes = false;
config.use_texture_array_environment = GLOBAL_GET("rendering/quality/reflections/texture_array_reflections");
config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
String renderer = (const char *)glGetString(GL_RENDERER);
GLOBAL_DEF("rendering/quality/lightmapping/use_bicubic_sampling", true);
GLOBAL_DEF("rendering/quality/lightmapping/use_bicubic_sampling.mobile", false);
config.use_lightmap_filter_bicubic = GLOBAL_GET("rendering/quality/lightmapping/use_bicubic_sampling");
config.use_depth_prepass = bool(GLOBAL_GET("rendering/quality/depth_prepass/enable"));
if (config.use_depth_prepass) {
String vendors = GLOBAL_GET("rendering/quality/depth_prepass/disable_for_vendors");
Vector<String> vendor_match = vendors.split(",");
for (int i = 0; i < vendor_match.size(); i++) {
String v = vendor_match[i].strip_edges();
if (v == String()) {
continue;
}
if (renderer.findn(v) != -1) {
config.use_depth_prepass = false;
}
}
}
int orphan_mode = GLOBAL_GET("rendering/2d/opengl/legacy_orphan_buffers");
switch (orphan_mode) {
default: {
config.should_orphan = true;
} break;
case 1: {
config.should_orphan = false;
} break;
case 2: {
config.should_orphan = true;
} break;
}
}
void RasterizerStorageGLES3::finalize() {
glDeleteTextures(1, &resources.white_tex);
glDeleteTextures(1, &resources.black_tex);
glDeleteTextures(1, &resources.normal_tex);
}
void RasterizerStorageGLES3::update_dirty_resources() {
update_dirty_multimeshes();
update_dirty_skeletons();
update_dirty_shaders();
update_dirty_materials();
update_particles();
update_dirty_captures();
}
RasterizerStorageGLES3::RasterizerStorageGLES3() {
config.should_orphan = true;
}