2585 lines
75 KiB
C++
2585 lines
75 KiB
C++
/*************************************************************************/
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/* rasterizer_iphone.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifdef IPHONE_ENABLED
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#include "rasterizer_iphone.h"
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#include "global_config.h"
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#include "os/os.h"
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#include <stdio.h>
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_FORCE_INLINE_ static void _gl_load_transform(const Transform &tr) {
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.basis.elements[0][0],
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tr.basis.elements[1][0],
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tr.basis.elements[2][0],
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0,
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tr.basis.elements[0][1],
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tr.basis.elements[1][1],
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tr.basis.elements[2][1],
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0,
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tr.basis.elements[0][2],
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tr.basis.elements[1][2],
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tr.basis.elements[2][2],
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0,
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tr.origin.x,
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tr.origin.y,
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tr.origin.z,
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1
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};
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glLoadMatrixf(matrix);
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};
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_FORCE_INLINE_ static void _gl_mult_transform(const Transform &tr) {
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.basis.elements[0][0],
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tr.basis.elements[1][0],
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tr.basis.elements[2][0],
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0,
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tr.basis.elements[0][1],
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tr.basis.elements[1][1],
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tr.basis.elements[2][1],
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0,
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tr.basis.elements[0][2],
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tr.basis.elements[1][2],
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tr.basis.elements[2][2],
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0,
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tr.origin.x,
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tr.origin.y,
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tr.origin.z,
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1
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};
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glMultMatrixf(matrix);
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};
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static const GLenum prim_type[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
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static void _draw_primitive(int p_points, const float *p_vertices, const float *p_normals, const float *p_colors, const float *p_uvs, const Plane *p_tangents = NULL, int p_instanced = 1) {
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ERR_FAIL_COND(!p_vertices);
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ERR_FAIL_COND(p_points < 1 || p_points > 4);
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GLenum type = prim_type[p_points - 1];
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if (!p_colors) {
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glColor4f(1, 1, 1, 1);
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};
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, (GLvoid *)p_vertices);
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if (p_normals) {
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, 0, (GLvoid *)p_normals);
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};
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if (p_colors) {
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_FLOAT, 0, p_colors);
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};
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if (p_uvs) {
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glClientActiveTexture(GL_TEXTURE0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, p_uvs);
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};
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glDrawArrays(type, 0, p_points);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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};
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/* TEXTURE API */
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static Image _get_gl_image_and_format(const Image &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, int &r_gl_components, bool &r_has_alpha_cache) {
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r_has_alpha_cache = false;
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Image image = p_image;
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switch (p_format) {
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case Image::FORMAT_L8: {
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r_gl_components = 1;
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r_gl_format = GL_LUMINANCE;
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} break;
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case Image::FORMAT_INTENSITY: {
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image.convert(Image::FORMAT_RGBA8);
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r_gl_components = 4;
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r_gl_format = GL_RGBA;
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r_has_alpha_cache = true;
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} break;
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case Image::FORMAT_LA8: {
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image.convert(Image::FORMAT_RGBA8);
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r_gl_components = 4;
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r_gl_format = GL_RGBA;
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r_has_alpha_cache = true;
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} break;
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case Image::FORMAT_INDEXED: {
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image.convert(Image::FORMAT_RGB8);
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r_gl_components = 3;
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r_gl_format = GL_RGB;
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} break;
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case Image::FORMAT_INDEXED_ALPHA: {
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image.convert(Image::FORMAT_RGBA8);
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r_gl_components = 4;
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r_gl_format = GL_RGB;
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r_has_alpha_cache = true;
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} break;
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case Image::FORMAT_RGB8: {
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r_gl_components = 3;
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r_gl_format = GL_RGB;
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} break;
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case Image::FORMAT_RGBA8: {
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r_gl_components = 4;
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r_gl_format = GL_RGBA;
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r_has_alpha_cache = true;
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} break;
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default: {
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ERR_FAIL_V(Image());
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}
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}
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return image;
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}
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RID RasterizerIPhone::texture_create() {
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Texture *texture = memnew(Texture);
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ERR_FAIL_COND_V(!texture, RID());
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glGenTextures(1, &texture->tex_id);
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texture->active = false;
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return texture_owner.make_rid(texture);
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}
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void RasterizerIPhone::texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags) {
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bool has_alpha_cache;
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int components;
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GLenum format;
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Texture *texture = texture_owner.get(p_texture);
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ERR_FAIL_COND(!texture);
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texture->width = p_width;
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texture->height = p_height;
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texture->format = p_format;
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texture->flags = p_flags;
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//texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
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texture->target = GL_TEXTURE_2D;
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_get_gl_image_and_format(Image(), texture->format, texture->flags, format, components, has_alpha_cache);
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texture->gl_components_cache = components;
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texture->gl_format_cache = format;
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texture->format_has_alpha = has_alpha_cache;
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texture->has_alpha = false; //by default it doesn't have alpha unless something with alpha is blitteds
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glBindTexture(texture->target, texture->tex_id);
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if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS) {
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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}
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if (texture->target == GL_TEXTURE_2D) {
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glTexImage2D(texture->target, 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE, NULL);
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}
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/*
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else {
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//cubemappor
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for (int i=0;i<6;i++)
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glTexImage2D(_cube_side_enum[i], 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE,NULL);
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}
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*/
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glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtering
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if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
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glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
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if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS) {
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//glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
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};
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}
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if (texture->flags & VS::TEXTURE_FLAG_REPEAT /* && texture->target != GL_TEXTURE_CUBE_MAP*/) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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} else {
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//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
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glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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texture->active = true;
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}
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void RasterizerIPhone::texture_blit_rect(RID p_texture, int p_x, int p_y, const Image &p_image, VS::CubeMapSide p_cube_side) {
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Texture *texture = texture_owner.get(p_texture);
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ERR_FAIL_COND(!texture);
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ERR_FAIL_COND(!texture->active);
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ERR_FAIL_COND(texture->format != p_image.get_format());
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int components;
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GLenum format;
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bool alpha;
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Image img = _get_gl_image_and_format(p_image, p_image.get_format(), texture->flags, format, components, alpha);
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if (img.detect_alpha())
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texture->has_alpha = true;
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GLenum blit_target = GL_TEXTURE_2D; //(texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;
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PoolVector<uint8_t>::Read read = img.get_data().read();
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glBindTexture(texture->target, texture->tex_id);
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glTexSubImage2D(blit_target, 0, p_x, p_y, img.get_width(), img.get_height(), format, GL_UNSIGNED_BYTE, read.ptr());
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//glGenerateMipmap( texture->target );
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}
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Image RasterizerIPhone::texture_get_rect(RID p_texture, int p_x, int p_y, int p_width, int p_height, VS::CubeMapSide p_cube_side) const {
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return Image();
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}
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void RasterizerIPhone::texture_set_flags(RID p_texture, uint32_t p_flags) {
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Texture *texture = texture_owner.get(p_texture);
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ERR_FAIL_COND(!texture);
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glBindTexture(texture->target, texture->tex_id);
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uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
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texture->flags = p_flags | cube; // can't remove a cube from being a cube
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if (texture->flags & VS::TEXTURE_FLAG_REPEAT /*&& texture->target != GL_TEXTURE_CUBE_MAP*/) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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} else {
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//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
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glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
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glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
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if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS)
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glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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} else {
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glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // nearest
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}
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}
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uint32_t RasterizerIPhone::texture_get_flags(RID p_texture) const {
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Texture *texture = texture_owner.get(p_texture);
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ERR_FAIL_COND_V(!texture, 0);
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return texture->flags;
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}
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Image::Format RasterizerIPhone::texture_get_format(RID p_texture) const {
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Texture *texture = texture_owner.get(p_texture);
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ERR_FAIL_COND_V(!texture, Image::FORMAT_L8);
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return texture->format;
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}
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uint32_t RasterizerIPhone::texture_get_width(RID p_texture) const {
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Texture *texture = texture_owner.get(p_texture);
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ERR_FAIL_COND_V(!texture, 0);
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return texture->width;
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}
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uint32_t RasterizerIPhone::texture_get_height(RID p_texture) const {
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Texture *texture = texture_owner.get(p_texture);
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ERR_FAIL_COND_V(!texture, 0);
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return texture->height;
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}
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bool RasterizerIPhone::texture_has_alpha(RID p_texture) const {
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Texture *texture = texture_owner.get(p_texture);
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ERR_FAIL_COND_V(!texture, 0);
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return texture->has_alpha;
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}
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/* SHADER API */
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RID RasterizerIPhone::shader_create() {
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return RID();
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}
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void RasterizerIPhone::shader_node_add(RID p_shader, VS::ShaderNodeType p_type, int p_id) {
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}
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void RasterizerIPhone::shader_node_remove(RID p_shader, int p_id) {
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}
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void RasterizerIPhone::shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type) {
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}
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void RasterizerIPhone::shader_node_set_param(RID p_shader, int p_id, const Variant &p_value) {
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}
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void RasterizerIPhone::shader_get_node_list(RID p_shader, List<int> *p_node_list) const {
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}
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VS::ShaderNodeType RasterizerIPhone::shader_node_get_type(RID p_shader, int p_id) const {
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return VS::NODE_ADD;
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}
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Variant RasterizerIPhone::shader_node_get_param(RID p_shader, int p_id) const {
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return Variant();
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}
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void RasterizerIPhone::shader_connect(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot) {
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}
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bool RasterizerIPhone::shader_is_connected(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot) const {
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return false;
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}
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void RasterizerIPhone::shader_disconnect(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot) {
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}
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void RasterizerIPhone::shader_get_connections(RID p_shader, List<VS::ShaderConnection> *p_connections) const {
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}
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void RasterizerIPhone::shader_clear(RID p_shader) {
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}
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/* COMMON MATERIAL API */
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void RasterizerIPhone::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
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}
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Variant RasterizerIPhone::material_get_param(RID p_material, const StringName &p_param) const {
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return Variant();
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}
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void RasterizerIPhone::material_get_param_list(RID p_material, List<String> *p_param_list) const {
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}
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void RasterizerIPhone::material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled) {
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}
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bool RasterizerIPhone::material_get_flag(RID p_material, VS::MaterialFlag p_flag) const {
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return false;
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}
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void RasterizerIPhone::material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode) {
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}
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VS::MaterialBlendMode RasterizerIPhone::material_get_blend_mode(RID p_material) const {
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return VS::MATERIAL_BLEND_MODE_ADD;
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}
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void RasterizerIPhone::material_set_line_width(RID p_material, float p_line_width) {
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}
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float RasterizerIPhone::material_get_line_width(RID p_material) const {
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return 0;
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}
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/* FIXED MATERIAL */
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RID RasterizerIPhone::material_create() {
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return material_owner.make_rid(memnew(Material));
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}
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void RasterizerIPhone::fixed_material_set_parameter(RID p_material, VS::SpatialMaterialParam p_parameter, const Variant &p_value) {
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Material *m = material_owner.get(p_material);
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ERR_FAIL_COND(!m);
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ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
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m->parameters[p_parameter] = p_value;
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}
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Variant RasterizerIPhone::fixed_material_get_parameter(RID p_material, VS::SpatialMaterialParam p_parameter) const {
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Material *m = material_owner.get(p_material);
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ERR_FAIL_COND_V(!m, Variant());
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ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
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return m->parameters[p_parameter];
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}
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void RasterizerIPhone::fixed_material_set_texture(RID p_material, VS::SpatialMaterialParam p_parameter, RID p_texture) {
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Material *m = material_owner.get(p_material);
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ERR_FAIL_COND(!m);
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ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
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m->textures[p_parameter] = p_texture;
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}
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RID RasterizerIPhone::fixed_material_get_texture(RID p_material, VS::SpatialMaterialParam p_parameter) const {
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Material *m = material_owner.get(p_material);
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ERR_FAIL_COND_V(!m, RID());
|
|
ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
|
|
|
|
return m->textures[p_parameter];
|
|
}
|
|
|
|
void RasterizerIPhone::fixed_material_set_detail_blend_mode(RID p_material, VS::MaterialBlendMode p_mode) {
|
|
|
|
Material *m = material_owner.get(p_material);
|
|
ERR_FAIL_COND(!m);
|
|
|
|
m->detail_blend_mode = p_mode;
|
|
}
|
|
VS::MaterialBlendMode RasterizerIPhone::fixed_material_get_detail_blend_mode(RID p_material) const {
|
|
|
|
Material *m = material_owner.get(p_material);
|
|
ERR_FAIL_COND_V(!m, VS::MATERIAL_BLEND_MODE_MIX);
|
|
|
|
return m->detail_blend_mode;
|
|
}
|
|
|
|
void RasterizerIPhone::fixed_material_set_texcoord_mode(RID p_material, VS::SpatialMaterialParam p_parameter, VS::SpatialMaterialTexCoordMode p_mode) {
|
|
|
|
Material *m = material_owner.get(p_material);
|
|
ERR_FAIL_COND(!m);
|
|
ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
|
|
|
|
m->texcoord_mode[p_parameter] = p_mode;
|
|
}
|
|
VS::SpatialMaterialTexCoordMode RasterizerIPhone::fixed_material_get_texcoord_mode(RID p_material, VS::SpatialMaterialParam p_parameter) const {
|
|
|
|
Material *m = material_owner.get(p_material);
|
|
ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXCOORD_TEXGEN);
|
|
ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, VS::FIXED_MATERIAL_TEXCOORD_UV);
|
|
|
|
return m->texcoord_mode[p_parameter]; // for now
|
|
}
|
|
|
|
void RasterizerIPhone::fixed_material_set_texgen_mode(RID p_material, VS::SpatialMaterialTexGenMode p_mode) {
|
|
|
|
Material *m = material_owner.get(p_material);
|
|
ERR_FAIL_COND(!m);
|
|
|
|
m->texgen_mode = p_mode;
|
|
};
|
|
|
|
VS::SpatialMaterialTexGenMode RasterizerIPhone::fixed_material_get_texgen_mode(RID p_material) const {
|
|
|
|
Material *m = material_owner.get(p_material);
|
|
ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXGEN_SPHERE);
|
|
|
|
return m->texgen_mode;
|
|
};
|
|
|
|
void RasterizerIPhone::fixed_material_set_uv_transform(RID p_material, const Transform &p_transform) {
|
|
|
|
Material *m = material_owner.get(p_material);
|
|
ERR_FAIL_COND(!m);
|
|
|
|
m->uv_transform = p_transform;
|
|
}
|
|
Transform RasterizerIPhone::fixed_material_get_uv_transform(RID p_material) const {
|
|
|
|
Material *m = material_owner.get(p_material);
|
|
ERR_FAIL_COND_V(!m, Transform());
|
|
|
|
return m->uv_transform;
|
|
}
|
|
|
|
/* SHADER MATERIAL */
|
|
|
|
RID RasterizerIPhone::shader_material_create() const {
|
|
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerIPhone::shader_material_set_vertex_shader(RID p_material, RID p_shader, bool p_owned) {
|
|
}
|
|
RID RasterizerIPhone::shader_material_get_vertex_shader(RID p_material) const {
|
|
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerIPhone::shader_material_set_fragment_shader(RID p_material, RID p_shader, bool p_owned) {
|
|
}
|
|
RID RasterizerIPhone::shader_material_get_fragment_shader(RID p_material) const {
|
|
|
|
return RID();
|
|
}
|
|
|
|
/* MESH API */
|
|
|
|
RID RasterizerIPhone::mesh_create() {
|
|
|
|
return mesh_owner.make_rid(memnew(Mesh));
|
|
}
|
|
|
|
void RasterizerIPhone::mesh_add_surface(RID p_mesh, VS::PrimitiveType p_primitive, uint32_t p_format, int p_array_len, int p_index_array_len) {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
ERR_FAIL_COND(!mesh);
|
|
|
|
ERR_FAIL_COND((p_format & VS::ARRAY_FORMAT_VERTEX) == 0); // mandatory
|
|
ERR_FAIL_COND(p_array_len <= 0);
|
|
ERR_FAIL_COND(p_index_array_len == 0);
|
|
ERR_FAIL_INDEX(p_primitive, VS::PRIMITIVE_MAX);
|
|
|
|
Surface *surface = memnew(Surface);
|
|
ERR_FAIL_COND(!surface);
|
|
|
|
int total_elem_size = 0;
|
|
|
|
bool use_VBO = true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
|
|
if (p_format & VS::ARRAY_FORMAT_WEIGHTS) {
|
|
|
|
use_VBO = false;
|
|
}
|
|
|
|
for (int i = 0; i < VS::ARRAY_MAX; i++) {
|
|
|
|
Surface::ArrayData &ad = surface->array[i];
|
|
ad.size = 0;
|
|
ad.configured = false;
|
|
ad.ofs = 0;
|
|
int elem_size = 0;
|
|
int elem_count = 0;
|
|
|
|
if (!(p_format & (1 << i))) // no array
|
|
continue;
|
|
|
|
switch (i) {
|
|
|
|
case VS::ARRAY_VERTEX:
|
|
case VS::ARRAY_NORMAL: {
|
|
|
|
elem_size = 3 * sizeof(GLfloat); // vertex
|
|
elem_count = 3;
|
|
} break;
|
|
case VS::ARRAY_TANGENT: {
|
|
elem_size = 4 * sizeof(GLfloat); // vertex
|
|
elem_count = 4;
|
|
|
|
} break;
|
|
case VS::ARRAY_COLOR: {
|
|
|
|
elem_size = 4; /* RGBA */
|
|
elem_count = 4;
|
|
} break;
|
|
case VS::ARRAY_TEX_UV: {
|
|
elem_size = 2 * sizeof(GLfloat);
|
|
elem_count = 2;
|
|
|
|
} break;
|
|
case VS::ARRAY_WEIGHTS:
|
|
case VS::ARRAY_BONES: {
|
|
|
|
elem_size = VS::ARRAY_WEIGHTS_SIZE * sizeof(GLfloat);
|
|
elem_count = VS::ARRAY_WEIGHTS_SIZE;
|
|
|
|
} break;
|
|
case VS::ARRAY_INDEX: {
|
|
|
|
if (p_index_array_len <= 0) {
|
|
ERR_PRINT("p_index_array_len==NO_INDEX_ARRAY");
|
|
break;
|
|
}
|
|
/* determine wether using 8 or 16 bits indices */
|
|
if (p_index_array_len > (1 << 8)) {
|
|
|
|
elem_size = 2;
|
|
} else {
|
|
elem_size = 1;
|
|
}
|
|
|
|
if (use_VBO) {
|
|
|
|
glGenBuffers(1, &surface->index_id);
|
|
ERR_FAIL_COND(surface->index_id == 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_index_array_len * elem_size, NULL, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
|
|
} else {
|
|
surface->index_array_local = (uint8_t *)memalloc(p_index_array_len * elem_size);
|
|
};
|
|
|
|
surface->index_array_len = p_index_array_len; // only way it can exist
|
|
ad.ofs = 0;
|
|
ad.size = elem_size;
|
|
ad.configured = false;
|
|
ad.components = 1;
|
|
|
|
continue;
|
|
} break;
|
|
default: {
|
|
ERR_FAIL();
|
|
}
|
|
}
|
|
|
|
ad.ofs = total_elem_size;
|
|
ad.size = elem_size;
|
|
ad.components = elem_count;
|
|
total_elem_size += elem_size;
|
|
ad.configured = false;
|
|
}
|
|
|
|
surface->stride = total_elem_size;
|
|
surface->array_len = p_array_len;
|
|
surface->format = p_format;
|
|
surface->primitive = p_primitive;
|
|
|
|
/* bind the bigass buffers */
|
|
if (use_VBO) {
|
|
|
|
glGenBuffers(1, &surface->vertex_id);
|
|
ERR_FAIL_COND(surface->vertex_id == 0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
|
|
glBufferData(GL_ARRAY_BUFFER, surface->array_len * surface->stride, NULL, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
|
} else {
|
|
surface->array_local = (uint8_t *)memalloc(surface->array_len * surface->stride);
|
|
};
|
|
|
|
mesh->surfaces.push_back(surface);
|
|
}
|
|
|
|
Error RasterizerIPhone::mesh_surface_set_array(RID p_mesh, int p_surface, VS::ArrayType p_type, const Variant &p_array) {
|
|
|
|
ERR_FAIL_INDEX_V(p_type, VS::ARRAY_MAX, ERR_INVALID_PARAMETER);
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, ERR_INVALID_PARAMETER);
|
|
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), ERR_INVALID_PARAMETER);
|
|
Surface *surface = mesh->surfaces[p_surface];
|
|
ERR_FAIL_COND_V(!surface, ERR_INVALID_PARAMETER);
|
|
|
|
ERR_FAIL_COND_V(surface->array[p_type].size == 0, ERR_INVALID_PARAMETER);
|
|
|
|
Surface::ArrayData &a = surface->array[p_type];
|
|
|
|
switch (p_type) {
|
|
|
|
case VS::ARRAY_INDEX: {
|
|
ERR_FAIL_COND_V(surface->index_array_len <= 0, ERR_INVALID_DATA);
|
|
ERR_FAIL_COND_V(p_array.get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER);
|
|
|
|
PoolVector<int> indices = p_array;
|
|
ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER);
|
|
ERR_FAIL_COND_V(indices.size() != surface->index_array_len, ERR_INVALID_PARAMETER);
|
|
|
|
/* determine wether using 16 or 32 bits indices */
|
|
|
|
if (surface->index_array_local == 0) {
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
|
|
};
|
|
|
|
PoolVector<int>::Read read = indices.read();
|
|
const int *src = read.ptr();
|
|
|
|
for (int i = 0; i < surface->index_array_len; i++) {
|
|
|
|
if (surface->index_array_local) {
|
|
|
|
if (a.size <= (1 << 8)) {
|
|
uint8_t v = src[i];
|
|
|
|
copymem(&surface->array_local[i * a.size], &v, a.size);
|
|
} else {
|
|
uint16_t v = src[i];
|
|
|
|
copymem(&surface->array_local[i * a.size], &v, a.size);
|
|
}
|
|
|
|
} else {
|
|
if (a.size <= (1 << 8)) {
|
|
uint8_t v = src[i];
|
|
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, i * a.size, a.size, &v);
|
|
} else {
|
|
uint16_t v = src[i];
|
|
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, i * a.size, a.size, &v);
|
|
}
|
|
};
|
|
}
|
|
if (surface->index_array_local == 0) {
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
};
|
|
a.configured = true;
|
|
return OK;
|
|
} break;
|
|
case VS::ARRAY_VERTEX:
|
|
case VS::ARRAY_NORMAL: {
|
|
|
|
ERR_FAIL_COND_V(p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
|
|
|
|
PoolVector<Vector3> array = p_array;
|
|
ERR_FAIL_COND_V(array.size() != surface->array_len, ERR_INVALID_PARAMETER);
|
|
|
|
if (surface->array_local == 0) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
|
|
};
|
|
|
|
PoolVector<Vector3>::Read read = array.read();
|
|
const Vector3 *src = read.ptr();
|
|
|
|
// setting vertices means regenerating the AABB
|
|
if (p_type == VS::ARRAY_VERTEX)
|
|
surface->aabb = AABB();
|
|
|
|
for (int i = 0; i < surface->array_len; i++) {
|
|
|
|
GLfloat vector[3] = { src[i].x, src[i].y, src[i].z };
|
|
|
|
if (surface->array_local == 0) {
|
|
glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, vector);
|
|
} else {
|
|
copymem(&surface->array_local[a.ofs + i * surface->stride], vector, a.size);
|
|
}
|
|
|
|
if (p_type == VS::ARRAY_VERTEX) {
|
|
|
|
if (i == 0) {
|
|
|
|
surface->aabb = AABB(src[i], Vector3());
|
|
} else {
|
|
|
|
surface->aabb.expand_to(src[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (surface->array_local == 0) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
};
|
|
|
|
} break;
|
|
case VS::ARRAY_TANGENT: {
|
|
|
|
ERR_FAIL_COND_V(p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER);
|
|
|
|
PoolVector<real_t> array = p_array;
|
|
|
|
ERR_FAIL_COND_V(array.size() != surface->array_len * 4, ERR_INVALID_PARAMETER);
|
|
|
|
if (surface->array_local == 0) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
|
|
};
|
|
|
|
PoolVector<real_t>::Read read = array.read();
|
|
const real_t *src = read.ptr();
|
|
|
|
for (int i = 0; i < surface->array_len; i++) {
|
|
|
|
GLfloat xyzw[4] = {
|
|
src[i * 4 + 0],
|
|
src[i * 4 + 1],
|
|
src[i * 4 + 2],
|
|
src[i * 4 + 3]
|
|
};
|
|
|
|
if (surface->array_local == 0) {
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, xyzw);
|
|
} else {
|
|
|
|
copymem(&surface->array_local[a.ofs + i * surface->stride], xyzw, a.size);
|
|
};
|
|
}
|
|
|
|
if (surface->array_local == 0) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
};
|
|
} break;
|
|
case VS::ARRAY_COLOR: {
|
|
|
|
ERR_FAIL_COND_V(p_array.get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER);
|
|
|
|
PoolVector<Color> array = p_array;
|
|
|
|
ERR_FAIL_COND_V(array.size() != surface->array_len, ERR_INVALID_PARAMETER);
|
|
|
|
if (surface->array_local == 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
|
|
|
|
PoolVector<Color>::Read read = array.read();
|
|
const Color *src = read.ptr();
|
|
surface->has_alpha_cache = false;
|
|
|
|
for (int i = 0; i < surface->array_len; i++) {
|
|
|
|
if (src[i].a < 0.98) // tolerate alpha a bit, for crappy exporters
|
|
surface->has_alpha_cache = true;
|
|
uint8_t colors[4] = { src[i].r * 255.0, src[i].g * 255.0, src[i].b * 255.0, src[i].a * 255.0 };
|
|
// I'm not sure if this is correct, endianness-wise, i should re-check the GL spec
|
|
|
|
if (surface->array_local == 0)
|
|
glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, colors);
|
|
else
|
|
copymem(&surface->array_local[a.ofs + i * surface->stride], colors, a.size);
|
|
}
|
|
|
|
if (surface->array_local == 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
} break;
|
|
case VS::ARRAY_TEX_UV: {
|
|
|
|
ERR_FAIL_COND_V(p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
|
|
|
|
PoolVector<Vector3> array = p_array;
|
|
|
|
ERR_FAIL_COND_V(array.size() != surface->array_len, ERR_INVALID_PARAMETER);
|
|
|
|
if (surface->array_local == 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
|
|
|
|
PoolVector<Vector3>::Read read = array.read();
|
|
|
|
const Vector3 *src = read.ptr();
|
|
|
|
for (int i = 0; i < surface->array_len; i++) {
|
|
|
|
GLfloat uv[2] = { src[i].x, src[i].y };
|
|
|
|
if (surface->array_local == 0)
|
|
glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, uv);
|
|
else
|
|
copymem(&surface->array_local[a.ofs + i * surface->stride], uv, a.size);
|
|
}
|
|
|
|
if (surface->array_local == 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
} break;
|
|
case VS::ARRAY_BONES:
|
|
case VS::ARRAY_WEIGHTS: {
|
|
|
|
ERR_FAIL_COND_V(p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER);
|
|
|
|
PoolVector<real_t> array = p_array;
|
|
|
|
ERR_FAIL_COND_V(array.size() != surface->array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);
|
|
|
|
if (surface->array_local == 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
|
|
|
|
PoolVector<real_t>::Read read = array.read();
|
|
|
|
const real_t *src = read.ptr();
|
|
|
|
for (int i = 0; i < surface->array_len; i++) {
|
|
|
|
GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
|
|
for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++)
|
|
data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j];
|
|
|
|
if (surface->array_local == 0)
|
|
glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, data);
|
|
else
|
|
copymem(&surface->array_local[a.ofs + i * surface->stride], data, a.size);
|
|
}
|
|
|
|
if (surface->array_local == 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
} break;
|
|
default: { ERR_FAIL_V(ERR_INVALID_PARAMETER); }
|
|
}
|
|
|
|
a.configured = true;
|
|
|
|
return OK;
|
|
}
|
|
Variant RasterizerIPhone::mesh_surface_get_array(RID p_mesh, int p_surface, VS::ArrayType p_type) const {
|
|
|
|
return Variant();
|
|
}
|
|
|
|
void RasterizerIPhone::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned) {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
ERR_FAIL_COND(!mesh);
|
|
ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
|
|
Surface *surface = mesh->surfaces[p_surface];
|
|
ERR_FAIL_COND(!surface);
|
|
|
|
if (surface->material_owned && surface->material.is_valid())
|
|
free(surface->material);
|
|
|
|
surface->material_owned = p_owned;
|
|
|
|
surface->material = p_material;
|
|
}
|
|
|
|
RID RasterizerIPhone::mesh_surface_get_material(RID p_mesh, int p_surface) const {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, RID());
|
|
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID());
|
|
Surface *surface = mesh->surfaces[p_surface];
|
|
ERR_FAIL_COND_V(!surface, RID());
|
|
|
|
return surface->material;
|
|
}
|
|
|
|
int RasterizerIPhone::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, -1);
|
|
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1);
|
|
Surface *surface = mesh->surfaces[p_surface];
|
|
ERR_FAIL_COND_V(!surface, -1);
|
|
|
|
return surface->array_len;
|
|
}
|
|
int RasterizerIPhone::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, -1);
|
|
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1);
|
|
Surface *surface = mesh->surfaces[p_surface];
|
|
ERR_FAIL_COND_V(!surface, -1);
|
|
|
|
return surface->index_array_len;
|
|
}
|
|
uint32_t RasterizerIPhone::mesh_surface_get_format(RID p_mesh, int p_surface) const {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, 0);
|
|
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
|
|
Surface *surface = mesh->surfaces[p_surface];
|
|
ERR_FAIL_COND_V(!surface, 0);
|
|
|
|
return surface->format;
|
|
}
|
|
VS::PrimitiveType RasterizerIPhone::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_POINTS);
|
|
ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS);
|
|
Surface *surface = mesh->surfaces[p_surface];
|
|
ERR_FAIL_COND_V(!surface, VS::PRIMITIVE_POINTS);
|
|
|
|
return surface->primitive;
|
|
}
|
|
|
|
void RasterizerIPhone::mesh_erase_surface(RID p_mesh, int p_index) {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
ERR_FAIL_COND(!mesh);
|
|
ERR_FAIL_INDEX(p_index, mesh->surfaces.size());
|
|
Surface *surface = mesh->surfaces[p_index];
|
|
ERR_FAIL_COND(!surface);
|
|
|
|
memdelete(mesh->surfaces[p_index]);
|
|
mesh->surfaces.remove(p_index);
|
|
}
|
|
int RasterizerIPhone::mesh_get_surface_count(RID p_mesh) const {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, -1);
|
|
|
|
return mesh->surfaces.size();
|
|
}
|
|
|
|
AABB RasterizerIPhone::mesh_get_aabb(RID p_mesh) const {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, AABB());
|
|
|
|
AABB aabb;
|
|
|
|
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;
|
|
}
|
|
|
|
/* MULTIMESH API */
|
|
|
|
RID RasterizerIPhone::multimesh_create() {
|
|
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerIPhone::multimesh_set_instance_count(RID p_multimesh, int p_count) {
|
|
}
|
|
int RasterizerIPhone::multimesh_get_instance_count(RID p_multimesh) const {
|
|
|
|
return 0;
|
|
}
|
|
|
|
void RasterizerIPhone::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
|
|
}
|
|
void RasterizerIPhone::multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb) {
|
|
}
|
|
void RasterizerIPhone::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {
|
|
}
|
|
void RasterizerIPhone::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
|
|
}
|
|
|
|
RID RasterizerIPhone::multimesh_get_mesh(RID p_multimesh) const {
|
|
|
|
return RID();
|
|
}
|
|
AABB RasterizerIPhone::multimesh_get_aabb(RID p_multimesh) const {
|
|
|
|
return AABB();
|
|
}
|
|
|
|
Transform RasterizerIPhone::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
|
|
|
|
return Transform();
|
|
}
|
|
Color RasterizerIPhone::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
|
|
|
|
return Color();
|
|
}
|
|
|
|
/* POLY API */
|
|
|
|
RID RasterizerIPhone::poly_create() {
|
|
|
|
return RID();
|
|
}
|
|
void RasterizerIPhone::poly_set_material(RID p_poly, RID p_material, bool p_owned) {
|
|
}
|
|
void RasterizerIPhone::poly_add_primitive(RID p_poly, const Vector<Vector3> &p_points, const Vector<Vector3> &p_normals, const Vector<Color> &p_colors, const Vector<Vector3> &p_uvs) {
|
|
}
|
|
void RasterizerIPhone::poly_clear(RID p_poly) {
|
|
}
|
|
|
|
AABB RasterizerIPhone::poly_get_aabb(RID p_poly) const {
|
|
|
|
return AABB();
|
|
}
|
|
|
|
/* PARTICLES API */
|
|
|
|
RID RasterizerIPhone::particles_create() {
|
|
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_amount(RID p_particles, int p_amount) {
|
|
}
|
|
int RasterizerIPhone::particles_get_amount(RID p_particles) const {
|
|
|
|
return 0;
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_emitting(RID p_particles, bool p_emitting) {
|
|
}
|
|
|
|
bool RasterizerIPhone::particles_is_emitting(RID p_particles) const {
|
|
|
|
return false;
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) {
|
|
}
|
|
AABB RasterizerIPhone::particles_get_visibility_aabb(RID p_particles) const {
|
|
|
|
return AABB();
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) {
|
|
}
|
|
Vector3 RasterizerIPhone::particles_get_emission_half_extents(RID p_particles) const {
|
|
|
|
return Vector3();
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) {
|
|
}
|
|
Vector3 RasterizerIPhone::particles_get_gravity_normal(RID p_particles) const {
|
|
|
|
return Vector3();
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value) {
|
|
}
|
|
float RasterizerIPhone::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {
|
|
|
|
return 0;
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness) {
|
|
}
|
|
float RasterizerIPhone::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {
|
|
|
|
return 0;
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {
|
|
}
|
|
float RasterizerIPhone::particles_get_color_phase_pos(RID p_particles, int p_phase) const {
|
|
|
|
return 0;
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_color_phases(RID p_particles, int p_phases) {
|
|
}
|
|
int RasterizerIPhone::particles_get_color_phases(RID p_particles) const {
|
|
|
|
return 0;
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color) {
|
|
}
|
|
Color RasterizerIPhone::particles_get_color_phase_color(RID p_particles, int p_phase) const {
|
|
|
|
return Color();
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_attractors(RID p_particles, int p_attractors) {
|
|
}
|
|
int RasterizerIPhone::particles_get_attractors(RID p_particles) const {
|
|
|
|
return 0;
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) {
|
|
}
|
|
Vector3 RasterizerIPhone::particles_get_attractor_pos(RID p_particles, int p_attractor) const {
|
|
|
|
return Vector3();
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {
|
|
}
|
|
float RasterizerIPhone::particles_get_attractor_strength(RID p_particles, int p_attractor) const {
|
|
|
|
return 0;
|
|
}
|
|
|
|
void RasterizerIPhone::particles_set_material(RID p_particles, RID p_material, bool p_owned) {
|
|
}
|
|
|
|
RID RasterizerIPhone::particles_get_material(RID p_particles) const {
|
|
|
|
return RID();
|
|
}
|
|
|
|
AABB RasterizerIPhone::particles_get_aabb(RID p_particles) const {
|
|
|
|
return AABB();
|
|
}
|
|
/* BEAM API */
|
|
|
|
RID RasterizerIPhone::beam_create() {
|
|
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerIPhone::beam_set_point_count(RID p_beam, int p_count) {
|
|
}
|
|
int RasterizerIPhone::beam_get_point_count(RID p_beam) const {
|
|
|
|
return 0;
|
|
}
|
|
void RasterizerIPhone::beam_clear(RID p_beam) {
|
|
}
|
|
|
|
void RasterizerIPhone::beam_set_point(RID p_beam, int p_point, Vector3 &p_pos) {
|
|
}
|
|
Vector3 RasterizerIPhone::beam_get_point(RID p_beam, int p_point) const {
|
|
|
|
return Vector3();
|
|
}
|
|
|
|
void RasterizerIPhone::beam_set_primitive(RID p_beam, VS::BeamPrimitive p_primitive) {
|
|
}
|
|
|
|
VS::BeamPrimitive RasterizerIPhone::beam_get_primitive(RID p_beam) const {
|
|
|
|
return VS::BEAM_CUBIC;
|
|
}
|
|
|
|
void RasterizerIPhone::beam_set_material(RID p_beam, RID p_material) {
|
|
}
|
|
RID RasterizerIPhone::beam_get_material(RID p_beam) const {
|
|
|
|
return RID();
|
|
}
|
|
|
|
AABB RasterizerIPhone::beam_get_aabb(RID p_particles) const {
|
|
|
|
return AABB();
|
|
}
|
|
/* SKELETON API */
|
|
|
|
RID RasterizerIPhone::skeleton_create() {
|
|
|
|
Skeleton *skeleton = memnew(Skeleton);
|
|
ERR_FAIL_COND_V(!skeleton, RID());
|
|
return skeleton_owner.make_rid(skeleton);
|
|
}
|
|
void RasterizerIPhone::skeleton_resize(RID p_skeleton, int p_bones) {
|
|
|
|
Skeleton *skeleton = skeleton_owner.get(p_skeleton);
|
|
ERR_FAIL_COND(!skeleton);
|
|
if (p_bones == skeleton->bones.size()) {
|
|
return;
|
|
};
|
|
ERR_FAIL_COND(p_bones < 0 || p_bones > 256);
|
|
|
|
skeleton->bones.resize(p_bones);
|
|
}
|
|
int RasterizerIPhone::skeleton_get_bone_count(RID p_skeleton) const {
|
|
|
|
Skeleton *skeleton = skeleton_owner.get(p_skeleton);
|
|
ERR_FAIL_COND_V(!skeleton, -1);
|
|
return skeleton->bones.size();
|
|
}
|
|
void RasterizerIPhone::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {
|
|
|
|
Skeleton *skeleton = skeleton_owner.get(p_skeleton);
|
|
ERR_FAIL_COND(!skeleton);
|
|
ERR_FAIL_INDEX(p_bone, skeleton->bones.size());
|
|
|
|
skeleton->bones[p_bone] = p_transform;
|
|
}
|
|
Transform RasterizerIPhone::skeleton_bone_get_transform(RID p_skeleton, int p_bone) {
|
|
|
|
Skeleton *skeleton = skeleton_owner.get(p_skeleton);
|
|
ERR_FAIL_COND_V(!skeleton, Transform());
|
|
ERR_FAIL_INDEX_V(p_bone, skeleton->bones.size(), Transform());
|
|
|
|
// something
|
|
return skeleton->bones[p_bone];
|
|
}
|
|
|
|
/* LIGHT API */
|
|
|
|
RID RasterizerIPhone::light_create(VS::LightType p_type) {
|
|
|
|
Light *light = memnew(Light);
|
|
light->type = p_type;
|
|
return light_owner.make_rid(light);
|
|
}
|
|
|
|
VS::LightType RasterizerIPhone::light_get_type(RID p_light) const {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI);
|
|
return light->type;
|
|
}
|
|
|
|
void RasterizerIPhone::light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color) {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND(!light);
|
|
ERR_FAIL_INDEX(p_type, 3);
|
|
light->colors[p_type] = p_color;
|
|
}
|
|
Color RasterizerIPhone::light_get_color(RID p_light, VS::LightColor p_type) const {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND_V(!light, Color());
|
|
ERR_FAIL_INDEX_V(p_type, 3, Color());
|
|
return light->colors[p_type];
|
|
}
|
|
|
|
void RasterizerIPhone::light_set_shadow(RID p_light, bool p_enabled) {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND(!light);
|
|
light->shadow_enabled = p_enabled;
|
|
}
|
|
|
|
bool RasterizerIPhone::light_has_shadow(RID p_light) const {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND_V(!light, false);
|
|
return light->shadow_enabled;
|
|
}
|
|
|
|
void RasterizerIPhone::light_set_volumetric(RID p_light, bool p_enabled) {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND(!light);
|
|
light->volumetric_enabled = p_enabled;
|
|
}
|
|
bool RasterizerIPhone::light_is_volumetric(RID p_light) const {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND_V(!light, false);
|
|
return light->volumetric_enabled;
|
|
}
|
|
|
|
void RasterizerIPhone::light_set_projector(RID p_light, RID p_texture) {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND(!light);
|
|
light->projector = p_texture;
|
|
}
|
|
RID RasterizerIPhone::light_get_projector(RID p_light) const {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND_V(!light, RID());
|
|
return light->projector;
|
|
}
|
|
|
|
void RasterizerIPhone::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND(!light);
|
|
ERR_FAIL_INDEX(p_var, VS::LIGHT_PARAM_MAX);
|
|
|
|
light->vars[p_var] = p_value;
|
|
}
|
|
float RasterizerIPhone::light_get_var(RID p_light, VS::LightParam p_var) const {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND_V(!light, 0);
|
|
|
|
ERR_FAIL_INDEX_V(p_var, VS::LIGHT_PARAM_MAX, 0);
|
|
|
|
return light->vars[p_var];
|
|
}
|
|
|
|
AABB RasterizerIPhone::light_get_aabb(RID p_light) const {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND_V(!light, AABB());
|
|
|
|
switch (light->type) {
|
|
|
|
case VS::LIGHT_SPOT: {
|
|
|
|
float len = light->vars[VS::LIGHT_PARAM_RADIUS];
|
|
float size = Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE])) * len;
|
|
return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
|
|
} break;
|
|
case VS::LIGHT_OMNI: {
|
|
|
|
float r = light->vars[VS::LIGHT_PARAM_RADIUS];
|
|
return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
|
|
} break;
|
|
case VS::LIGHT_DIRECTIONAL: {
|
|
|
|
return AABB();
|
|
} break;
|
|
default: {}
|
|
}
|
|
|
|
ERR_FAIL_V(AABB());
|
|
}
|
|
|
|
RID RasterizerIPhone::light_instance_create(RID p_light) {
|
|
|
|
Light *light = light_owner.get(p_light);
|
|
ERR_FAIL_COND_V(!light, RID());
|
|
|
|
LightInstance *light_instance = memnew(LightInstance);
|
|
|
|
light_instance->light = p_light;
|
|
light_instance->base = light;
|
|
light_instance->last_pass = 0;
|
|
|
|
return light_instance_owner.make_rid(light_instance);
|
|
}
|
|
void RasterizerIPhone::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
|
|
|
|
LightInstance *lighti = light_instance_owner.get(p_light_instance);
|
|
ERR_FAIL_COND(!lighti);
|
|
lighti->transform = p_transform;
|
|
}
|
|
|
|
void RasterizerIPhone::light_instance_set_active_hint(RID p_light_instance) {
|
|
|
|
LightInstance *lighti = light_instance_owner.get(p_light_instance);
|
|
ERR_FAIL_COND(!lighti);
|
|
lighti->last_pass = frame;
|
|
}
|
|
bool RasterizerIPhone::light_instance_has_shadow(RID p_light_instance) const {
|
|
|
|
return false;
|
|
}
|
|
bool RasterizerIPhone::light_instance_assign_shadow(RID p_light_instance) {
|
|
|
|
return false;
|
|
}
|
|
Rasterizer::ShadowType RasterizerIPhone::light_instance_get_shadow_type(RID p_light_instance) const {
|
|
|
|
return Rasterizer::SHADOW_CUBE;
|
|
}
|
|
int RasterizerIPhone::light_instance_get_shadow_passes(RID p_light_instance) const {
|
|
|
|
return 0;
|
|
}
|
|
void RasterizerIPhone::light_instance_set_pssm_split_info(RID p_light_instance, int p_split, float p_near, float p_far, const CameraMatrix &p_camera, const Transform &p_transform) {
|
|
}
|
|
|
|
/* PARTICLES INSTANCE */
|
|
|
|
RID RasterizerIPhone::particles_instance_create(RID p_particles) {
|
|
|
|
return RID();
|
|
}
|
|
void RasterizerIPhone::particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform) {
|
|
}
|
|
|
|
/* RENDER API */
|
|
/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
|
|
|
|
static GLfloat rtri; // Angle For The Triangle ( NEW )
|
|
static GLfloat rquad; // Angle For The Quad ( NEW )
|
|
|
|
void RasterizerIPhone::begin_frame() {
|
|
|
|
window_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
|
|
|
|
double time = (OS::get_singleton()->get_ticks_usec() / 1000); // get msec
|
|
time /= 1000.0; // make secs
|
|
time_delta = time - last_time;
|
|
last_time = time;
|
|
frame++;
|
|
glClearColor(0, 0, 1, 1);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
/* nehe ?*/
|
|
|
|
#if 0
|
|
glViewport(0,0,window_size.width,window_size.height); // Reset The Current Viewport
|
|
|
|
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
|
|
glLoadIdentity(); // Reset The Projection Matrix
|
|
|
|
// Calculate The Aspect Ratio Of The Window
|
|
gluPerspective(45.0f,(GLfloat)window_size.width/(GLfloat)window_size.height,0.1f,100.0f);
|
|
|
|
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
|
|
glLoadIdentity(); // Reset The Modelview Matrix
|
|
|
|
|
|
|
|
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
|
|
glClearDepth(1.0f); // Depth Buffer Setup
|
|
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
|
|
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
|
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
|
|
glLoadIdentity(); // Reset The Current Modelview Matrix
|
|
glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
|
|
glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis ( NEW )
|
|
glBegin(GL_TRIANGLES); // Start Drawing A Triangle
|
|
glColor3f(1.0f,0.0f,0.0f); // Red
|
|
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front)
|
|
glColor3f(0.0f,1.0f,0.0f); // Green
|
|
glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front)
|
|
glColor3f(0.0f,0.0f,1.0f); // Blue
|
|
glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front)
|
|
glColor3f(1.0f,0.0f,0.0f); // Red
|
|
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
|
|
glColor3f(0.0f,0.0f,1.0f); // Blue
|
|
glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
|
|
glColor3f(0.0f,1.0f,0.0f); // Green
|
|
glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
|
|
glColor3f(1.0f,0.0f,0.0f); // Red
|
|
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
|
|
glColor3f(0.0f,1.0f,0.0f); // Green
|
|
glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
|
|
glColor3f(0.0f,0.0f,1.0f); // Blue
|
|
glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
|
|
glColor3f(1.0f,0.0f,0.0f); // Red
|
|
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
|
|
glColor3f(0.0f,0.0f,1.0f); // Blue
|
|
glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
|
|
glColor3f(0.0f,1.0f,0.0f); // Green
|
|
glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
|
|
glEnd(); // Done Drawing The Pyramid
|
|
|
|
glLoadIdentity(); // Reset The Current Modelview Matrix
|
|
glTranslatef(1.5f,0.0f,-7.0f); // Move Right 1.5 Units And Into The Screen 7.0
|
|
glRotatef(rquad,1.0f,1.0f,1.0f); // Rotate The Quad On The X axis ( NEW )
|
|
glBegin(GL_QUADS); // Draw A Quad
|
|
glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
|
|
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)
|
|
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)
|
|
glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
|
|
glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
|
|
glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange
|
|
glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)
|
|
glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)
|
|
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)
|
|
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)
|
|
glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
|
|
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
|
|
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
|
|
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)
|
|
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)
|
|
glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow
|
|
glVertex3f( 1.0f,-1.0f,-1.0f); // Top Right Of The Quad (Back)
|
|
glVertex3f(-1.0f,-1.0f,-1.0f); // Top Left Of The Quad (Back)
|
|
glVertex3f(-1.0f, 1.0f,-1.0f); // Bottom Left Of The Quad (Back)
|
|
glVertex3f( 1.0f, 1.0f,-1.0f); // Bottom Right Of The Quad (Back)
|
|
glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
|
|
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
|
|
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)
|
|
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)
|
|
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)
|
|
glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet
|
|
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)
|
|
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
|
|
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)
|
|
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)
|
|
glEnd(); // Done Drawing The Quad
|
|
|
|
rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW )
|
|
rquad-=0.15f; // Decrease The Rotation Variable For The Quad ( NEW )
|
|
|
|
#endif
|
|
}
|
|
|
|
void RasterizerIPhone::set_viewport(const VS::ViewportRect &p_viewport) {
|
|
|
|
viewport = p_viewport;
|
|
canvas_transform = Transform();
|
|
canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
|
|
canvas_transform.scale(Vector3(2.0f / viewport.width, -2.0f / viewport.height, 1.0f));
|
|
|
|
glViewport(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height);
|
|
}
|
|
|
|
void RasterizerIPhone::begin_scene(RID p_fx, VS::ScenarioDebugMode p_debug) {
|
|
|
|
opaque_render_list.clear();
|
|
alpha_render_list.clear();
|
|
light_instance_count = 0;
|
|
scene_fx = p_fx.is_valid() ? fx_owner.get(p_fx) : NULL;
|
|
};
|
|
|
|
void RasterizerIPhone::begin_shadow_map(RID p_light_instance, int p_shadow_pass) {
|
|
}
|
|
|
|
void RasterizerIPhone::set_camera(const Transform &p_world, const CameraMatrix &p_projection) {
|
|
|
|
camera_transform = p_world;
|
|
camera_transform_inverse = camera_transform.inverse();
|
|
camera_projection = p_projection;
|
|
camera_plane = Plane(camera_transform.origin, camera_transform.basis.get_axis(2));
|
|
camera_z_near = camera_projection.get_z_near();
|
|
camera_z_far = camera_projection.get_z_far();
|
|
camera_projection.get_viewport_size(camera_vp_size.x, camera_vp_size.y);
|
|
}
|
|
|
|
void RasterizerIPhone::add_light(RID p_light_instance) {
|
|
|
|
#define LIGHT_FADE_TRESHOLD 0.05
|
|
|
|
ERR_FAIL_COND(light_instance_count >= MAX_LIGHTS);
|
|
|
|
LightInstance *li = light_instance_owner.get(p_light_instance);
|
|
ERR_FAIL_COND(!li);
|
|
|
|
/* make light hash */
|
|
|
|
// actually, not really a hash, but helps to sort the lights
|
|
// and avoid recompiling redudant shader versions
|
|
|
|
li->hash_aux = li->base->type;
|
|
|
|
if (li->base->shadow_enabled)
|
|
li->hash_aux |= (1 << 3);
|
|
|
|
if (li->base->projector.is_valid())
|
|
li->hash_aux |= (1 << 4);
|
|
|
|
if (li->base->shadow_enabled && li->base->volumetric_enabled)
|
|
li->hash_aux |= (1 << 5);
|
|
|
|
switch (li->base->type) {
|
|
|
|
case VisualServer::LIGHT_DIRECTIONAL: {
|
|
|
|
Vector3 dir = li->transform.basis.get_axis(2);
|
|
li->light_vector.x = dir.x;
|
|
li->light_vector.y = dir.y;
|
|
li->light_vector.z = dir.z;
|
|
|
|
} break;
|
|
case VisualServer::LIGHT_OMNI: {
|
|
|
|
float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
|
|
if (radius == 0)
|
|
radius = 0.0001;
|
|
li->linear_att = (1 / LIGHT_FADE_TRESHOLD) / radius;
|
|
li->light_vector.x = li->transform.origin.x;
|
|
li->light_vector.y = li->transform.origin.y;
|
|
li->light_vector.z = li->transform.origin.z;
|
|
|
|
} break;
|
|
case VisualServer::LIGHT_SPOT: {
|
|
|
|
float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
|
|
if (radius == 0)
|
|
radius = 0.0001;
|
|
li->linear_att = (1 / LIGHT_FADE_TRESHOLD) / radius;
|
|
li->light_vector.x = li->transform.origin.x;
|
|
li->light_vector.y = li->transform.origin.y;
|
|
li->light_vector.z = li->transform.origin.z;
|
|
Vector3 dir = -li->transform.basis.get_axis(2);
|
|
li->spot_vector.x = dir.x;
|
|
li->spot_vector.y = dir.y;
|
|
li->spot_vector.z = dir.z;
|
|
|
|
} break;
|
|
}
|
|
|
|
light_instances[light_instance_count++] = li;
|
|
}
|
|
|
|
void RasterizerIPhone::_add_geometry(const Geometry *p_geometry, const Transform &p_world, uint32_t p_vertex_format, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides, const Skeleton *p_skeleton, GeometryOwner *p_owner) {
|
|
|
|
Material *m = NULL;
|
|
|
|
if (p_geometry->material.is_valid())
|
|
m = material_owner.get(p_geometry->material);
|
|
|
|
if (!m) {
|
|
m = material_owner.get(default_material);
|
|
}
|
|
|
|
ERR_FAIL_COND(!m);
|
|
|
|
LightInstance *lights[RenderList::MAX_LIGHTS];
|
|
int light_count = 0;
|
|
|
|
RenderList *render_list = &opaque_render_list;
|
|
if (p_geometry->has_alpha || m->detail_blend_mode != VS::MATERIAL_BLEND_MODE_MIX) {
|
|
render_list = &alpha_render_list;
|
|
};
|
|
|
|
if (!m->flags[VS::MATERIAL_FLAG_UNSHADED]) {
|
|
|
|
light_count = p_light_count;
|
|
for (int i = 0; i < light_count; i++) {
|
|
lights[i] = light_instance_owner.get(p_light_instances[i]);
|
|
}
|
|
}
|
|
|
|
render_list->add_element(p_geometry, m, p_world, lights, light_count, p_material_overrides, p_skeleton, camera_plane.distance(p_world.origin), p_owner);
|
|
}
|
|
|
|
void RasterizerIPhone::add_mesh(RID p_mesh, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides, RID p_skeleton) {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_mesh);
|
|
|
|
int ssize = mesh->surfaces.size();
|
|
|
|
for (int i = 0; i < ssize; i++) {
|
|
|
|
Surface *s = mesh->surfaces[i];
|
|
Skeleton *sk = p_skeleton.is_valid() ? skeleton_owner.get(p_skeleton) : NULL;
|
|
|
|
_add_geometry(s, *p_world, s->format, p_light_instances, p_light_count, p_material_overrides, sk, NULL);
|
|
}
|
|
|
|
mesh->last_pass = frame;
|
|
}
|
|
|
|
void RasterizerIPhone::add_multimesh(RID p_multimesh, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides) {
|
|
}
|
|
|
|
void RasterizerIPhone::add_poly(RID p_poly, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides) {
|
|
|
|
Poly *p = poly_owner.get(p_poly);
|
|
if (!p->primitives.empty()) {
|
|
const Poly::Primitive *pp = &p->primitives[0];
|
|
|
|
uint32_t format = VisualServer::ARRAY_FORMAT_VERTEX;
|
|
|
|
if (!pp->normals.empty())
|
|
format |= VisualServer::ARRAY_FORMAT_NORMAL;
|
|
if (!pp->colors.empty())
|
|
format |= VisualServer::ARRAY_FORMAT_COLOR;
|
|
if (!pp->uvs.empty())
|
|
format |= VisualServer::ARRAY_TEX_UV;
|
|
|
|
_add_geometry(p, *p_world, format, p_light_instances, p_light_count, p_material_overrides, NULL, NULL);
|
|
}
|
|
}
|
|
|
|
void RasterizerIPhone::add_beam(RID p_beam, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides) {
|
|
}
|
|
|
|
void RasterizerIPhone::add_particles(RID p_particle_instance, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides) {
|
|
}
|
|
|
|
void RasterizerIPhone::_setup_material(const Geometry *p_geometry, const Material *p_material) {
|
|
|
|
if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED])
|
|
glDisable(GL_CULL_FACE);
|
|
else {
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace((p_material->flags[VS::MATERIAL_FLAG_INVERT_FACES]) ? GL_FRONT : GL_BACK);
|
|
}
|
|
|
|
glEnable(GL_COLOR_MATERIAL); /* unused, unless color array */
|
|
//glColorMaterial( GL_FRONT_AND_BACK, GL_DIFFUSE );
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
///ambient @TODO offer global ambient group option
|
|
float ambient_rgba[4] = {
|
|
1,
|
|
1,
|
|
1,
|
|
1.0
|
|
};
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient_rgba);
|
|
|
|
///diffuse
|
|
const Color &diffuse_color = p_material->parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE];
|
|
float diffuse_rgba[4] = {
|
|
(float)diffuse_color.r,
|
|
(float)diffuse_color.g,
|
|
(float)diffuse_color.b,
|
|
(float)diffuse_color.a
|
|
};
|
|
|
|
glColor4f(diffuse_rgba[0], diffuse_rgba[1], diffuse_rgba[2], diffuse_rgba[3]);
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse_rgba);
|
|
|
|
//specular
|
|
|
|
const Color &specular_color = p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR];
|
|
float specular_rgba[4] = {
|
|
(float)specular_color.r,
|
|
(float)specular_color.g,
|
|
(float)specular_color.b,
|
|
1.0
|
|
};
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular_rgba);
|
|
|
|
const Color &emission_color = p_material->parameters[VS::FIXED_MATERIAL_PARAM_EMISSION];
|
|
float emission_rgba[4] = {
|
|
(float)emission_color.r,
|
|
(float)emission_color.g,
|
|
(float)emission_color.b,
|
|
1.0
|
|
};
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission_rgba);
|
|
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]);
|
|
|
|
if (p_material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
|
|
glDisable(GL_LIGHTING);
|
|
} else {
|
|
glEnable(GL_LIGHTING);
|
|
glDisable(GL_LIGHTING);
|
|
}
|
|
|
|
//depth test?
|
|
/*
|
|
if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
|
|
else
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
|
|
*/
|
|
if (p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE]) {
|
|
|
|
Texture *texture = texture_owner.get(p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE]);
|
|
ERR_FAIL_COND(!texture);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
|
|
};
|
|
};
|
|
|
|
void RasterizerIPhone::_setup_light(LightInstance *p_instance, int p_idx) {
|
|
|
|
Light *ld = p_instance->base;
|
|
|
|
int glid = GL_LIGHT0 + p_idx;
|
|
glLightfv(glid, GL_AMBIENT, ld->colors[VS::LIGHT_COLOR_AMBIENT].components);
|
|
glLightfv(glid, GL_DIFFUSE, ld->colors[VS::LIGHT_COLOR_DIFFUSE].components);
|
|
glLightfv(glid, GL_SPECULAR, ld->colors[VS::LIGHT_COLOR_SPECULAR].components);
|
|
|
|
switch (ld->type) {
|
|
|
|
case VS::LIGHT_DIRECTIONAL: {
|
|
/* This doesn't have attenuation */
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
Vector3 v(0.0, 0.0, -1.0); // directional lights point up by default
|
|
v = p_instance->transform.get_basis().xform(v);
|
|
v = camera_transform_inverse.get_basis().xform(v);
|
|
v.normalize(); // this sucks, so it will be optimized at some point
|
|
v = -v;
|
|
float lightpos[4] = { v.x, v.y, v.z, 0.0 };
|
|
|
|
glLightfv(glid, GL_POSITION, lightpos); //at modelview
|
|
|
|
glPopMatrix();
|
|
|
|
} break;
|
|
case VS::LIGHT_OMNI: {
|
|
|
|
glLightf(glid, GL_SPOT_CUTOFF, 180.0);
|
|
glLightf(glid, GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
|
|
glLightf(glid, GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
|
|
glLightf(glid, GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
Vector3 pos = p_instance->transform.get_origin();
|
|
pos = camera_transform_inverse.xform(pos);
|
|
float lightpos[4] = { pos.x, pos.y, pos.z, 1.0 };
|
|
glLightfv(glid, GL_POSITION, lightpos); //at modelview
|
|
|
|
glPopMatrix();
|
|
|
|
} break;
|
|
case VS::LIGHT_SPOT: {
|
|
|
|
glLightf(glid, GL_SPOT_CUTOFF, ld->vars[VS::LIGHT_PARAM_SPOT_ANGLE]);
|
|
glLightf(glid, GL_SPOT_EXPONENT, ld->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]);
|
|
glLightf(glid, GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
|
|
glLightf(glid, GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
|
|
glLightf(glid, GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
Vector3 v(0.0, 0.0, -1.0); // directional lights point up by default
|
|
v = p_instance->transform.get_basis().xform(v);
|
|
v = camera_transform_inverse.get_basis().xform(v);
|
|
v.normalize(); // this sucks, so it will be optimized at some point
|
|
float lightdir[4] = { v.x, v.y, v.z, 1.0 };
|
|
glLightfv(glid, GL_SPOT_DIRECTION, lightdir); //at modelview
|
|
|
|
v = p_instance->transform.get_origin();
|
|
v = camera_transform_inverse.xform(v);
|
|
float lightpos[4] = { v.x, v.y, v.z, 1.0 };
|
|
glLightfv(glid, GL_POSITION, lightpos); //at modelview
|
|
|
|
glPopMatrix();
|
|
|
|
} break;
|
|
default: break;
|
|
}
|
|
};
|
|
|
|
void RasterizerIPhone::_setup_lights(LightInstance **p_lights, int p_light_count) {
|
|
|
|
for (int i = 0; i < MAX_LIGHTS; i++) {
|
|
|
|
if (i < p_light_count) {
|
|
glEnable(GL_LIGHT0 + i);
|
|
_setup_light(p_lights[i], i);
|
|
} else {
|
|
glDisable(GL_LIGHT0 + i);
|
|
}
|
|
}
|
|
}
|
|
|
|
static const int gl_client_states[] = {
|
|
|
|
GL_VERTEX_ARRAY,
|
|
GL_NORMAL_ARRAY,
|
|
-1, // ARRAY_TANGENT
|
|
GL_COLOR_ARRAY,
|
|
GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV
|
|
GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV2
|
|
-1, // ARRAY_BONES
|
|
-1, // ARRAY_WEIGHTS
|
|
-1, // ARRAY_INDEX
|
|
};
|
|
|
|
void RasterizerIPhone::_setup_geometry(const Geometry *p_geometry, const Material *p_material) {
|
|
|
|
switch (p_geometry->type) {
|
|
|
|
case Geometry::GEOMETRY_SURFACE: {
|
|
|
|
Surface *surf = (Surface *)p_geometry;
|
|
uint8_t *base = 0;
|
|
bool use_VBO = (surf->array_local == 0);
|
|
|
|
if (!use_VBO) {
|
|
|
|
base = surf->array_local;
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
} else {
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
|
|
};
|
|
|
|
const Surface::ArrayData *a = surf->array;
|
|
for (int i = 0; i < VS::ARRAY_MAX; i++) {
|
|
|
|
const Surface::ArrayData &ad = surf->array[i];
|
|
if (ad.size == 0) {
|
|
if (gl_client_states[i] != -1) {
|
|
glDisableClientState(gl_client_states[i]);
|
|
};
|
|
continue; // this one is disabled.
|
|
}
|
|
ERR_CONTINUE(!ad.configured);
|
|
|
|
if (gl_client_states[i] != -1) {
|
|
glEnableClientState(gl_client_states[i]);
|
|
};
|
|
|
|
switch (i) {
|
|
|
|
case VS::ARRAY_VERTEX:
|
|
if (!use_VBO)
|
|
glVertexPointer(3, GL_FLOAT, surf->stride, (GLvoid *)&base[a->ofs]);
|
|
else if (surf->array[VS::ARRAY_BONES].size)
|
|
glVertexPointer(3, GL_FLOAT, 0, skinned_buffer);
|
|
else
|
|
glVertexPointer(3, GL_FLOAT, surf->stride, (GLvoid *)a->ofs);
|
|
break;
|
|
|
|
case VS::ARRAY_NORMAL:
|
|
if (use_VBO)
|
|
glNormalPointer(GL_FLOAT, surf->stride, (GLvoid *)a->ofs);
|
|
else
|
|
glNormalPointer(GL_FLOAT, surf->stride, (GLvoid *)&base[a->ofs]);
|
|
break;
|
|
case VS::ARRAY_TANGENT:
|
|
break;
|
|
case VS::ARRAY_COLOR:
|
|
if (use_VBO)
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, surf->stride, (GLvoid *)a->ofs);
|
|
else
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, surf->stride, (GLvoid *)&base[a->ofs]);
|
|
break;
|
|
case VS::ARRAY_TEX_UV:
|
|
case VS::ARRAY_TEX_UV2:
|
|
if (use_VBO)
|
|
glTexCoordPointer(2, GL_FLOAT, surf->stride, (GLvoid *)a->ofs);
|
|
else
|
|
glTexCoordPointer(2, GL_FLOAT, surf->stride, &base[a->ofs]);
|
|
break;
|
|
case VS::ARRAY_BONES:
|
|
case VS::ARRAY_WEIGHTS:
|
|
case VS::ARRAY_INDEX:
|
|
break;
|
|
};
|
|
}
|
|
|
|
// process skeleton here
|
|
|
|
} break;
|
|
|
|
default: break;
|
|
};
|
|
};
|
|
|
|
static const GLenum gl_primitive[] = {
|
|
GL_POINTS,
|
|
GL_LINES,
|
|
GL_LINE_STRIP,
|
|
GL_LINE_LOOP,
|
|
GL_TRIANGLES,
|
|
GL_TRIANGLE_STRIP,
|
|
GL_TRIANGLE_FAN
|
|
};
|
|
|
|
void RasterizerIPhone::_render(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton) {
|
|
|
|
switch (p_geometry->type) {
|
|
|
|
case Geometry::GEOMETRY_SURFACE: {
|
|
|
|
Surface *s = (Surface *)p_geometry;
|
|
|
|
if (s->index_array_len > 0) {
|
|
|
|
if (s->index_array_local) {
|
|
|
|
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->index_array_len > (1 << 8)) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE, s->index_array_local);
|
|
|
|
} else {
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
|
|
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->index_array_len > (1 << 8)) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE, 0);
|
|
}
|
|
|
|
} else {
|
|
|
|
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
|
|
};
|
|
} break;
|
|
|
|
default: break;
|
|
};
|
|
};
|
|
|
|
void RasterizerIPhone::_render_list_forward(RenderList *p_render_list) {
|
|
|
|
const Material *prev_material = NULL;
|
|
uint64_t prev_light_hash = 0;
|
|
const Skeleton *prev_skeleton = NULL;
|
|
const Geometry *prev_geometry = NULL;
|
|
const ParamOverrideMap *prev_overrides = NULL; // make it different than NULL
|
|
|
|
Geometry::Type prev_geometry_type = Geometry::GEOMETRY_INVALID;
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadMatrixf(&camera_projection.matrix[0][0]);
|
|
|
|
for (int i = 0; i < p_render_list->element_count; i++) {
|
|
|
|
RenderList::Element *e = p_render_list->elements[i];
|
|
const Material *material = e->material;
|
|
uint64_t light_hash = e->light_hash;
|
|
const Skeleton *skeleton = e->skeleton;
|
|
const Geometry *geometry = e->geometry;
|
|
const ParamOverrideMap *material_overrides = e->material_overrides;
|
|
|
|
if (material != prev_material || geometry->type != prev_geometry_type) {
|
|
_setup_material(e->geometry, material);
|
|
//_setup_material_overrides(e->material,NULL,material_overrides);
|
|
//_setup_material_skeleton(material,skeleton);
|
|
} else {
|
|
|
|
if (material_overrides != prev_overrides) {
|
|
|
|
//_setup_material_overrides(e->material,prev_overrides,material_overrides);
|
|
}
|
|
|
|
if (prev_skeleton != skeleton) {
|
|
//_setup_material_skeleton(material,skeleton);
|
|
};
|
|
}
|
|
|
|
if (geometry != prev_geometry || geometry->type != prev_geometry_type) {
|
|
|
|
_setup_geometry(geometry, material);
|
|
};
|
|
|
|
if (i == 0 || light_hash != prev_light_hash)
|
|
_setup_lights(e->lights, e->light_count);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
_gl_load_transform(camera_transform_inverse);
|
|
_gl_mult_transform(e->transform);
|
|
|
|
_render(geometry, material, skeleton);
|
|
|
|
prev_material = material;
|
|
prev_skeleton = skeleton;
|
|
prev_geometry = geometry;
|
|
prev_light_hash = e->light_hash;
|
|
prev_geometry_type = geometry->type;
|
|
prev_overrides = material_overrides;
|
|
}
|
|
};
|
|
|
|
void RasterizerIPhone::end_scene() {
|
|
|
|
glEnable(GL_BLEND);
|
|
glDepthMask(GL_FALSE);
|
|
|
|
opaque_render_list.sort_mat_light();
|
|
_render_list_forward(&opaque_render_list);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDepthMask(GL_TRUE);
|
|
|
|
alpha_render_list.sort_z();
|
|
_render_list_forward(&alpha_render_list);
|
|
}
|
|
void RasterizerIPhone::end_shadow_map() {
|
|
}
|
|
|
|
void RasterizerIPhone::end_frame() {
|
|
|
|
//ContextGL::get_singleton()->swap_buffers();
|
|
}
|
|
|
|
/* CANVAS API */
|
|
|
|
void RasterizerIPhone::canvas_begin() {
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glLineWidth(1.0);
|
|
glDisable(GL_LIGHTING);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
}
|
|
void RasterizerIPhone::canvas_set_transparency(float p_transparency) {
|
|
}
|
|
|
|
void RasterizerIPhone::canvas_set_rect(const Rect2 &p_rect, bool p_clip) {
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glScalef(2.0 / window_size.x, -2.0 / window_size.y, 0);
|
|
glTranslatef((-(window_size.x / 2.0)) + p_rect.pos.x, (-(window_size.y / 2.0)) + p_rect.pos.y, 0);
|
|
|
|
if (p_clip) {
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(viewport.x + p_rect.pos.x, viewport.y + (viewport.height - (p_rect.pos.y + p_rect.size.height)),
|
|
p_rect.size.width, p_rect.size.height);
|
|
} else {
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
}
|
|
void RasterizerIPhone::canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width) {
|
|
|
|
glColor4f(1, 1, 1, 1);
|
|
|
|
float verts[6] = {
|
|
p_from.x, p_from.y, 0,
|
|
p_to.x, p_to.y, 0
|
|
};
|
|
|
|
float colors[] = {
|
|
p_color.r, p_color.g, p_color.b, p_color.a,
|
|
p_color.r, p_color.g, p_color.b, p_color.a,
|
|
};
|
|
glLineWidth(p_width);
|
|
_draw_primitive(2, verts, 0, colors, 0);
|
|
}
|
|
|
|
static void _draw_textured_quad(const Rect2 &p_rect, const Rect2 &p_src_region, const Size2 &p_tex_size) {
|
|
|
|
float texcoords[] = {
|
|
p_src_region.pos.x / p_tex_size.width,
|
|
p_src_region.pos.y / p_tex_size.height,
|
|
|
|
(p_src_region.pos.x + p_src_region.size.width) / p_tex_size.width,
|
|
p_src_region.pos.y / p_tex_size.height,
|
|
|
|
(p_src_region.pos.x + p_src_region.size.width) / p_tex_size.width,
|
|
(p_src_region.pos.y + p_src_region.size.height) / p_tex_size.height,
|
|
|
|
p_src_region.pos.x / p_tex_size.width,
|
|
(p_src_region.pos.y + p_src_region.size.height) / p_tex_size.height,
|
|
};
|
|
|
|
float coords[] = {
|
|
p_rect.pos.x, p_rect.pos.y, 0,
|
|
p_rect.pos.x + p_rect.size.width, p_rect.pos.y, 0,
|
|
p_rect.pos.x + p_rect.size.width, p_rect.pos.y + p_rect.size.height, 0,
|
|
p_rect.pos.x, p_rect.pos.y + p_rect.size.height, 0
|
|
};
|
|
|
|
_draw_primitive(4, coords, 0, 0, texcoords);
|
|
}
|
|
|
|
static void _draw_quad(const Rect2 &p_rect) {
|
|
|
|
float coords[] = {
|
|
p_rect.pos.x, p_rect.pos.y, 0,
|
|
p_rect.pos.x + p_rect.size.width, p_rect.pos.y, 0,
|
|
p_rect.pos.x + p_rect.size.width, p_rect.pos.y + p_rect.size.height, 0,
|
|
p_rect.pos.x, p_rect.pos.y + p_rect.size.height, 0
|
|
};
|
|
|
|
_draw_primitive(4, coords, 0, 0, 0);
|
|
}
|
|
|
|
void RasterizerIPhone::canvas_draw_rect(const Rect2 &p_rect, bool p_region, const Rect2 &p_source, bool p_tile, RID p_texture, const Color &p_modulate) {
|
|
|
|
glColor4f(p_modulate.r, p_modulate.g, p_modulate.b, p_modulate.a);
|
|
|
|
if (p_texture.is_valid()) {
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
Texture *texture = texture_owner.get(p_texture);
|
|
ERR_FAIL_COND(!texture);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
|
|
|
|
if (!p_region) {
|
|
|
|
Rect2 region = Rect2(0, 0, texture->width, texture->height);
|
|
_draw_textured_quad(p_rect, region, region.size);
|
|
|
|
} else {
|
|
|
|
_draw_textured_quad(p_rect, p_source, Size2(texture->width, texture->height));
|
|
}
|
|
} else {
|
|
|
|
_draw_quad(p_rect);
|
|
}
|
|
}
|
|
void RasterizerIPhone::canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_src_region, RID p_texture, const float *p_margin, bool p_draw_center) {
|
|
|
|
glColor4f(1, 1, 1, 1);
|
|
|
|
Texture *texture = texture_owner.get(p_texture);
|
|
ERR_FAIL_COND(!texture);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
|
|
|
|
Rect2 region = p_src_region;
|
|
if (region.size.width <= 0)
|
|
region.size.width = texture->width;
|
|
if (region.size.height <= 0)
|
|
region.size.height = texture->height;
|
|
/* CORNERS */
|
|
_draw_textured_quad( // top left
|
|
Rect2(p_rect.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])),
|
|
Rect2(region.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])),
|
|
Size2(texture->width, texture->height));
|
|
|
|
_draw_textured_quad( // top right
|
|
Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_TOP])),
|
|
Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_TOP])),
|
|
Size2(texture->width, texture->height));
|
|
|
|
_draw_textured_quad( // bottom left
|
|
Rect2(Point2(p_rect.pos.x, p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_BOTTOM])),
|
|
Rect2(Point2(region.pos.x, region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_BOTTOM])),
|
|
Size2(texture->width, texture->height));
|
|
|
|
_draw_textured_quad( // bottom right
|
|
Rect2(Point2(p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_BOTTOM])),
|
|
Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_BOTTOM])),
|
|
Size2(texture->width, texture->height));
|
|
|
|
Rect2 rect_center(p_rect.pos + Point2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2(p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM]));
|
|
|
|
Rect2 src_center(Point2(region.pos.x + p_margin[MARGIN_LEFT], region.pos.y + p_margin[MARGIN_TOP]), Size2(region.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], region.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM]));
|
|
|
|
_draw_textured_quad( // top
|
|
Rect2(Point2(rect_center.pos.x, p_rect.pos.y), Size2(rect_center.size.width, p_margin[MARGIN_TOP])),
|
|
Rect2(Point2(src_center.pos.x, region.pos.y), Size2(src_center.size.width, p_margin[MARGIN_TOP])),
|
|
Size2(texture->width, texture->height));
|
|
|
|
_draw_textured_quad( // bottom
|
|
Rect2(Point2(rect_center.pos.x, rect_center.pos.y + rect_center.size.height), Size2(rect_center.size.width, p_margin[MARGIN_BOTTOM])),
|
|
Rect2(Point2(src_center.pos.x, src_center.pos.y + src_center.size.height), Size2(src_center.size.width, p_margin[MARGIN_BOTTOM])),
|
|
Size2(texture->width, texture->height));
|
|
|
|
_draw_textured_quad( // left
|
|
Rect2(Point2(p_rect.pos.x, rect_center.pos.y), Size2(p_margin[MARGIN_LEFT], rect_center.size.height)),
|
|
Rect2(Point2(region.pos.x, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT], src_center.size.height)),
|
|
Size2(texture->width, texture->height));
|
|
|
|
_draw_textured_quad( // right
|
|
Rect2(Point2(rect_center.pos.x + rect_center.size.width, rect_center.pos.y), Size2(p_margin[MARGIN_RIGHT], rect_center.size.height)),
|
|
Rect2(Point2(src_center.pos.x + src_center.size.width, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT], src_center.size.height)),
|
|
Size2(texture->width, texture->height));
|
|
|
|
if (p_draw_center) {
|
|
|
|
_draw_textured_quad(
|
|
rect_center,
|
|
src_center,
|
|
Size2(texture->width, texture->height));
|
|
}
|
|
}
|
|
void RasterizerIPhone::canvas_draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture) {
|
|
|
|
ERR_FAIL_COND(p_points.size() < 1);
|
|
float verts[12];
|
|
float uvs[8];
|
|
float colors[16];
|
|
|
|
glColor4f(1, 1, 1, 1);
|
|
|
|
int idx = 0;
|
|
for (int i = 0; i < p_points.size(); i++) {
|
|
|
|
verts[idx++] = p_points[i].x;
|
|
verts[idx++] = p_points[i].y;
|
|
verts[idx++] = 0;
|
|
}
|
|
|
|
idx = 0;
|
|
for (int i = 0; i < p_uvs.size(); i++) {
|
|
|
|
uvs[idx++] = p_uvs[i].x;
|
|
uvs[idx++] = p_uvs[i].y;
|
|
}
|
|
|
|
idx = 0;
|
|
for (int i = 0; i < p_colors.size(); i++) {
|
|
|
|
colors[idx++] = p_colors[i].r;
|
|
colors[idx++] = p_colors[i].g;
|
|
colors[idx++] = p_colors[i].b;
|
|
colors[idx++] = p_colors[i].a;
|
|
};
|
|
|
|
if (p_texture.is_valid()) {
|
|
glEnable(GL_TEXTURE_2D);
|
|
Texture *texture = texture_owner.get(p_texture);
|
|
if (texture) {
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
|
|
}
|
|
}
|
|
|
|
_draw_primitive(p_points.size(), &verts[0], NULL, p_colors.size() ? &colors[0] : NULL, p_uvs.size() ? uvs : NULL);
|
|
}
|
|
|
|
/* FX */
|
|
|
|
RID RasterizerIPhone::fx_create() {
|
|
|
|
return RID();
|
|
}
|
|
void RasterizerIPhone::fx_get_effects(RID p_fx, List<String> *p_effects) const {
|
|
}
|
|
void RasterizerIPhone::fx_set_active(RID p_fx, const String &p_effect, bool p_active) {
|
|
}
|
|
bool RasterizerIPhone::fx_is_active(RID p_fx, const String &p_effect) const {
|
|
|
|
return false;
|
|
}
|
|
void RasterizerIPhone::fx_get_effect_params(RID p_fx, const String &p_effect, List<PropertyInfo> *p_params) const {
|
|
}
|
|
Variant RasterizerIPhone::fx_get_effect_param(RID p_fx, const String &p_effect, const String &p_param) const {
|
|
|
|
return Variant();
|
|
}
|
|
void RasterizerIPhone::fx_set_effect_param(RID p_fx, const String &p_effect, const String &p_param, const Variant &p_pvalue) {
|
|
}
|
|
|
|
/*MISC*/
|
|
|
|
bool RasterizerIPhone::is_texture(const RID &p_rid) const {
|
|
|
|
return texture_owner.owns(p_rid);
|
|
}
|
|
bool RasterizerIPhone::is_material(const RID &p_rid) const {
|
|
|
|
return material_owner.owns(p_rid);
|
|
}
|
|
bool RasterizerIPhone::is_mesh(const RID &p_rid) const {
|
|
|
|
return mesh_owner.owns(p_rid);
|
|
}
|
|
bool RasterizerIPhone::is_multimesh(const RID &p_rid) const {
|
|
|
|
return false;
|
|
}
|
|
bool RasterizerIPhone::is_poly(const RID &p_rid) const {
|
|
|
|
return poly_owner.owns(p_rid);
|
|
}
|
|
bool RasterizerIPhone::is_particles(const RID &p_beam) const {
|
|
|
|
return false;
|
|
}
|
|
|
|
bool RasterizerIPhone::is_beam(const RID &p_beam) const {
|
|
|
|
return false;
|
|
}
|
|
|
|
bool RasterizerIPhone::is_light(const RID &p_rid) const {
|
|
|
|
return light_owner.owns(p_rid);
|
|
}
|
|
bool RasterizerIPhone::is_light_instance(const RID &p_rid) const {
|
|
|
|
return light_instance_owner.owns(p_rid);
|
|
}
|
|
bool RasterizerIPhone::is_particles_instance(const RID &p_rid) const {
|
|
|
|
return false;
|
|
}
|
|
bool RasterizerIPhone::is_skeleton(const RID &p_rid) const {
|
|
|
|
return skeleton_owner.owns(p_rid);
|
|
}
|
|
bool RasterizerIPhone::is_fx(const RID &p_rid) const {
|
|
|
|
return fx_owner.owns(p_rid);
|
|
}
|
|
bool RasterizerIPhone::is_shader(const RID &p_rid) const {
|
|
|
|
return false;
|
|
}
|
|
|
|
void RasterizerIPhone::free(const RID &p_rid) const {
|
|
|
|
if (texture_owner.owns(p_rid)) {
|
|
|
|
// delete the texture
|
|
Texture *texture = texture_owner.get(p_rid);
|
|
|
|
glDeleteTextures(1, &texture->tex_id);
|
|
|
|
texture_owner.free(p_rid);
|
|
memdelete(texture);
|
|
|
|
} else if (material_owner.owns(p_rid)) {
|
|
|
|
Material *material = material_owner.get(p_rid);
|
|
ERR_FAIL_COND(!material);
|
|
|
|
material_owner.free(p_rid);
|
|
memdelete(material);
|
|
|
|
} else if (mesh_owner.owns(p_rid)) {
|
|
|
|
Mesh *mesh = mesh_owner.get(p_rid);
|
|
ERR_FAIL_COND(!mesh);
|
|
for (int i = 0; i < mesh->surfaces.size(); i++) {
|
|
|
|
Surface *surface = mesh->surfaces[i];
|
|
if (surface->array_local != 0) {
|
|
memfree(surface->array_local);
|
|
};
|
|
if (surface->index_array_local != 0) {
|
|
memfree(surface->index_array_local);
|
|
};
|
|
|
|
if (surface->vertex_id)
|
|
glDeleteBuffers(1, &surface->vertex_id);
|
|
if (surface->index_id)
|
|
glDeleteBuffers(1, &surface->index_id);
|
|
|
|
memdelete(surface);
|
|
};
|
|
|
|
mesh->surfaces.clear();
|
|
|
|
mesh_owner.free(p_rid);
|
|
memdelete(mesh);
|
|
|
|
} else if (skeleton_owner.owns(p_rid)) {
|
|
|
|
Skeleton *skeleton = skeleton_owner.get(p_rid);
|
|
ERR_FAIL_COND(!skeleton)
|
|
|
|
skeleton_owner.free(p_rid);
|
|
memdelete(skeleton);
|
|
|
|
} else if (light_owner.owns(p_rid)) {
|
|
|
|
Light *light = light_owner.get(p_rid);
|
|
ERR_FAIL_COND(!light)
|
|
|
|
light_owner.free(p_rid);
|
|
memdelete(light);
|
|
|
|
} else if (light_instance_owner.owns(p_rid)) {
|
|
|
|
LightInstance *light_instance = light_instance_owner.get(p_rid);
|
|
ERR_FAIL_COND(!light_instance);
|
|
|
|
light_instance_owner.free(p_rid);
|
|
memdelete(light_instance);
|
|
|
|
} else if (fx_owner.owns(p_rid)) {
|
|
|
|
FX *fx = fx_owner.get(p_rid);
|
|
ERR_FAIL_COND(!fx);
|
|
|
|
fx_owner.free(p_rid);
|
|
memdelete(fx);
|
|
};
|
|
}
|
|
|
|
void RasterizerIPhone::init() {
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glFrontFace(GL_CW);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
void RasterizerIPhone::finish() {
|
|
}
|
|
|
|
int RasterizerIPhone::get_render_info(VS::RenderInfo p_info) {
|
|
|
|
return false;
|
|
}
|
|
|
|
RasterizerIPhone::RasterizerIPhone() {
|
|
|
|
frame = 0;
|
|
};
|
|
|
|
RasterizerIPhone::~RasterizerIPhone(){
|
|
|
|
};
|
|
|
|
#endif
|