703004f830
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
1155 lines
32 KiB
C++
1155 lines
32 KiB
C++
/*************************************************/
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/* rasterizer_gles2.h */
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/*************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/*************************************************/
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/* Source code within this file is: */
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/* (c) 2007-2010 Juan Linietsky, Ariel Manzur */
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/* All Rights Reserved. */
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/*************************************************/
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#ifndef RASTERIZER_FLASH_H
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#define RASTERIZER_FLASH_H
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#include "servers/visual/rasterizer.h"
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#include "servers/visual/shader_language.h"
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#include "image.h"
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#include "rid.h"
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#include "servers/visual_server.h"
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#include "list.h"
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#include "map.h"
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#include "camera_matrix.h"
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#include "sort.h"
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#include "self_list.h"
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#include "platform_config.h"
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#include "servers/visual/particle_system_sw.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class RasterizerFlash : public Rasterizer {
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enum {
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MAX_SCENE_LIGHTS=2048,
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LIGHT_SPOT_BIT=0x80,
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DEFAULT_SKINNED_BUFFER_SIZE = 1024 * 1024, // 10k vertices
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MAX_HW_LIGHTS = 1,
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};
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uint8_t *skinned_buffer;
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int skinned_buffer_size;
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bool pvr_supported;
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bool s3tc_supported;
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bool etc_supported;
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bool npo2_textures_available;
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struct Texture {
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uint32_t flags;
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int width,height;
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int alloc_width, alloc_height;
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Image::Format format;
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int mipmaps;
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int data_size; //original data size, useful for retrieving back
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bool has_alpha;
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bool format_has_alpha;
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bool compressed;
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bool disallow_mipmaps;
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int total_data_size;
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Image image[6];
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bool active;
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bool gen_mipmap;
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Texture() {
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flags=width=height=0;
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data_size=0;
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format=Image::FORMAT_GRAYSCALE;
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format_has_alpha=false;
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has_alpha=false;
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active=false;
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disallow_mipmaps=false;
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gen_mipmap=true;
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compressed=false;
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total_data_size=0;
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}
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~Texture() {
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}
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};
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mutable RID_Owner<Texture> texture_owner;
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struct Shader {
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String vertex_code;
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String fragment_code;
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int vertex_line;
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int fragment_line;
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VS::ShaderMode mode;
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uint32_t custom_code_id;
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uint32_t version;
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bool valid;
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bool has_alpha;
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Map<StringName,ShaderLanguage::Uniform> uniforms;
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SelfList<Shader> dirty_list;
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Shader() : dirty_list(this) {
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valid=false;
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custom_code_id=0;
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has_alpha=false;
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version=1;
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vertex_line=0;
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fragment_line=0;
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}
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};
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mutable RID_Owner<Shader> shader_owner;
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mutable SelfList<Shader>::List _shader_dirty_list;
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_FORCE_INLINE_ void _shader_make_dirty(Shader* p_shader);
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void _update_shader( Shader* p_shader) const;
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struct Material {
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bool flags[VS::MATERIAL_FLAG_MAX];
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bool hints[VS::MATERIAL_HINT_MAX];
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VS::MaterialShadeModel shade_model;
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VS::MaterialBlendMode blend_mode;
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float line_width;
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bool has_alpha;
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mutable uint32_t shader_version;
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RID shader; // shader material
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Shader *shader_cache;
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struct UniformData {
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bool istexture;
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Variant value;
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int index;
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};
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mutable Map<StringName,UniformData> shader_params;
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uint64_t last_pass;
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Material() {
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for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
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flags[i]=false;
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flags[VS::MATERIAL_FLAG_VISIBLE]=true;
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for(int i=0;i<VS::MATERIAL_HINT_MAX;i++)
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hints[i]=false;
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line_width=1;
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has_alpha=false;
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blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
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last_pass = 0;
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shader_version=0;
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shader_cache=NULL;
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}
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};
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_FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const;
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mutable RID_Owner<Material> material_owner;
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struct Geometry {
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enum Type {
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GEOMETRY_INVALID,
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GEOMETRY_SURFACE,
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GEOMETRY_POLY,
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GEOMETRY_PARTICLES,
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GEOMETRY_MULTISURFACE,
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};
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Type type;
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RID material;
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bool has_alpha;
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bool material_owned;
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Geometry() { has_alpha=false; material_owned = false; }
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virtual ~Geometry() {};
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};
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struct GeometryOwner {
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virtual ~GeometryOwner() {}
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};
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class Mesh;
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struct Surface : public Geometry {
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struct ArrayData {
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uint32_t ofs,size,datatype,count;
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bool normalize;
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bool bind;
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ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;}
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};
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Mesh *mesh;
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Array data;
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Array morph_data;
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ArrayData array[VS::ARRAY_MAX];
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// no support for the above, array in localmem.
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uint8_t *array_local;
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uint8_t *index_array_local;
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bool packed;
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struct MorphTarget {
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uint32_t configured_format;
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uint8_t *array;
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};
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MorphTarget* morph_targets_local;
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int morph_target_count;
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AABB aabb;
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int array_len;
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int index_array_len;
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int max_bone;
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float vertex_scale;
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float uv_scale;
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float uv2_scale;
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VS::PrimitiveType primitive;
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uint32_t format;
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uint32_t configured_format;
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int stride;
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int local_stride;
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uint32_t morph_format;
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bool active;
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Point2 uv_min;
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Point2 uv_max;
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Surface() {
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array_len=0;
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local_stride=0;
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morph_format=0;
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type=GEOMETRY_SURFACE;
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primitive=VS::PRIMITIVE_POINTS;
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index_array_len=0;
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vertex_scale=1.0;
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uv_scale=1.0;
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uv2_scale=1.0;
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format=0;
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stride=0;
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morph_targets_local=0;
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morph_target_count=0;
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array_local = index_array_local = 0;
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active=false;
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packed=false;
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}
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~Surface() {
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}
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};
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struct Mesh {
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bool active;
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Vector<Surface*> surfaces;
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int morph_target_count;
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VS::MorphTargetMode morph_target_mode;
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mutable uint64_t last_pass;
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Mesh() {
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morph_target_mode=VS::MORPH_MODE_NORMALIZED;
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morph_target_count=0;
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last_pass=0;
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active=false;
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}
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};
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mutable RID_Owner<Mesh> mesh_owner;
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Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main);
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struct MultiMesh;
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struct MultiMeshSurface : public Geometry {
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Surface *surface;
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MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; }
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};
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struct MultiMesh : public GeometryOwner {
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struct Element {
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float matrix[16];
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uint8_t color[4];
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};
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AABB aabb;
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RID mesh;
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int visible;
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//IDirect3DVertexBuffer9* instance_buffer;
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Vector<Element> elements;
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Vector<MultiMeshSurface> cache_surfaces;
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mutable uint64_t last_pass;
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MultiMesh() {
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last_pass=0;
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visible = -1;
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}
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};
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mutable RID_Owner<MultiMesh> multimesh_owner;
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struct Particles : public Geometry {
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ParticleSystemSW data; // software particle system
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Particles() {
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type=GEOMETRY_PARTICLES;
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}
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};
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mutable RID_Owner<Particles> particles_owner;
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struct ParticlesInstance : public GeometryOwner {
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RID particles;
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ParticleSystemProcessSW particles_process;
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Transform transform;
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ParticlesInstance() { }
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};
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mutable RID_Owner<ParticlesInstance> particles_instance_owner;
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ParticleSystemDrawInfoSW particle_draw_info;
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struct Skeleton {
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Vector<Transform> bones;
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};
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mutable RID_Owner<Skeleton> skeleton_owner;
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struct Light {
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VS::LightType type;
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float vars[VS::LIGHT_PARAM_MAX];
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Color colors[3];
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bool shadow_enabled;
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RID projector;
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bool volumetric_enabled;
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Color volumetric_color;
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Light() {
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vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1;
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vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
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vars[VS::LIGHT_PARAM_ATTENUATION]=1.0;
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vars[VS::LIGHT_PARAM_ENERGY]=1.0;
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vars[VS::LIGHT_PARAM_RADIUS]=1.0;
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colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
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colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
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colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
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shadow_enabled=false;
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volumetric_enabled=false;
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}
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};
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struct Environment {
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VS::EnvironmentBG bg_mode;
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Variant bg_param[VS::ENV_BG_PARAM_MAX];
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bool fx_enabled[VS::ENV_FX_MAX];
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Variant fx_param[VS::ENV_FX_PARAM_MAX];
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Environment() {
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bg_mode=VS::ENV_BG_DEFAULT_COLOR;
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bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0);
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bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID();
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bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID();
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bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0;
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for(int i=0;i<VS::ENV_FX_MAX;i++)
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fx_enabled[i]=false;
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fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]=1;
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fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]=0.0;
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fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]=0.5;
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fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1;
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fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
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fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
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fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
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fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0;
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fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
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fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
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fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
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fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]=8.0;
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fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]=0.5;
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fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]=100.0;
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fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]=1.0;
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fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]=Color(0,0,0);
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fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]=Color(0,0,0);
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fx_param[VS::ENV_FX_PARAM_FOG_BG]=true;
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fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
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fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
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fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;
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fx_param[VS::ENV_FX_PARAM_SRGB_CONVERT]=1.0;
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}
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};
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mutable RID_Owner<Environment> environment_owner;
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struct ShadowBuffer;
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struct LightInstance {
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struct SplitInfo {
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CameraMatrix camera;
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Transform transform;
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float near;
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float far;
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};
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RID light;
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Light *base;
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Transform transform;
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CameraMatrix projection;
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Transform custom_transform;
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CameraMatrix custom_projection;
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Vector3 light_vector;
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Vector3 spot_vector;
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float linear_att;
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uint64_t shadow_pass;
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uint64_t last_pass;
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uint16_t sort_key;
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Vector<ShadowBuffer*> shadow_buffers;
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void clear_shadow_buffers() {
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for (int i=0;i<shadow_buffers.size();i++) {
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ShadowBuffer *sb=shadow_buffers[i];
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ERR_CONTINUE( sb->owner != this );
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sb->owner=NULL;
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}
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shadow_buffers.clear();
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}
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LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; }
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};
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mutable RID_Owner<Light> light_owner;
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mutable RID_Owner<LightInstance> light_instance_owner;
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LightInstance *light_instances[MAX_SCENE_LIGHTS];
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LightInstance *directional_lights[4];
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int light_instance_count;
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int directional_light_count;
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int last_light_id;
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bool current_depth_test;
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bool current_depth_mask;
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bool fragment_lighting;
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struct RenderList {
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enum {
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MAX_ELEMENTS=4096,
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MAX_LIGHTS=4
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};
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struct Element {
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float depth;
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const InstanceData *instance;
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const Skeleton *skeleton;
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union {
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uint16_t lights[MAX_HW_LIGHTS];
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uint64_t light_key;
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};
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uint16_t light_count;
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const Geometry *geometry;
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const Geometry *geometry_cmp;
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const Material *material;
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const GeometryOwner *owner;
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bool *additive_ptr;
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uint8_t light_type;
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bool additive;
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bool mirror;
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};
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Element _elements[MAX_ELEMENTS];
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Element *elements[MAX_ELEMENTS];
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int element_count;
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void clear() {
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element_count=0;
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}
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struct SortZ {
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_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
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return A->depth > B->depth;
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}
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};
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void sort_z() {
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SortArray<Element*,SortZ> sorter;
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sorter.sort(elements,element_count);
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}
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struct SortMat {
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_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
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// TODO move to a single uint64 (one comparison)
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if (A->material->shader_cache == B->material->shader_cache) {
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if (A->material == B->material) {
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return A->light_key < B->light_key;
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} else {
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return (A->material < B->material);
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}
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} else {
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return B->material->shader_cache < B->material->shader_cache;
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}
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}
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};
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void sort_mat() {
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SortArray<Element*,SortMat> sorter;
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sorter.sort(elements,element_count);
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}
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struct SortMatLight {
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_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
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if (A->geometry_cmp == B->geometry_cmp) {
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if (A->material == B->material) {
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return A->light_key<B->light_key;
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} else {
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return (A->material < B->material);
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}
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} else {
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return (A->geometry_cmp < B->geometry_cmp);
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}
|
|
}
|
|
};
|
|
|
|
void sort_mat_light() {
|
|
|
|
SortArray<Element*,SortMatLight> sorter;
|
|
sorter.sort(elements,element_count);
|
|
}
|
|
|
|
struct SortMatLightType {
|
|
|
|
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
|
|
|
|
if (A->light_type == B->light_type) {
|
|
if (A->geometry_cmp == B->geometry_cmp) {
|
|
|
|
return (A->material < B->material);
|
|
} else {
|
|
|
|
return (A->geometry_cmp < B->geometry_cmp);
|
|
}
|
|
} else {
|
|
|
|
return A->light_type < B->light_type;
|
|
}
|
|
}
|
|
};
|
|
|
|
void sort_mat_light_type() {
|
|
|
|
SortArray<Element*,SortMatLightType> sorter;
|
|
sorter.sort(elements,element_count);
|
|
}
|
|
|
|
_FORCE_INLINE_ Element* add_element() {
|
|
|
|
if (element_count>MAX_ELEMENTS)
|
|
return NULL;
|
|
elements[element_count]=&_elements[element_count];
|
|
return elements[element_count++];
|
|
}
|
|
|
|
RenderList() {
|
|
|
|
element_count = 0;
|
|
for (int i=0;i<MAX_ELEMENTS;i++)
|
|
elements[i]=&_elements[i]; // assign elements
|
|
}
|
|
};
|
|
|
|
RenderList opaque_render_list;
|
|
RenderList alpha_render_list;
|
|
|
|
RID default_material;
|
|
|
|
struct FX {
|
|
|
|
bool bgcolor_active;
|
|
Color bgcolor;
|
|
|
|
bool skybox_active;
|
|
RID skybox_cubemap;
|
|
|
|
bool antialias_active;
|
|
float antialias_tolerance;
|
|
|
|
bool glow_active;
|
|
int glow_passes;
|
|
float glow_attenuation;
|
|
float glow_bloom;
|
|
|
|
bool ssao_active;
|
|
float ssao_attenuation;
|
|
float ssao_radius;
|
|
float ssao_max_distance;
|
|
float ssao_range_max;
|
|
float ssao_range_min;
|
|
bool ssao_only;
|
|
|
|
bool fog_active;
|
|
float fog_near;
|
|
float fog_far;
|
|
float fog_attenuation;
|
|
Color fog_color_near;
|
|
Color fog_color_far;
|
|
bool fog_bg;
|
|
|
|
bool toon_active;
|
|
float toon_treshold;
|
|
float toon_soft;
|
|
|
|
bool edge_active;
|
|
Color edge_color;
|
|
float edge_size;
|
|
|
|
FX();
|
|
|
|
};
|
|
mutable RID_Owner<FX> fx_owner;
|
|
|
|
|
|
FX *scene_fx;
|
|
CameraMatrix camera_projection;
|
|
Transform camera_transform;
|
|
Transform camera_transform_inverse;
|
|
float camera_z_near;
|
|
float camera_z_far;
|
|
Size2 camera_vp_size;
|
|
|
|
Plane camera_plane;
|
|
|
|
void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner);
|
|
void _render_list_forward(RenderList *p_render_list,bool p_reverse_cull=false,bool p_fragment_light=false);
|
|
|
|
//void _setup_light(LightInstance* p_instance, int p_idx);
|
|
void _setup_lights(const uint16_t * p_lights,int p_light_count);
|
|
|
|
_FORCE_INLINE_ void _setup_shader_params(const Material *p_material);
|
|
bool _setup_material(const Geometry *p_geometry,const Material *p_material,bool p_vertexlit,bool p_no_const_light);
|
|
|
|
Error _setup_geometry(const Geometry *p_geometry, const Material* p_material,const Skeleton *p_skeleton, const float *p_morphs);
|
|
void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner);
|
|
|
|
|
|
/***********/
|
|
/* SHADOWS */
|
|
/***********/
|
|
|
|
struct ShadowBuffer {
|
|
|
|
int size;
|
|
int fbo;
|
|
int depth;
|
|
LightInstance *owner;
|
|
void init(int p_size);
|
|
ShadowBuffer() { size=0; depth=0; owner=NULL; }
|
|
};
|
|
|
|
Vector<ShadowBuffer> near_shadow_buffers;
|
|
Vector<ShadowBuffer> far_shadow_buffers;
|
|
|
|
LightInstance *shadow;
|
|
int shadow_pass;
|
|
void _init_shadow_buffers();
|
|
|
|
float shadow_near_far_split_size_ratio;
|
|
|
|
|
|
/***********/
|
|
/* FBOs */
|
|
/***********/
|
|
|
|
|
|
struct FrameBuffer {
|
|
|
|
int fbo;
|
|
int color;
|
|
int depth;
|
|
int width,height;
|
|
bool buff16;
|
|
bool active;
|
|
|
|
struct Blur {
|
|
|
|
int fbo;
|
|
int color;
|
|
} blur[2];
|
|
|
|
} framebuffer;
|
|
|
|
void _update_framebuffer();
|
|
void _process_glow_and_bloom();
|
|
|
|
/*********/
|
|
/* FRAME */
|
|
/*********/
|
|
|
|
struct _Rinfo {
|
|
|
|
int texture_mem;
|
|
int vertex_count;
|
|
int object_count;
|
|
int mat_change_count;
|
|
int shader_change_count;
|
|
|
|
} _rinfo;
|
|
|
|
int white_tex;
|
|
RID canvas_tex;
|
|
float canvas_opacity;
|
|
_FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
|
|
VS::MaterialBlendMode canvas_blend_mode;
|
|
|
|
int _setup_geometry_vinfo;
|
|
|
|
bool pack_arrays;
|
|
bool keep_copies;
|
|
bool cull_front;
|
|
_FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false);
|
|
|
|
Size2 window_size;
|
|
VS::ViewportRect viewport;
|
|
double last_time;
|
|
double time_delta;
|
|
uint64_t frame;
|
|
uint64_t scene_pass;
|
|
|
|
void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1);
|
|
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs);
|
|
void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false );
|
|
void _draw_quad(const Rect2& p_rect);
|
|
|
|
public:
|
|
|
|
/* TEXTURE API */
|
|
|
|
virtual RID texture_create();
|
|
virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT,int p_mipmap_count=-1);
|
|
virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
|
|
virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
|
|
virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
|
|
virtual uint32_t texture_get_flags(RID p_texture) const;
|
|
virtual Image::Format texture_get_format(RID p_texture) const;
|
|
virtual uint32_t texture_get_width(RID p_texture) const;
|
|
virtual uint32_t texture_get_height(RID p_texture) const;
|
|
virtual bool texture_has_alpha(RID p_texture) const;
|
|
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
|
|
|
|
virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const {};
|
|
|
|
/* SHADER API */
|
|
|
|
virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL);
|
|
|
|
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
|
|
virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
|
|
|
|
virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0);
|
|
virtual String shader_get_fragment_code(RID p_shader) const;
|
|
virtual String shader_get_vertex_code(RID p_shader) const;
|
|
|
|
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
|
|
|
|
|
|
/* COMMON MATERIAL API */
|
|
|
|
virtual RID material_create();
|
|
|
|
virtual void material_set_shader(RID p_shader_material, RID p_shader);
|
|
virtual RID material_get_shader(RID p_shader_material) const;
|
|
|
|
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
|
|
virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
|
|
|
|
virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
|
|
virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
|
|
|
|
virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled);
|
|
virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const;
|
|
|
|
virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model);
|
|
virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const;
|
|
|
|
virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
|
|
virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
|
|
|
|
virtual void material_set_line_width(RID p_material,float p_line_width);
|
|
virtual float material_get_line_width(RID p_material) const;
|
|
|
|
|
|
/* MESH API */
|
|
|
|
virtual RID mesh_create();
|
|
|
|
virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array());
|
|
virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
|
|
virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
|
|
virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat);
|
|
|
|
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
|
|
virtual int mesh_get_morph_target_count(RID p_mesh) const;
|
|
|
|
virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
|
|
virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
|
|
|
|
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
|
|
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
|
|
|
|
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
|
|
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
|
|
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
|
|
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
|
|
|
|
virtual void mesh_remove_surface(RID p_mesh,int p_index);
|
|
virtual int mesh_get_surface_count(RID p_mesh) const;
|
|
|
|
virtual AABB mesh_get_aabb(RID p_mesh) const;
|
|
|
|
/* MULTIMESH API */
|
|
|
|
virtual RID multimesh_create();
|
|
|
|
virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
|
|
virtual int multimesh_get_instance_count(RID p_multimesh) const;
|
|
|
|
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
|
|
virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
|
|
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
|
|
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
|
|
|
|
virtual RID multimesh_get_mesh(RID p_multimesh) const;
|
|
virtual AABB multimesh_get_aabb(RID p_multimesh) const;;
|
|
|
|
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
|
|
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
|
|
|
|
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
|
|
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
|
|
|
|
/* PARTICLES API */
|
|
|
|
virtual RID particles_create();
|
|
|
|
virtual void particles_set_amount(RID p_particles, int p_amount);
|
|
virtual int particles_get_amount(RID p_particles) const;
|
|
|
|
virtual void particles_set_emitting(RID p_particles, bool p_emitting);
|
|
virtual bool particles_is_emitting(RID p_particles) const;
|
|
|
|
virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
|
|
virtual AABB particles_get_visibility_aabb(RID p_particles) const;
|
|
|
|
virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
|
|
virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
|
|
|
|
virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
|
|
virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
|
|
|
|
virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
|
|
virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
|
|
|
|
virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
|
|
virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
|
|
|
|
virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value);
|
|
virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const;
|
|
|
|
virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness);
|
|
virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const;
|
|
|
|
virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
|
|
virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
|
|
|
|
virtual void particles_set_color_phases(RID p_particles, int p_phases);
|
|
virtual int particles_get_color_phases(RID p_particles) const;
|
|
|
|
virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
|
|
virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
|
|
|
|
virtual void particles_set_attractors(RID p_particles, int p_attractors);
|
|
virtual int particles_get_attractors(RID p_particles) const;
|
|
|
|
virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
|
|
virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
|
|
|
|
virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
|
|
virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
|
|
|
|
virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
|
|
virtual RID particles_get_material(RID p_particles) const;
|
|
|
|
virtual AABB particles_get_aabb(RID p_particles) const;
|
|
|
|
virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
|
|
virtual bool particles_has_height_from_velocity(RID p_particles) const;
|
|
|
|
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
|
|
virtual bool particles_is_using_local_coordinates(RID p_particles) const;
|
|
|
|
/* SKELETON API */
|
|
|
|
virtual RID skeleton_create();
|
|
virtual void skeleton_resize(RID p_skeleton,int p_bones);
|
|
virtual int skeleton_get_bone_count(RID p_skeleton) const;
|
|
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
|
|
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
|
|
|
|
|
|
/* LIGHT API */
|
|
|
|
virtual RID light_create(VS::LightType p_type);
|
|
virtual VS::LightType light_get_type(RID p_light) const;
|
|
|
|
virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color);
|
|
virtual Color light_get_color(RID p_light,VS::LightColor p_type) const;
|
|
|
|
virtual void light_set_shadow(RID p_light,bool p_enabled);
|
|
virtual bool light_has_shadow(RID p_light) const;
|
|
|
|
virtual void light_set_volumetric(RID p_light,bool p_enabled);
|
|
virtual bool light_is_volumetric(RID p_light) const;
|
|
|
|
virtual void light_set_projector(RID p_light,RID p_texture);
|
|
virtual RID light_get_projector(RID p_light) const;
|
|
|
|
virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value);
|
|
virtual float light_get_var(RID p_light, VS::LightParam p_var) const;
|
|
|
|
virtual void light_set_operator(RID p_light,VS::LightOp p_op);
|
|
virtual VS::LightOp light_get_operator(RID p_light) const;
|
|
|
|
virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode);
|
|
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
|
|
|
|
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
|
|
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
|
|
virtual void light_directional_set_shadow_max_distance(RID p_light,float p_distance);
|
|
virtual float light_directional_get_shadow_max_distance(RID p_light) const;
|
|
virtual void light_directional_set_pssm_split_weight(RID p_light,float p_weight);
|
|
virtual float light_directional_get_pssm_split_weight(RID p_light) const;
|
|
virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value);
|
|
virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const;
|
|
|
|
virtual AABB light_get_aabb(RID p_poly) const;
|
|
|
|
virtual RID light_instance_create(RID p_light);
|
|
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
|
|
|
|
virtual void light_instance_set_active_hint(RID p_light_instance);
|
|
virtual bool light_instance_has_shadow(RID p_light_instance) const;
|
|
virtual bool light_instance_assign_shadow(RID p_light_instance);
|
|
virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const;
|
|
virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
|
|
virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
|
|
virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; }
|
|
|
|
virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const { return SHADOW_NONE; };
|
|
virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0) {};
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/* SHADOWS */
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virtual void shadow_clear_near() { };
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virtual bool shadow_allocate_near(RID p_light) { return false; }; //true on successful alloc
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virtual bool shadow_allocate_far(RID p_light) { return false; }; //true on successful alloc
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/* PARTICLES INSTANCE */
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virtual RID particles_instance_create(RID p_particles);
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virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform);
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/* RENDER API */
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/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
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virtual void begin_frame();
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virtual void set_viewport(const VS::ViewportRect& p_viewport);
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virtual void clear_viewport(const Color& p_color);
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virtual void begin_scene(bool p_copy_bg,RID p_fx=RID(),VS::ScenarioDebugMode p_debug=VS::SCENARIO_DEBUG_DISABLED);
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virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass );
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virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection);
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virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls
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typedef Map<StringName,Variant> ParamOverrideMap;
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virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data);
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virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data);
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virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data);
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virtual void end_scene();
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virtual void end_shadow_map();
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virtual void end_frame();
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/* CANVAS API */
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virtual void canvas_begin();
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virtual void canvas_set_opacity(float p_opacity);
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virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
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virtual void canvas_begin_rect(const Matrix32& p_transform);
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virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect);
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virtual void canvas_end_rect();
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virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width);
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virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate);
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virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
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virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width);
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virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor);
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virtual void canvas_set_transform(const Matrix32& p_transform);
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/* ENVIRONMENT */
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virtual RID environment_create();
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virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
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virtual VS::EnvironmentBG environment_get_background(RID p_env) const;
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virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value);
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virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const;
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virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled);
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virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const;
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virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value);
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virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const;
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/* FX */
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virtual RID fx_create();
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virtual void fx_get_effects(RID p_fx,List<String> *p_effects) const;
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virtual void fx_set_active(RID p_fx,const String& p_effect, bool p_active);
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virtual bool fx_is_active(RID p_fx,const String& p_effect) const;
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virtual void fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const;
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virtual Variant fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const;
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virtual void fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue);
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/*MISC*/
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virtual bool is_texture(const RID& p_rid) const;
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virtual bool is_material(const RID& p_rid) const;
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virtual bool is_mesh(const RID& p_rid) const;
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virtual bool is_multimesh(const RID& p_rid) const;
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virtual bool is_particles(const RID &p_beam) const;
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virtual bool is_light(const RID& p_rid) const;
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virtual bool is_light_instance(const RID& p_rid) const;
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virtual bool is_particles_instance(const RID& p_rid) const;
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virtual bool is_skeleton(const RID& p_rid) const;
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virtual bool is_environment(const RID& p_rid) const;
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virtual bool is_fx(const RID& p_rid) const;
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virtual bool is_shader(const RID& p_rid) const;
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virtual void free(const RID& p_rid);
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virtual void init();
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virtual void finish();
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virtual int get_render_info(VS::RenderInfo p_info);
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virtual void flush_frame(); //not necesary in most cases
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RasterizerFlash(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true);
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virtual ~RasterizerFlash();
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};
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#endif
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