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https://github.com/godotengine/godot.git
synced 2024-11-21 03:18:37 +08:00
WIP immediates and proper buffers swapping
This commit is contained in:
parent
b72ca04605
commit
7cf8d75cf8
@ -276,8 +276,7 @@ void RasterizerGLES3::end_frame(){
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canvas->draw_generic_textured_rect(Rect2(0,0,15,15),Rect2(0,0,1,1));
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#endif
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if (ContextGL::get_singleton())
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ContextGL::get_singleton()->swap_buffers();
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OS::get_singleton()->swap_buffers();
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}
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void RasterizerGLES3::finalize(){
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@ -3675,57 +3675,157 @@ void RasterizerStorageGLES3::update_dirty_multimeshes() {
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/* IMMEDIATE API */
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RID RasterizerStorageGLES3::immediate_create(){
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return RID();
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RID RasterizerStorageGLES3::immediate_create() {
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Immediate *im = memnew( Immediate );
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return immediate_owner.make_rid(im);
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}
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void RasterizerStorageGLES3::immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture){
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void RasterizerStorageGLES3::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){
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Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND(!im);
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ERR_FAIL_COND(im->building);
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Immediate::Chunk ic;
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ic.texture=p_texture;
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ic.primitive=p_rimitive;
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im->chunks.push_back(ic);
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im->mask=0;
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im->building=true;
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}
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void RasterizerStorageGLES3::immediate_vertex(RID p_immediate,const Vector3& p_vertex){
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Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND(!im);
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ERR_FAIL_COND(!im->building);
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Immediate::Chunk *c = &im->chunks.back()->get();
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if (c->vertices.empty() && im->chunks.size()==1) {
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im->aabb.pos=p_vertex;
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im->aabb.size=Vector3();
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} else {
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im->aabb.expand_to(p_vertex);
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}
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if (im->mask&VS::ARRAY_FORMAT_NORMAL)
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c->normals.push_back(chunk_normal);
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if (im->mask&VS::ARRAY_FORMAT_TANGENT)
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c->tangents.push_back(chunk_tangent);
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if (im->mask&VS::ARRAY_FORMAT_COLOR)
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c->colors.push_back(chunk_color);
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if (im->mask&VS::ARRAY_FORMAT_TEX_UV)
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c->uvs.push_back(chunk_uv);
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if (im->mask&VS::ARRAY_FORMAT_TEX_UV2)
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c->uvs2.push_back(chunk_uv2);
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im->mask|=VS::ARRAY_FORMAT_VERTEX;
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c->vertices.push_back(p_vertex);
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}
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void RasterizerStorageGLES3::immediate_vertex_2d(RID p_immediate,const Vector3& p_vertex){
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}
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void RasterizerStorageGLES3::immediate_normal(RID p_immediate,const Vector3& p_normal){
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Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND(!im);
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ERR_FAIL_COND(!im->building);
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im->mask|=VS::ARRAY_FORMAT_NORMAL;
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chunk_normal=p_normal;
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}
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void RasterizerStorageGLES3::immediate_tangent(RID p_immediate,const Plane& p_tangent){
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Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND(!im);
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ERR_FAIL_COND(!im->building);
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im->mask|=VS::ARRAY_FORMAT_TANGENT;
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chunk_tangent=p_tangent;
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}
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void RasterizerStorageGLES3::immediate_color(RID p_immediate,const Color& p_color){
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Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND(!im);
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ERR_FAIL_COND(!im->building);
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im->mask|=VS::ARRAY_FORMAT_COLOR;
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chunk_color=p_color;
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}
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void RasterizerStorageGLES3::immediate_uv(RID p_immediate,const Vector2& tex_uv){
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Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND(!im);
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ERR_FAIL_COND(!im->building);
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im->mask|=VS::ARRAY_FORMAT_TEX_UV;
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chunk_uv=tex_uv;
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}
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void RasterizerStorageGLES3::immediate_uv2(RID p_immediate,const Vector2& tex_uv){
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Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND(!im);
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ERR_FAIL_COND(!im->building);
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im->mask|=VS::ARRAY_FORMAT_TEX_UV2;
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chunk_uv2=tex_uv;
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}
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void RasterizerStorageGLES3::immediate_end(RID p_immediate){
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Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND(!im);
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ERR_FAIL_COND(!im->building);
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im->building=false;
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im->instance_change_notify();
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}
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void RasterizerStorageGLES3::immediate_clear(RID p_immediate){
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void RasterizerStorageGLES3::immediate_clear(RID p_immediate) {
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Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND(!im);
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ERR_FAIL_COND(im->building);
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im->chunks.clear();
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im->instance_change_notify();
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}
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void RasterizerStorageGLES3::immediate_set_material(RID p_immediate,RID p_material){
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AABB RasterizerStorageGLES3::immediate_get_aabb(RID p_immediate) const {
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Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND_V(!im,AABB());
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return im->aabb;
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}
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void RasterizerStorageGLES3::immediate_set_material(RID p_immediate,RID p_material) {
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Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND(!im);
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im->material=p_material;
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im->instance_material_change_notify();
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}
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RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const{
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return RID();
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RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const {
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const Immediate *im = immediate_owner.get(p_immediate);
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ERR_FAIL_COND_V(!im,RID());
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return im->material;
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}
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/* SKELETON API */
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@ -4417,6 +4517,10 @@ void RasterizerStorageGLES3::instance_add_dependency(RID p_base,RasterizerScene:
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inst = multimesh_owner.getornull(p_base);
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ERR_FAIL_COND(!inst);
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} break;
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case VS::INSTANCE_IMMEDIATE: {
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inst = immediate_owner.getornull(p_base);
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ERR_FAIL_COND(!inst);
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} break;
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case VS::INSTANCE_REFLECTION_PROBE: {
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inst = reflection_probe_owner.getornull(p_base);
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ERR_FAIL_COND(!inst);
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@ -4452,6 +4556,10 @@ void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerSce
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inst = multimesh_owner.getornull(p_base);
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ERR_FAIL_COND(!inst);
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} break;
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case VS::INSTANCE_IMMEDIATE: {
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inst = immediate_owner.getornull(p_base);
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ERR_FAIL_COND(!inst);
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} break;
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case VS::INSTANCE_REFLECTION_PROBE: {
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inst = reflection_probe_owner.getornull(p_base);
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ERR_FAIL_COND(!inst);
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@ -4949,6 +5057,9 @@ VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
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if (multimesh_owner.owns(p_rid)) {
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return VS::INSTANCE_MULTIMESH;
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}
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if (immediate_owner.owns(p_rid)) {
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return VS::INSTANCE_IMMEDIATE;
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}
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if (light_owner.owns(p_rid)) {
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return VS::INSTANCE_LIGHT;
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}
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@ -5057,7 +5168,12 @@ bool RasterizerStorageGLES3::free(RID p_rid){
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multimesh_owner.free(p_rid);
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memdelete(multimesh);
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} else if (immediate_owner.owns(p_rid)) {
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Immediate *immediate = immediate_owner.get(p_rid);
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immediate_owner.free(p_rid);
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memdelete(immediate);
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} else if (light_owner.owns(p_rid)) {
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// delete the texture
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@ -651,10 +651,41 @@ public:
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/* IMMEDIATE API */
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struct Immediate : public Geometry {
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struct Chunk {
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RID texture;
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VS::PrimitiveType primitive;
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Vector<Vector3> vertices;
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Vector<Vector3> normals;
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Vector<Plane> tangents;
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Vector<Color> colors;
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Vector<Vector2> uvs;
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Vector<Vector2> uvs2;
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};
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List<Chunk> chunks;
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bool building;
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int mask;
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AABB aabb;
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Immediate() { type=GEOMETRY_IMMEDIATE; building=false;}
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};
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Vector3 chunk_vertex;
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Vector3 chunk_normal;
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Plane chunk_tangent;
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Color chunk_color;
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Vector2 chunk_uv;
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Vector2 chunk_uv2;
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mutable RID_Owner<Immediate> immediate_owner;
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virtual RID immediate_create();
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virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID());
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virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
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virtual void immediate_vertex_2d(RID p_immediate,const Vector3& p_vertex);
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virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
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virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
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virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
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virtual void immediate_color(RID p_immediate,const Color& p_color);
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@ -664,6 +695,7 @@ public:
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virtual void immediate_clear(RID p_immediate);
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virtual void immediate_set_material(RID p_immediate,RID p_material);
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virtual RID immediate_get_material(RID p_immediate) const;
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virtual AABB immediate_get_aabb(RID p_immediate) const;
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/* SKELETON API */
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@ -222,9 +222,8 @@ ShaderGLES3::Version* ShaderGLES3::get_current_version() {
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Vector<const char*> strings;
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#ifdef GLES_OVER_GL
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strings.push_back("#version 330\n");
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//strings.push_back("#version 300 es\n");
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#else
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strings.push_back("#version 300 es\n"); //ATI requieres this before anything
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strings.push_back("#version 300 es\n");
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#endif
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@ -285,7 +285,6 @@ public:
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virtual RID immediate_create()=0;
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virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID())=0;
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virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex)=0;
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virtual void immediate_vertex_2d(RID p_immediate,const Vector3& p_vertex)=0;
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virtual void immediate_normal(RID p_immediate,const Vector3& p_normal)=0;
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virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent)=0;
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virtual void immediate_color(RID p_immediate,const Color& p_color)=0;
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@ -295,6 +294,8 @@ public:
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virtual void immediate_clear(RID p_immediate)=0;
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virtual void immediate_set_material(RID p_immediate,RID p_material)=0;
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virtual RID immediate_get_material(RID p_immediate) const=0;
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virtual AABB immediate_get_aabb(RID p_immediate) const=0;
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/* SKELETON API */
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@ -731,7 +731,6 @@ public:
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BIND0R(RID,immediate_create)
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BIND3(immediate_begin,RID,PrimitiveType,RID)
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BIND2(immediate_vertex,RID,const Vector3&)
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BIND2(immediate_vertex_2d,RID,const Vector3&)
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BIND2(immediate_normal,RID,const Vector3&)
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BIND2(immediate_tangent,RID,const Plane&)
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BIND2(immediate_color,RID,const Color&)
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@ -557,12 +557,9 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base){
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instance->base_data=light;
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} break;
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case VS::INSTANCE_MESH: {
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InstanceGeometryData *geom = memnew( InstanceGeometryData );
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instance->base_data=geom;
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} break;
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case VS::INSTANCE_MULTIMESH: {
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case VS::INSTANCE_MESH:
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case VS::INSTANCE_MULTIMESH:
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case VS::INSTANCE_IMMEDIATE: {
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InstanceGeometryData *geom = memnew( InstanceGeometryData );
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instance->base_data=geom;
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@ -1147,13 +1144,14 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
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new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);
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} break;
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#if 0
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case VisualServer::INSTANCE_IMMEDIATE: {
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new_aabb = rasterizer->immediate_get_aabb(p_instance->base);
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new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);
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} break;
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#if 0
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case VisualServer::INSTANCE_PARTICLES: {
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new_aabb = rasterizer->particles_get_aabb(p_instance->base);
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@ -2309,6 +2307,17 @@ void VisualServerScene::_update_dirty_instance(Instance *p_instance) {
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can_cast_shadows=false;
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}
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}
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} else if (p_instance->base_type==VS::INSTANCE_IMMEDIATE) {
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RID mat = VSG::storage->immediate_get_material(p_instance->base);
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if (!mat.is_valid() || VSG::storage->material_casts_shadows(mat)) {
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can_cast_shadows=true;
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} else {
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can_cast_shadows=false;
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}
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}
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@ -1648,6 +1648,10 @@ void VisualServer::mesh_add_surface_from_planes( RID p_mesh, const DVector<Plane
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}
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void VisualServer::immediate_vertex_2d(RID p_immediate,const Vector2& p_vertex) {
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immediate_vertex(p_immediate,Vector3(p_vertex.x,p_vertex.y,0));
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}
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RID VisualServer::instance_create2(RID p_base, RID p_scenario) {
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RID instance = instance_create();
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@ -319,7 +319,7 @@ public:
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virtual RID immediate_create()=0;
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virtual void immediate_begin(RID p_immediate,PrimitiveType p_rimitive,RID p_texture=RID())=0;
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virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex)=0;
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virtual void immediate_vertex_2d(RID p_immediate,const Vector3& p_vertex)=0;
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virtual void immediate_vertex_2d(RID p_immediate,const Vector2& p_vertex);
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virtual void immediate_normal(RID p_immediate,const Vector3& p_normal)=0;
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virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent)=0;
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virtual void immediate_color(RID p_immediate,const Color& p_color)=0;
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